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All Posts by drivendawn

All Posts by drivendawn

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Originally posted by samsweet

These people have to play something I guess.

LOL you win the troll award 

I don't understand how people like a number of games but you won't see me posting about it on this site. You may have not ment to but you come off as something that lives under a bridge and eats goats.

https://docs.google.com/document/d/1d62olOCE_vHWXivac3CtF6XB3vGk_wSFs-jHvIv4EwA/preview?sle=true    

Good stuff.

Originally posted by azzamasin
Originally posted by Jairoe03

 


Originally posted by azzamasin
No what's wrong with today's MMO's is that there is no innovation.  75% of all MMO's today are a direct cut and paste of WoW and the Themepark ilk with just a bit of change to make it appear there's difference.

 

Well if I generalize enough, I guess I can be blind to innovation in just about every game too. I feel sad for these people because they don't even realize how innovation actually has worked within the gaming industry overall, by these standards set, almost every game is a clone of another game. Games innovate slowly, and this is why I get sick of the overused term "WoW clone". I'm sorry but every MMO using a theme park style would be a WoW clone but lets be more politically correct and call them Everquest clones because realistically speaking, WoW did absolutely nothing innovative, just took all the great ideas that currently existed at the time and brought them out with more polish.


Innovation comes with introduction of 1 or 2 new features, not a completely new system that is independent of anything conceived (which is impossible). And please, when throwing around words like innovation, actually define what you mean by it, because to different people it can mean different things. To me, innovation means introducing something new, WoW brought instancing (at least to me), not spectacular but innovative. It still ran with a basic class system, with races and moves and required you to smash things in the face and heal others that needed it. Guild Wars 1 brought mixing and matching skill sets which also wasn't that "unique" because it was ripped from Magic the Gathering and the idea of deck building, but it was innovative because it was introduced into the MMO realm. Everything else was pretty much the same as most of the other MMO's at the time, skills/spells, classes, smash things in the face.


I can actually do more now in FFXIV ARR as a theme park game than I could in the game previous to it because of "innovations" they brought in which weren't unique to them but the innovation comes in a specific combination of features (that other MMO's have implemented before) and implementing them in ways I prefer or like. In ARR they couldn't afford any more innovation so they plainly took what has worked across the industry and brought them in and now their game lives on through this 2nd chance (which many people don't get or pull off properly).


If you are looking for something completely unique (as a whole system) in terms of innovation, you are going to be disappointed most of the time. Games evolve slowly, you don't call modern shooters Doom clones because all you do is point and shoot guns so it fair to treat MMO's in the same light.

 

 

Incorrect.

 

What I mean is that prior to WoW, the 3 big MMO's.  Asheron's Call, Everquest and Ultima Online were so vastly different it wasn't even funny.  Add on SWG and you have another game so different that is what I mean.  For the most part MMO's prior to WoW were innovative and tried NOT to copy other games systems.  Not so today.  Especially considering themeparks follow the same path.

 

What we need in MMO's todays are more AC's, UO's and SWG's.  Not more WoW's.  If that isn't hard to understand then I have no clue how to express it further.

I guess the theme park player can then complain about all those UO clones then huh?  I have to agree with Jairoe03 and yes other games like AC and SWG copied off UO's sandbox features and made them their own in some way or another and added a couple of new things of their own. Not to mention going back in time is not innovation it means you want old school sandbox with some new features added on. Which I would like to see done as well. As long as it is a pve sandbox. ^_-

Originally posted by BearKnight

Disclaimer:

I played Skyrim prior, loved it, but did NOT expect nor demand ESO to be like Skyrim to begin with. I'm also an "OmniGamer", meaning I'll play anything so long as it is in depth and well fleshed out. Meaning, I'll play a good Themepark, Sandbox, Single-Player RPG, MMORPG, etc etc so long as it isn't just thrown together with little to no thought behind it. I do, however, have a preference for Sandbox gameplay.

 

 

Leveling:

In Elder Scrolls Online you can either go from continent to continent, in a linear fashion, doing quests as you find them in order to level up, or grind mobs 3-4 levels above you for experience (grinding mobs is slower than grinding quests). Many of these quests are surprisingly well written, and isn't much of a surprise given the writers they hired for ESO. The problem being that they seem to have spent most of their budget on writing story for the game rather than improving the overall experience. This means that leveling essentially just becomes:

Find Quest Marker -> Go and get new Quest -> Work on said new quest while finding other shiny quest markers -> Backtrack to turn in original quest -> confusingly try to figure out which quest is closest and/or should be done next -> Repeat

 

I spent two weeks of this mind-numbing questing in order to get up to level 34. At this point I got so frustrated with how leveling is done that I quit for a couple of days until I decided to roll with my friends in PvP/Cyrodil for pvp area shards/quests/etc.

