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The Chronicles of Spellborn

The Chronicles of Spellborn 

General Discussion  » One step forward, 3 steps backwards

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29 posts found
  acidworm

Novice Member

Joined: 8/16/05
Posts: 227

 
12/19/08 10:12:33 AM#21
Originally posted by BesCirga

I agree 101% with the OP. The one thing I always complained about in beta, was spellborns questing system, or no real alternative content which gave fame. And most importantly, there is no alternative questing routes! Try starting an alt and do it all over again

The biggest problem is see for grouping in spellborn is the LONG quest chains, which is super content for a solo player, but is the most irritating thing for a group player, simply because the "group quests" are almost always in the end of a long solo quest chain. 

Many times in the Beta chat when I was "complaining"  people asked me, whats stopping your from grouping? I always gave the same answer; Nothing, I am playing in group right now, but I want group content! Nothing is more boring than doing fedex quests in a group - a big caravan of messengers hehe.

I will see how this game develops in the next six months and maybe ill come back. I want to come back because I really love the PvP in spellborn, but as it is now, I cant see myself leveling another character in the current content.

Bes

Exactly. The entire game was designed around quests, whether you are grouped or not. In fact at one point in development, they were going to give you ZERO XP for mob kills. The only XP they were going to give was from quests. 

If I decide to sub, only thing I'd be interested in is AE grinding it to 50 to see what kind of PvP endgame they offer. I hear there is not much PvE endgame content anyway.

  craynlon

Novice Member

Joined: 11/15/05
Posts: 255

12/19/08 11:42:55 AM#22

well i disagree a bit and call it 1 step forwared, many steps yet to come

 

as i see that your main point of complain is about the lack of social/grouping content i feel you are judging the game to early.

i share with you the love of the combat system wich for me, coupled with the great atmosphere set by graphics, sound and world design. also the tcos launch was really smooth and within days the devs worked on the little quirks that needed to be ironed out.

for me this is the solid basis i missed in many games lately like aoc and even war.

so i do believe that with a growing community the game will develope into more of a group play game.

 

i base this on these toughts:

1. the untypical character setups allow for open grouping  without having to wait for that precious healer, buffer or tank

2. they alreaddy introduced a group instance just days ago and i think many more will follow

3. with their concept of the high houses they just need to slap on a "high house channel" and youll easily find people with the same goals and motive to do group quests

4. the whole shard theme screams for exploration

 

so rather then seeing your points as steps backward i see them as untapped potential of a game that hopefully will be here to stay

if your bored, visit my blog at:
http://craylon.wordpress.com/ dealing with the look of mmos with the nvidia 3d vision glasses

  Relentless02

Novice Member

Joined: 1/21/07
Posts: 126

Works 70% of the time, all the time!

12/19/08 1:31:01 PM#23

Acidworm I couldn`t agree with you more, I have been ranting lately about MMOs not having enough MM and im gonna continue here lol. I love TCoS, love the enviorments, combat system, graphics aren`t bad, and you can climb ladders, how cool is that lol. But the servers are dead and it`s like a depressing alone feeling lol. Im playing on an international EU PVE server, and I rarely see other people playing, I hope the population eventually picks up because this game is awesome, except for it`s population size lol. It would be a shame if this MMO just dropped off the radar because it has a lot of pontentiial, if given a bigger population. I hope it goes better for the NA servers, but I will be jelouse if the EU servers stay the same lol.

PS. Grouping is mandatory in FFXI, leveling is extremely slow without it, have you played FFXI, if not you should definitey give it a try if your into grouping MMOs.

  acidworm

Novice Member

Joined: 8/16/05
Posts: 227

 
12/19/08 2:09:53 PM#24
Originally posted by Relentless02

PS. Grouping is mandatory in FFXI, leveling is extremely slow without it, have you played FFXI, if not you should definitey give it a try if your into grouping MMOs.

 

Yes, I played NA release day on Ifrit.  I solo'd monk/warr to 25 grinding sheep mostly, people thought I was insane to solo past 20 as it became EXTRMELY grindy without group, but nobody from NA was anywhere near 20 so I grinded away for like 48 straight hours..lawl. Then I stopped leveling and did some crafting/exploring and waited for others to catch up. Finally started grouping and it was a blast. Thing is, I can't ever get used to super model orcs and anime elves, it burns my eyes. I think I got into CoH beta and cancelled my account. The grouping was amazing though. I had macros for all my special moves with the whistle sound, stupid thing like "GO GO Thunder kick!"  When we were able to pull of combo chain it was a beautiful thing I will never forget. 

  acidworm

Novice Member

Joined: 8/16/05
Posts: 227

 
12/19/08 2:17:42 PM#25
Originally posted by scope006

Honestly....  check out The Saga of Ryzom.  They are under new ownership and still letting people play for free till the end of the year.  Great game! Great community!  Soloing that game is very tough, it was designed for group hunts.

http://www.ryzom.com

 

Nice game, but I could never find anyone around. The combat was not that great from what I remember.. I tried it when they offered that design program bundled with the DL. It was like they let you design your own zones, place mobs where you want and other stuff. I had more fun with that then in-game. How's the pop these days?

  acidworm

Novice Member

Joined: 8/16/05
Posts: 227

 
12/19/08 3:13:13 PM#26
Originally posted by craynlon

well i disagree a bit and call it 1 step forwared, many steps yet to come

 

as i see that your main point of complain is about the lack of social/grouping content i feel you are judging the game to early.

i share with you the love of the combat system wich for me, coupled with the great atmosphere set by graphics, sound and world design. also the tcos launch was really smooth and within days the devs worked on the little quirks that needed to be ironed out.

for me this is the solid basis i missed in many games lately like aoc and even war.

so i do believe that with a growing community the game will develope into more of a group play game.

