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All Posts by IakXastur

All Posts by IakXastur

2 Pages 1 2 »
26 posts found
If I would roll a monk, never actually played one for any length of time, is the question is if money would weigh anything at this point? Or is it going to be droppable like it was originally

I actually miss not having downtime when playing mmo's. I started back with EQ, so dating myself there a little, but just having time to chat it up with people in your group while you waited for mobs was fun. And then, because regen was so slow, you had to make sure your toons were parked in a "safe" spot so you wouldn't have wanderers constantly attacking you.  I've played EQ since they changed the regen rates, and for the most part there is no downtime anymore. I've pulled, I've healed, and I've done DD, and rarely now do you have to take breaks. That's not counting all the spells for regening mana and such.

Due to the lack of downtime, I really get bored easily with the games, at least the fighting aspect of it. Because of that I mostly solo and chat in guild for whichever guild I have randomly joined....Ok losing track of what I'm saying, but anyways there is less drama overall

Sad part is, that the last listed event is from 2006, which for how large the genre is anymore, should have some more recent events. Though I will admit, the one from EvE Online earlier this year (?) should have been up there.

I would still love to see some more games have epic things like this happen now-a-days. But I doubt few things like these, ignoring the Leroy thing, will ever come to be

Make a version of Reamde's MMO, based on what the describes about the game, could be very fun if done right

Emergent AI: This lets the world be "random", so there should never be consistent camps that stay the same from year to year, theoretically.

Destructible Terrain: The world changes based on what you do in a certain area. If I remember correctly, they did say the destruction would heal after a while.

Permanent Changes: A world based story that the whole server can help to create. Certain flags that get completed change what happens next in the story.

Combat: Based on what I saw, and comprehended, and this is my personal take, it's an action combat game that will have limited number of buttons. Going to be a relative twitch type game. First appearance, it made me think of The Secret World.

Expressive Animation: Instead of going for "realistic" art, they went  with a style that works for expressing a characters moods.

Now for somethings that could change the way I feel about the game.

Crafting: We know absolutely nothing about how crafting will work in the actual game. Seeing as how classes don't appear to be level based, does that mean a first day crafter, provided they have the material/recipe, will be able to create "Epic" pieces of equipment, or will you still have to work your way to being able to craft your PHAT L3WT.

Skills: Are there going to be passive skills that you set for your character, or will the 8 skills include the passives, i.e. TSW. What will make your character different from player X or Y.  Assuming there are 10 skills for each class, which I'm probably being a little nice there, there would be a total of 400 skills that could be used, but at most 30, 10 from each "weapon" wield, and 10 from a base class, at a time.

World Movement: As was claimed in one article, this is going to be the largest sandbox ever, I'm paraphrasing. If it is as large as they claim it to be, how will we get to Freeport from Qeynos. Is it going to be a regional fast port, or will we have to actually adventure across the landscape

Player Housing: It's claiming to be a sandbox, now how do we get to make our sandcastle. Are we going to have to go through the station store to buy a house, or can we craft it from scratch ala Landmark. Or is it going to be, what I remember, in EQ2, you rented an apartment in the city wtih a template already set for you depending on where you were. Or is it going to be some hybrid.

Other Things to Do: I play MMO's as a way to relax. Sometimes I want to go out and just kill, kill, and destroy, other times I like to sit around working on tradeskills, or fishing, or just helping out new toons. I know a lot of other people that I talk to in game, that like having side things to waste time.

PVP: Not an active PVPer myself, but I like dabbling. How is it going to be handled? They did mention different servers at the reveal, so assuming different rulesets, I would assume there is going to be an Open PvP server, but what about the basic servers, is there going to be any type of PvP, or is it going to be battlegrounds.

OK, that is what I took from the game at face value. And from what I saw, I'm not super hyped about it, but I know I will give it a spin some time in the future. I did sign up for beta, and if I get in, I will play. I did take CLOSED beta invites as a responsibility. They are letting you play the game before everyone else, so you might as well actual test the game.