 

Overall, questing in ESO for exp is no different, or even more frustrating, than other themepark iterations. This is because they took the hand-holding linear questing of the Themepark model and simply took out the "Go here for quests for your level" quest hubs, and decided to throw them randomly around the map in a linear fashion (ie: go from bottom to top of the map in a zigzag pattern) in order to find obscure quests to level off. This gets frustrating because it is still the same themepark model, but without any indication on where to go next. Instead you're blindly searching for quests for you to do all the while running into quests/areas far higher level than you should be causing you to backtrack to find quests you missed!

 

Sure the story is cool, but MMOs were not made for "Story", they were made for social interaction on a massive online scale. So after awhile you find yourself so bored out of your mind that you're frantically hitting the "#1" key on your keyboard for the first dialogue option to just get to the quest itself. Found myself doing this after a week of actually reading the quests (some are poorly written, others a complete 180 and are decent to read!).

 

Score: 3 ~ "Well written story and lore, but gets so boring you almost wish you could stomach just grinding mobs for hours on end instead."

 

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Crafting:

Simplistic to an extreme, but better than most themeparks out there. 

 

Essentially, you just run around looking for resource "nodes" in the open world to collect resources. Unlike GW2, these resource nodes are PUBLIC and not individually instanced to you (chests are also like this). This means that you have to fight over resource spawns with other players, and when you have 100+ running around the same area it can be hard in the more popular/populated areas to find resources. Ironically since I waited 2 weeks after launch to play ESO I was able to avoid this "demand" for resources and easily gathered what I needed for heavy armor.

 

->Most crafting only needs two or three ingredients. As a Heavy Armor + Two-Handed sword Sorcerer all I needed to find was Ore of some kind for my level (Iron/Steel/Etc) for both weapons and armor, then I'd buy any "Style" ingredients I was missing. All in all, only requiring ONE ingredient (Iron Ingots in this case) for ALL of my armor and weapons means the crafting was so basic my 6yr old niece could probably master it in an hour.

 

->Can't Craft jewelry, nuff said there, and i've not seen any indications it is coming any time soon despite developers saying "Planned".

 

->Enchanting is one of the most depressingly difficult things to level up and/or use. Ingredients found in the world are random, and NOT A SINGLE PERSON IS SELLING INGREDIENTS! I got into 4 trade guilds (more on this later) and use the Guild-Store Search Plugin (more on this later, too) and found that NOT A SINGLE SOUL was selling any ingredients for enchantment. This meant I was cursed to using low-powered, over-priced, enchantments from the enchanting merchant. Probably one of the worst thought-out aspects of ESO.

 

->Items have durability, but can be infinitely repaired, thus leaving a stale and useless player-market to suffer a slow useless death. "Durability" is just another mechanism for removing currency from circulation, and becomes frustrating after only 30minutes of play to see your armor losing effectiveness (ie: the less durability an item has the less it protects you) forcing you to carry tons of REALLY expensive repair kits around everywhere, or constant returning to merchants for expensive repairs.

 

->Market system in ESO tried to be "Socially Focused" by forcing you to join multiple guilds of 500 players max, each, in order to sell/buy wares from other players. This was to replace the Auction House other themeparks are plagued by, but this ends up being the most frustrating thing in the world in a Themepark based MMO. Especially when you realize how HORRIBLE and ill-designed the search engine is done for the "Guild Store". You end up being forced to download a player-made plugin just to use it, and now that has been limited severely by Zenimax due to adding in a search-timer in between page queries. In other words when you hit "Retrieve" to gather information from all Guild-Stores that you're in it takes about 20minutes to populate up to 3 or 4 guild stores worth of pages. Want to search for ONLY "Blue Rare" items? Change your query and re-retrieve, see you in 10-20 minutes depending on quantity!!!

 

Score: 2 ~ "So frustrating, and simplistic, you wish it were actually a cruel joke."