 

i base this on these toughts:

1. the untypical character setups allow for open grouping  without having to wait for that precious healer, buffer or tank

2. they alreaddy introduced a group instance just days ago and i think many more will follow

3. with their concept of the high houses they just need to slap on a "high house channel" and youll easily find people with the same goals and motive to do group quests

4. the whole shard theme screams for exploration

 

so rather then seeing your points as steps backward i see them as untapped potential of a game that hopefully will be here to stay

 

This is a great post craynlon. There seems to be a deeper game laying ahead of this very theme park beginning.  However first impressions mean everything in today's crowded market. I leveled 1 of each archetype to 7. 3/4 of my time was on auto-run, running and running and then some more running, from one end of a zone to the other, back to town, back across the zone, round and round we go. This is not "time well spent".  Maybe 1/10 quests had any action involved. It should be vice-versa if you want to keep me entertained with your quests.

I hope at the very least that the dungeon xp off mobs/bosses is worth alot more than the sad XP you get from outdoor mobs. 

  acidworm

Novice Member

Joined: 8/16/05
Posts: 227

 
12/19/08 7:50:29 PM#27

Finally grouped up and cleared the entire dungeon in Altenvault.  It was awesome, to say the least. Nobody wanted to go back to questing so we found another huge dungeon but strangely no mobs inside, just a named one at the very bottom.  

Still, I realize this is just a fraction of the content and the majority of content is the quests. Subbing will be a tough decsion, one I really have to think about.

  User Deleted
12/21/08 11:38:05 PM#28

Through my Anthropology course, I started to understand different cultures and how things are. This being said, I look at the way gaming trends are specifically in the mmorpg genre, and they are moving towards a single player socail level that is consistent to the current level of online social behavior.

Think a lot of people don't realize it has nothing to do with how you get your xp or the type of systems that are put in place to bring people together, in todays gaming society we are solo gamers stemming from the Atari, Nintendo, ect generations.

It is just how we are as humans that developers find the best possible way to get games going, people want to be social , but with out the limitations of always needing a group to do something. I fall in this category and 75% of the entire mmorpg market does aswell.

Spellborn is not at fault for wanting to be successful, and with what they given you to play , you should beable to create your own clans/guilds to cater to your game style.  People want to blame the developers for things like this, but it is truly the player or lacks the imgination and will to create something in a dynamic world.

  Gremrod

Apprentice Member

Joined: 2/12/07
Posts: 184

12/22/08 11:14:47 AM#29
Originally posted by acidworm
Originally posted by craynlon

well i disagree a bit and call it 1 step forwared, many steps yet to come

 

as i see that your main point of complain is about the lack of social/grouping content i feel you are judging the game to early.

i share with you the love of the combat system wich for me, coupled with the great atmosphere set by graphics, sound and world design. also the tcos launch was really smooth and within days the devs worked on the little quirks that needed to be ironed out.

for me this is the solid basis i missed in many games lately like aoc and even war.

so i do believe that with a growing community the game will develope into more of a group play game.

 

i base this on these toughts:

1. the untypical character setups allow for open grouping  without having to wait for that precious healer, buffer or tank

2. they alreaddy introduced a group instance just days ago and i think many more will follow

3. with their concept of the high houses they just need to slap on a "high house channel" and youll easily find people with the same goals and motive to do group quests

4. the whole shard theme screams for exploration

 

so rather then seeing your points as steps backward i see them as untapped potential of a game that hopefully will be here to stay

 

This is a great post craynlon. There seems to be a deeper game laying ahead of this very theme park beginning.  However first impressions mean everything in today's crowded market. I leveled 1 of each archetype to 7. 3/4 of my time was on auto-run, running and running and then some more running, from one end of a zone to the other, back to town, back across the zone, round and round we go. This is not "time well spent".  Maybe 1/10 quests had any action involved. It should be vice-versa if you want to keep me entertained with your quests.

I hope at the very least that the dungeon xp off mobs/bosses is worth alot more than the sad XP you get from outdoor mobs. 

You must of passed a lot of the encounter quests in the starter area. Too bad. WHile that said yes there were a lot of travel quests in the first starter I am wondering if you went into the second zone at all and took the quests there? A lot fo encouter quests there. ANd if it is a quest that had you looking for items in the area, you will have plenty of encounters. :)

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