To be truthful, we know nearly nothing about this game. It has disappointed many fans who wanted a spiritual successor to EQ1 or EQ2. Some people don't like the graphical style, I'm not a huge fan of it, but graphics don't necessarily make the game. Others didn't like that there are no static classes or no apparent leveling. With such a dearth of information, no real conclusion can be wrought.

Depending on what the game ends up looking like, no, for either option. Doesn't help that I don't get vacation days at my current job, god I LOVE (sarcasm, somewhat) the restaurant industry. The first day for almost any online game is a crap shoot. Now if the game looks good, and lets pre-orders roll new characters early, that WON'T be wiped, I'll definitely pre-order it and play early, but that's only if the game looks worthwhile. If they don't let pre-orders get in beta early and keep their characters, I'll probably wait  a few weeks after release and get some reviews from the game before I start thinking about buying it.

I know that I'm a fickle person, but those few days with lesser amounts of people, makes the beginning grind a little easier. I don't want to fight over killing Fippy Darkpaw on day one. I've always hated to wait to fighting something too much. A minute here, a minute there, while I can do something else, semi-productive, I'm personally fine with. My main plan with this game, is to only play a little at a time, especially since it will probably be F2P (or is it going to be closer to a B2P), and slowly "skill" up, or however they do their leveling system. No matter what, if there is a one time fee for a silver level versus a bronze level, I will definitely pay that, but initially, until making payments worthwhile, I'll stay F2P, as I have no idea how much I will really play.

For those people that will take extended time off just to play the game, all I want to say to them is, "relax, it's only a game". If there is a true endgame, rushing it will kill enjoyment in the long run. Explore the world, mess up multiple times, and have fun. OK, rambling now, I'm shutting up

As topic says which zones would you like to see brought back to this game, and preferably, why?

Estate of Unrest -  First "hard" zone I ever visited. Getting to there was a chore. And no matter where you were in the zone, the danger of trains was a constant thrill. The entrance tunnels weren't safe as all trains led to it. The bush mazes were slightly safer, but due to agro range, weren't that much. Anywhere close to the house was pretty much a death sentence waiting to happen.

Lake of Ill Omen - Huge zone, sarnac castle was a blast. The zone in the middle of the lake was a pain to get to, especially if you never practiced swimming and didn't have Enduring Breath. It's just one of those zones I remember

The chessboard in Butcher's Block - Not a zone in itself, but it just had a feeling to it, that when you heard about it the first time you were like "WTF, there is a giant chessboard..." and then you hoped to see the King. Was there ever a king?

Castle Mistmoore - Even playing that zone today, it was a difficult zone.

Sebilis - Other than getting the key for this place, which I ended up finally getting to it after they removed the requirement, I love this zone. Good loot, good xp, and when you are first learning it, confusing as all hell.

Crystal Caverns - In its time I enjoyed this zone. It has lost some feel for itself after years of being

And there are probably numerous other areas in the game that I'm forgetting

Always a tough call between an auction house or P2P selling.

P2P lets you have immersion and interaction. It enables you to question others. It adds a risk of not getting what you want, or trading the wrong thing. And yes, I myself have bought something in the original EQ for 10x what the seller asked. But on the other hand, you could be a newer player, but still having a little money, find an item you want, go up to the seller and they offer more than you asked for. One big limiter on this one, is that depending on hours you play there can be a dearth of "vendors"

Auction House ends up giving a more competitive market. A one 1cp on a trade mat over someone else can make a persons day when they need 2k of said mat for their trade skill. You can also search for equipment easier that you would through a P2P system. You need a new sword for your level, or money, depends on how they incorporate items. You search for the specifics you want and get a list of what is available. You might end up finding something you didn't even know was in game that, while not necessarily better, but leads you into a slightly different style. I.E. Lifetap proc with lesser stats versus slightly better damage and no proc.