 

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Graphics:

After getting eye-strain from the sheer amount of blur and FXAA being used I was forced to take matters into my own hands. I googled INI modifications and SweetFX configurations. After about 3hrs of work I got ESO looking from a drowned out meerkat's stomach into a Skyrim wannabe playable product. Literally, I have no idea how Zenimax can justify how drowned out and blurred out ESO is when I can spend 3hrs to make it almost look like I was playing Skyrim. I can post screenshots if anyone is interested.

Score: 6 ~ "Better stock graphics than most Themeparks out right now, but with a little work on your part can look like some of the best singleplayer games out there."

 

------------------------------------------------------------------------------------

 

Audio:

I enjoyed the orchestrated musics at many points, but the limited sound tracks got boring after awhile. Still very nostalgic to hear remnicent Elder Scrolls soundtracks playing throughout the game though. Decent enough for today's releases.

 

Score: 7 ~ "Nothing really to say here for an ElderScrolls game, but is overall enjoyable to listen to."

 

------------------------------------------------------------------------------------

 

Art-Style (aka: Character design & Equipment rendering):

 

Like many have pointed out before the armor/equipment of ESO are VERY one dimensional in terms of depth and overall quality. It feels as if you're playing a game that release back in 2002 with the flat textured modeling overlayed with random pieces of armor that are disconnected from your actual character. Can't tell you how many times I noticed my shoulderpads were "floating" disconnected from my one-layered textured suit of full plate. Felt like I was a paper doll with glossy paint thrown on.

However, the realism direction they went with character models with regards to the Elder Scrolls series was a needed touch. 

 

Score: 4 ~ "It seems as if almost no budget was given to their graphics department when designing equipment. Quite a lot of armors look exactly the same, or are drowned out by muted colors and different shades of gray, brown, or glossy black."

 

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Character Progression (skills, builds, abilities, etc):

Many people have claimed that the "build" system for characters in ESO is very robust, but I'd highly disagree. If you had played any games from 1999 to 2005 you would laugh at this statement in the person's face while balancing on a basketball. 

 

That snide statement aside, sure there is SOME limited design potential for builds, but you could probably count the number of viable unique builds on one or two hands per class (4 classes btw). However, MANY builds are just silly or have no purpose other than trying to prove you could do something "out of the ordinary". There's no point if it can't actually be of any viable use.

 

As for the shards collection system in order to force players to "explore" the world it was an interesting idea. However, there's a plugin that will put markers on your map showing you where every shard is in the game so it just ends up being a mindless run-around collection game for more skills points (3 collected shards == +1 skill point). This makes rolling alts VERY tedious and annoying!

 

Score: 5

 

------------------------------------------------------------------------------------

 

Combat:

 

Overall, ESO tried to mix GW2's actiony combat (that gets boring after a couple of hours) with the standard tab-targeting MMO scheme. It's neat at first, but like GW2 it gets boring after a couple of hours due to being EXTREMELY limited in the # of abilities and moves you can perform. Overall this chokes inspiration and overall drive to continue playing after you come up with a 1,2,3,4,5 rotation that gets you through to the next quest. Not really much point to experiment when there are so little combinations that work well per class for decent progression.

 

Not much else to say here, it really is that shallow of a system.

 

Score: 3 ~ "Basic at its lowest level, and serves to be nothing more than a way to progress forward. Very VERY boring and limited."

 

------------------------------------------------------------------------------------

 

PvP/RvR:

If you could call it "RvR" that is, but overall it's nothing more than a rehash of an "Arena" style version of DAOC's RvR system. Granted the Cyrodil map is fairly large, the overall scope is very small. You end up just fighting over limited patches of Cyrodil every couple of hours due to the nature of zerg patterns. This zerg goes to attack Castle Green while this other zerg goes to counter said previous zerg, rinse and repeat. Very limited to zero real PvP/RvR encounters that aren't zerg fests with thousands of AOE abilities being spammed in roughly the same area. 

Small group pvp is almost non-existent as they're generally afraid of running into large zergs and getting squashed. Most, if not all, AOE abilities are capped on # of players they can hit similar to GW2 so zerges of players always win over smaller groups. This was an avid complaint in GW2 for their PvP, but seems to be plagueing ESO as well.

 

No real purpose to PvP/RvR in ESO besides some pseudo bonuses that you never really notice and/or aren't important enough to keep.

 

Ganking lowbies questing in Cyrodil trying to get shards and/or quests is also a big thing in ESO. Tons of veteran ranked assassins roaming around lovingly picking off newbs just exploring/leveling. Granted it is an active PvP/RvR area, but it gets kind of annoying to see 20 people complain about being ganked in open chat after the first hour.