Regional Auction House I think it a better system than a straight up auction house. You can search for something in the surrounding area, but you still have to "run" and get it. This system is good for a "merchant" type class. You don't feel like fighting, and you have a small nest egg. Go to city 1 see prices of a decent amount of items, go to city 2, see what is selling for reasonably less go back to city 1 and sell. Rinse and repeat. I love this type of system personally.

Buyable merchant ala SWG. Fun concept, but biggest problem with this one, is that someone has to keep checking every single vendor for what you want. Really good for explorers, but pending traveling system in game, can really hurt the economy. SWG did this right in that transportation wasn't too slow for the size of their "zones" but a slower form of transportation could really halt the market.

If I had to choose one system of those four, I would really go with a regional auction house. I enjoy trading in game, and if you can make an extra 50pp when you are level 2, all the more power. People will pay more for convenience so those that want to make extra can put in a little more work

I was hugely excited about EQ2 when it was coming out. I was in my second year of college, and both me and my roommate had played EQ1. We ended up getting burnt out of EQ1 a little before EQ2 was getting released. After hearing what EQ2 was supposed to be like, we both started play it. Unfortunately due to bugs and wonkiness neither of us stayed for long. I just hope EQN doesn't fail as bad as EQ2 did.

I wanted to vote yes to progression, but not knowing how progression was being defined halted me from answering yay or nay. If you are talking progression in leveling up character, hunting mobs, training up skills and trade skills, that all take a decent but reasonable amount of time, then I'm all for it.

However, if progression means. Hunt raid X  till you get all the gear needed for the next tier, only to do that again, I'm really against that. Thinking of current EQ1 and VoA expansion, I really hate having to constantly grind fights, language, etc to be able to go to the next tier, and rinse and repeat.

I miss hearing about when a group raided a certain mob for the first time, not knowing the mechanics of the fight, and wiped nearly right away. Maybe they were lucky and someone else wasn't killing the mob and they could try again. It made fights meaningful. You also, depending on your guild, didn't have to raid constantly just to get gear. If you could only do a raid a month, and you won the roll on a specific drop, you won. No worry about how many points you had earned from all previous raids. Wait, where am I heading in this conversation.

Oh well, there is going to be some type of progression to this game or any game of this genre, it just depends on how they implement it that will matter

Wow, the thread has changed meanings since I first start, but interesting enough discussion. Just a caveat, my original intention was to see how you would make each class unique and desirable in a group. I personally love a class based system. Having a skilled based leveling system solely makes it easier for someone to mess up a character design and gimp them for group play.

I don't really want to try shouting /LFG Healer build skills in Complete healing, Shields, sorry no stuns. Or something like that. I played Secret World for a while, and trying to find groups when you don't have skills needed, especially for dungeons in that was a pain in the arse. In a class based system, every one is essentially equal when it comes to calling out your class and level. You might not always have the top tiered spell or item for your level, but the group generally knows what they are getting from you.

As for the person that said rangers aren't a ranged class, but a warrior that can melee, I agree. I was just suggesting something to make them more unique and attractive. I truly want EQN to be similar enough to EQ1, but with some things that that game hasn't accomplished adequtely. But I don't want it to be a basic paste and copy with some simple enhancements.

I'm not a big poster on forms myself, but I'm really wanting to play EQNext. If it's as good as EQ Classic, I would be stoked. As for all the topics getting posted, everyone has something they want from the game and with the lack of information out about the game, speculation is all anyone can do. Heck, as soon as the game is shown, the forum will be flooded with even more half wrought ideas that are as far off as all the ones coming out. All the current topics are doing, is keeping the interest in this game going. If the forum was completely dead, I would be worried about the game in entirety.

All things work out to being how the devs implement ideas. Too often, they are stretched to thin to be able to fully implement their ideas to a workable model. Their backers keep trying to push them to release before things are polished, so things fall out of their sights.

Personally, if we did have a skill based system, I would like them to add something from a book I really enjoyed. When offline, your character performs certain actions based on what you have "programmed" them to do, to increase their abilities. Say you want to get better at casting illusions. You set your character to keep casting Treeform every once in a while. Have gains be less than what you would do yourself, but make it more convenient than creating a macro on your keyboard, to continually do it. I will admit I have a gaming keyboard and I have used it to level up fishing in EQ1, and used it to get divination up, as it didn't want to increase. Being able to be offline and keep leveling up a skill, when you are going for several days would be wonderful.

One thing I would love from an true EQ sandbox. Cities could be founded. Make them instances, so as to keep lag down in the surrounding terrain, even if they take up the space of the city. And then the guild or whoever founds the city levies a tax on the households for upkeep and growth of the city. If you didn't want to join a city, you could be able to have a homestead. Though be warned, random aggressive creatures will want to invade it. Constant upkeep of some sort would be necessary.

I like the idea of monster play. But it needs to be carefully executed. If you let anyone chose to be mob in a zone, you'll need to worry about how other npc mobs are going to interact with you. Either you treat the player controlled mob as a mini-boss mob, where the npcs don't react. Or you let the npcs react to your mob, but have you weaker.

One other problem I see with this, is people using it to help PL friends. If you can spawn yourself as a level 20 mob in a newbie area and let your friend beat on you without attacking, yourself, you could potentially let them PL really quick. That or dual boxing. But on the other hand, you are that level 20 mob in the noob area still, and you go around ganking all the noobs around you.

That's why I'm saying it would be a mandatory thing to worry about how it's implemented. Though it would be fun to create a reverse train, where players are following you into a densely populated monster area :) Oh the fun

I will agree that there needs to be more difficult games. Some of these games that come out, look to be really good, but when it comes down to it, the basic rule set makes it so that kill 5 mobs then level up. Kill 6 mobs, level up. All the battles are basically the same.

I would like to see different rules based on what server you chose. The easier the rules, the "dumber" the AI. So for the people that want a harder version of the game, a harder AI will be on the "difficult" server, maybe also giving the mobs different abilities too.

Also I would say, just killing a few more mobs than the previous level doesn't make a game more entertaining, at least to me. Make it so that every few levels there are things you have to seriously hunt to get. Basically, I think what I am is thinking, give people more to do than "basic" grinding.

Originally posted by Akerbeltz

- A virtual world with a high degree of interaction, with estrategic open world PvP and PVE dependant on PvP. The virtual world would be modifiable by the players' actions and weather would make an impact.

Agree completely

- Strong consequence system for player actions (ie: strong consequence for compulsive ganking). Reputation/Prestige system. Of course, consequences for good/evil morals. Strong banning system (perhaps linking account to credit card number to perma ban for good?)

Banning system needs to be strong. The thing on morals, really depends on if it's an RP server or not.

- Player driven economy and complex crafting. Player generated workshops and vendors. No auction house. Of course, item decay.

Economy should be COMPLETELY based on players. I have never enjoyed it when the makers "force" the prices of items. Player generated vendors are basically the same as an auction house. And I hate item decay, except when you are able to consistenly get new items easily enough. I'd rather have it harder to get items, and have no decay. Makes you more attached to your items

- The virtual world would be embedded in the context of a lore. The world changes in accordance with lore's changes. SOE personel acting as Dungeon Masters and generating dynamic events.

Yes to dynamic content. So few games do this to any extent any more. I want to see some difficult encounter where you would never expect it to be. OK, cities are still fine too

- No personal story, just the context of the lore.


- No solo friendly.

Lets make it limited solo friendly. Not all of us have time, consistently, to join groups. Some limited soloing would be a plus. But make grouping more desirable. Soloing could be good for farming basic mats for TS

- No fixed classes. Progression based on use of skills. Possibility of progression for non-combat character's careers.