 

Score: 6 ~ "It funcitons as a decent PvP experience, but most certainly has no aspects of RvR that make it playable past a couple of hours. There's no real drive behind it, and it just seems thrown together at the last minute."

 

------------------------------------------------------------------------------------

 

The Round-Up:

 

Pros:

->Good Audio.

->An Art-Style that fits the Intellectual Property and/or Franchise.

->Modern graphics after being tweaked a bit by the player.

->Cyrodiil as a major point of contention for PvP/RvR.

->Well written stories in most parts of the game.

->Decent amount of work put into exploration.

->Decently large world to explore, but 2/3rds locked behind "Veteran Status", or unless you roll an alt of a different faction.

 

Cons:

->Disconnect between solo gameplay and group gameplay.

->Not very much to do for groups of players.

->Shallow and limited crafting.

->A higher occurrence of bugs and exploits than most release titles.

->Shallow combat system.

->Limited and Shallow character progression.

->Most equipment looks the same and/or muted in color. Not much differentiation in crowds of players.

->An entire playable race, Imperials, locked behind a pay-wall. Nothing really interesting and/or new about them worth the price either.

->Extremely limited and lackluster crafting system.

->Failed player economy driven by "social interaction" that is nothing more than forcing players to join SEVERAL guilds at once in order to access limited pools of inventory wares for sale. Addons required to navigate them.

->Too much focus on "You're the Hero!" story over world and player interaction.

 

Final Score: 4.5 / 10

I'll be short with this post. I don't play this game but did try it during beta and found it wasn't for me. However like many other I believe it deserves more like a 7 to 7.5. Also have to disagree with the underlined. Without good stories I find myself not caring about the world and what happens to my character and quit.

Yup saw this, things are lookin up for SE.
Originally posted by SamuraiXIV

As a 10 years FFXI vet and been playing FFXIV since closed beta august of 2010 I agree with you not much to do in FFXIV compared to FFXI.

Things I enjoyed in FFXI that I miss in FFXIV:

  1. Exploring, going to different places even though it took long time to get from A to B I enjoyed that over the FFXIV teleport system which makes world look so tiny and 0 danger from aggro you can just continue running anywhere without fear.
  2. Hunting notorious monsters was nice and the chance of obtaining something rare was cool, in FFXIV there isn't any rare items or notorious monsters lurking around the world.
  3. Gearing up and learning your job better in FFXI you had the chance to try your skills solo since solo was so hard but in FFXIV there is nothing of a challenge for a solo, I can solo all and any FATE with easy.
I could go on and on but I don't want to turn this thread into a FFXI vs FFXIV just was showing that yes you're right after few hours it gets boring vs over nighters in FFXI.
I am addicted to FFXIV though as I play every day and I never have time for any of my console games(PS3, PS4, Vita) I just wish FFXIV was more in depth like FFXI was. In my opinion FFXI was like a sandbox game and FFXIV is purely themepark.

While I can agree with some of what you have said, give it some time they are adding more to do in the open world.  That being said I'm pretty sure because of core designs I doubt it will have a lot of things XI had.

Originally posted by Dzone

I always log into this game everyday at around the same time. On my nights off i'll stay on abit longer, but after I hit that 4 hour mark, I end up just standing around wondering what to do now.

 

My typical day is this:

1. Q up for my low level roulette

2. Go do my beast dailies

3. Farm bray, hatali hm's a few times, get tired of it by that point.

4. Do a few rounds of battle leve's to gear up my retainers some

5. spend like 5 minutes checking on my retainers

6. Do a few guildheast's, those are really quick.

 

Pretty soon I'm gona have enough for my first book to work on for my atma weapon, that will definatly give me something to do :) Hopefully with that, it'll keep me buzy for awhile after that 4 hr mark. Seems like I complete all those things I listed in that amount of time.

 

I never had that problem in ffxi to be honest. Back in 2003-2005 era, I would get home from work around 7am and log into ffxi. If I was off the following night, I would just stay loged in until around 10pm the following night. Then I would get up around 6am log back in till 2 hours before I went back to work the following night. Even being on ffxi all that time I never semed to run outa stuff to do, but with ffxiv arr after that 4 hour mark it always hits me, and I end up loging off for several hours before I log back in. Never had that problem with ffxi.

 

Anyone else have that problem with ffxiv if its your day off and your like what should I spend my whole day doing? Only to end up taking a long break from it instead like I always do. I end up just browsing the internet, bored outa my mind lately. I really wish this game could hold my attention for really long play sessions, hopfully those atma books will do the trick.

The books will help out for a couple of long sessions for sure.  What I have been doing is digging up maps and making a map night every week to break the monotony.

http://youtu.be/S_dHioa7Zqc  not my kind of music but very well made video
Originally posted by Xodic

I honestly wish I had your attitude. For me it’s not about expansions themselves but the implementation among many other business strategies that keep the players.. Sorry.. I mean consumers, interested. Let me just say this; If I would have never taken my horse blinders off I would be happier than a pig in sh….

Since you have played muds, ultima, eq and the rest of the goldens; what do these new games offer that they don’t/didn’t, that is so great?

Also, keep in mind, expansions did not start until the big companies started investing more in the titles. No one has answered the big 3 questions yet.

My answers and personal opions are:

1) Horizontal progression also armor, weapons and  rings and such that you get while lvling that will still be meaningful at endgame.

2) To make money like it always really has been.

3) Most of the time no.

Expansion packs are fine even if you don't want the new tread mill grind of new MMO's. It's called horizontal progression which FFXI for example did very well as did EQ before it.
Originally posted by Hokie
Originally posted by drivendawn

I'll have to disagree games like FFXI and Lineage 2 were very asian with big animations over the top weapons and were known for there helpful, older and more mature communities. FFXIV is a little this way to in game at least.

Im not saying if you dont play ESO or that if you play another game that has OTT (over-the-top) animations, weapons or armor that youre somehow immature. I was really just stating that ESO isnt geared towards attracting that kind of player.

And because of that, to me, it feels more immersive and mature.

I wasn't saying that either I was saying that big animations and big weapons and anime graphics aren't  just appealing to younger less mature audiences, its a matter of taste like a lot of things in games. Nor do I believe companies try to appeal any more or any less to a less mature audience with them.

Originally posted by Hokie
Originally posted by rojo6934
Originally posted by Hokie
Originally posted by jdlamson75
I've always liked the ridiculously gaudy armor and weapons.  Give me huge shoulderpads with spikes and fire shooting out of em.  Give me a sword that's as big as my character, all glowy and sparkling with lightning and crap.  I like that - it's one of the things that sort of turned me off in ESO.  Nothing really made anyone stand out.  It's all a matter of taste, I suppose.

Theres nothing wrong with that. I actually like some of WoW's extreme armors and weapons (some).

But I personally glad ESO didnt go that route, and went with a more realistic look. As realistic as you can get in a fantasy setting.

 

But I do think that WoW's armors and weapons are made to appeal to a younger crowd.

In a fantasy world all that make sense. As soon as you take a fantasy world (yes, ESO is high fantasy that some people seem to forget about) and make everything in it be "realistic" you are killing the fantasy and you end up with a game that has no identity. It makes sense in ESO to have normal sized weapons and armors but notice all the racial desings which keep them within its own fantasy. Just as it makes sense in a game like WoW to have huge shoulder pads and axes because that design is part of them. You see ridiculous spiked stuff and you know thats a horde thing. So yeah, each game should have its own identity and that includes in a huge part the aesthetic of the game world.

I'll disagree with you about ESO being high fantasy, its more middle fantasy in my opinion. I think if it wasnt for the fact that people complained about it there wouldnt be teleporting in the game.

But even WoW started off with a stylized look that didnt include god-weapons or god-armors. That came later when its marketing was being pushed to the younger crowd. And its funny you dont see it to the extreme that you used to in that game. I cant remember eacact when but in an interview they said maybe they'd have to tone it back because a lot of the veterans (read that as older players) felt WoW was going in a direction they didnt feel was the WoW they played for 4+ years.

 

Fantasy can be realistic and still be fantasy. And fantasy can be over-the-top and still be fantasy. But there is a point, and everyones point is different, that when fantasy goes to far over-the-top it feels immature.

And when that happens you'll see its being directed towards a younger crowd. One that is more accepting of a 15' two-handed sword being wielded by a 3' tall rabbit eared stick girl, that does a double backflip then tucks into a ball and rolls to the target and then grinds away at them.

Or maybe turns into a living rolfacopter and spins around chopping enemies up. For me thats taking out of the realm of fantasy and into the realm of a 12-14 year old.

I'll have to disagree games like FFXI and Lineage 2 were very asian with big animations over the top weapons and were known for there helpful, older and more mature communities. FFXIV is a little this way to in game at least.

Originally posted by Hyanmen
Originally posted by Laughing-man
Originally posted by drivendawn
Well sorry to hear that some bad people caused you to leave the game. If you really enjoy the game I would suggest sticking around or at least coming back in a patch or 2 and maybe join a very casual free company take your time and enjoy the games other options. Unless nothing but endgame interests you.

not sure if you read his post?

Bad game design caused him to leave the game, the myth cap, the echo buff.

Where is the bad game design?

OP doesn't like the WoW like caps, lockouts, and buffs so less skilled player can make it through challenging yet ageing content in the game. Just his opinion and he is welcome to it.

Originally posted by Laughing-man
Originally posted by drivendawn
Well sorry to hear that some bad people caused you to leave the game. If you really enjoy the game I would suggest sticking around or at least coming back in a patch or 2 and maybe join a very casual free company take your time and enjoy the games other options. Unless nothing but endgame interests you.

not sure if you read his post?

Bad game design caused him to leave the game, the myth cap, the echo buff.

Oh shit being drunk and answering forum posts is a bad idea lol. So he doesn't like the WOWesk features. Fair enough some will some won't to each his own.

Actually a really fun game.
Originally posted by Torik
Originally posted by Yamota

Sandbox MMOs are not that difficult to make. Asheron's Call 1 was an excellent sandbox MMO and it was released 15 years ago. The issue is not that but rather that themepark MMOs are for some reason more profitable. They are easier to make and attract more people. So big name devs, who care mainly about money, go for the more profitable ways of creating MMOs.

So indy companies is where we need to look for good sandbox MMOs. Problem is that they dont have the cash so rarely can they create a triple A sandbox MMO.

Was Asheron's Call really a sandbox? 

Yup I would say it was.

 "crickets".....
I was looking for this info I should have known to look on reddit. Thanks for the post
Originally posted by Creatorzim

So I bought FF14 back when it first game out. 3+ years ago. Wasnt happy with it and stayed playing wow. I heard they were doing a reboot for the game and played in the beta but really wasnt looking for a new game and was a little overwhelmed at the time. So I have some questions about the game before I jump into it if I decide to play again.

 

1. I heard I dont have to buy the game if I already purchased the original back when. Im on my account and it says standard (win) underneath that it says inactive. That just means my account is inactive but I have the game correct?

No you don't have to buy the game again.

 

2. I mostly enjoy PVE. Grouping up with people and destroying whatever it is that gets in our way. How is the dungeons, raiding, and end content for PVE?

Fun, well put together with good mechanics. The dungeons get much more challenging the further you progress. 

 

3. When I played in the beta I felt like the game felt slow, is that how it always is? It seemed like you used an ability and waited and then do it again. 

It is slow at first because of the long GCD but there are plenty of skills you will get that don't use GCD. You will get pieces of gear that can decrease the GCD for skills.

 

4. How is the story? This is always my favorite part of the game and the reason why I love going back and playing older games because they were so iconic. I like how in MMOs though you get to continue your story past the end credits with expansions and the ability to play with other players.

The story I think is very well written and worthy of the FF brand even the fetch quest are well written. However not everything is voice acted and I will admit certain voices are mediocre.

 

 

5. What all is there to do once you hit max? This is essentially where 99% of the game happens so why am I coming back to play everyday and happy to do so?

Crystal tower raiding, Bahamut's coil raiding, 3 new 4 man dungeons every 3 month, Relic weapon upgrading, primal battles,housing,crafting and so on. 

 

6. What do you recommend doing in the game? What do you enjoy doing in the game and what makes you happy to play it? Similar to 5 but more personal.

I'm not hardcore end gamer so I do dungeons for tokens for good gear but not the best and upgrade my relic weapon. I also am saving up for personal housing and mine a lot.

 

7. What are things you are disappointed about the game? Looking for things that might turn me off of the game myself or things that dont bother me which tells me if thats the worse that I will be happy to accept.

I wish there was more open world dungeons then just beast tribe strong holds, and SE support was better.

 

Edit: Added more questions

 

8. How alive are servers? Is there always people looking for groups and to do stuff? One reason I enjoyed wow for so long is that  its so easy to just log on and go do something.

Very alive.

 

9. Addons? I enjoy addons for some reason. Just those little things that help you in game to save you a few minutes which shows a dedicated playerbase to request and create them is a good sign of a healthy game, at least in my eyes.

Yes they do but with in reason.

 

 

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