Only problem with skill based progression, is that if you spec yourself for one role, and don't have one specific skill up to par, you are often seen as less than wanted. You end up getting a lot of cookie cutters

- Player generated content: housing, cities. Possibility of becoming Dungeon Masters and commanding NPCs to hardcore players after certain very tough conditions and career progress.

Agreed up to becoming Dungeon Master. DM should be a job, even if not payed. It should not be centered around on toon.

- No PvP and PvE segregation. "Casual Server" with possiblity of flag/unflag for PvP and easier content for the entitled crowd.

I'm not a huge PvPer, so I'm jaded here. I like to have some "safe" zones. I don't want to be trying to casually level up, and get randomly ganked by Troll01. Maybe have it flagged PvP, with a timer for starting and stopping PvP, maybe 10minutes?

- Ideally, integration with mobile devices. Your character would "have a life" when you are not playing and you would give him/her basic orders through a mobile app (sleep/shelter, free for hire, vendor mode, etc).

 Please god no.  Only reason to integrate with a mobile app would be for an auction house. Or it's a time based skill learning, to change skills. Other than that, no to any mobile integration.


So based on EQ1 classes how would you balance them so that they are all desirable in groups? Most of the classes as they are, to me, now, are fairly well as they are, just some fine tuning. I will state, I'm thinking an even level mob with a decent group should last around 45 secs to a minute.


Warrior - Keep pretty much the same, sword and board. Mid level damage. Awesome at agro management

Shadowknight - Agro based on magic abilities. Able to switch from pure tank to decent dps. Able to handle tanking by lifetaps, leech abilities, etc

Paladin - Stun lock agro management. Helps lower incoming damage by stuns. Massive agro, so mostly useful as main tank or off tank. Cannot be secondary healer, but an ok patch healer


Non-magic DPS

Monk - I love this class how it is.

Rogue - Another class that is good at what it already does

Berserker - Don't know too much about them. Keep them in very light armor. Make their damage increase based on continuous fighting. The longer they fight, the better they are. At least, that is, until their "exhaustion"/mana runs out.

Ranger - I'd rather see this classes as a distance non-magical class for the majority of their dps. Keep them in paper bags. And make them learn how to handle agro management. Would be a cool class to be able to get some quick burn damage. Also through in a few utility spells to add some flavor. Side note: Ranger is the class that I have played the most, so don't think I hate rangers. I just see that they need some things to differentiate them

Beastlord - Melee utility is the way for them. That, and their pet. Have castable procs that are able to land on players. Short duration with decent cool-down.


Magic DPS

Mage - Keep decent pets, mid to low damage nukes. Utility summons, bandages, pet gear, mod rods

Wizard - Burn caster. High fast damage, with horrible agro on them.  Make them learn how to pace themselves. But when they don't have to, make them hurt.

Necro - Have an ok pet. Possibility of charming undead like they already do. Patch healer via, hp drain from themselves to a player, and then able to leech heal themselves from the mob. Maybe have some type of canni ability. Let him keep his DoT's. Though work on stacking



Cleric - Main healer. Casts shields. Minor undead dd, but keep them fairly basic

Shaman - Back-up Healer. Heals based on long running regens. Utilizes debuffs. Has a decent range of player buffs. Main damage is by DoT's

Druid - A hard one to balance based on the original. Be a back-up healer utilizing both regens and direct heals. Casts damage shields that actually are worth it for the level. Maybe some utility by casting DPS increasing buffs. Also can port....Not really sure how to make them more desirable. Bring back animal charming



Bard - Songs that stack with other buffs and debuffs. Mezzing, pulling, and whatever else is required. If you are missing a desired class, have him along. Works well with others, and can do some reasonable DPS. Maybe around 4th or 5th from the bottom for direct DPS, but with his utility, increases the whole of the group.

Enchanter - The most desirable class when played right, the most useless when not. Specializing in crowd control, Crack, Speed and all the things that made him great in the first. Get rid of his pet and instead have a channeled DD spell for when he's in control of all mobs and has mana/time to burn


I'm sorry if I missed any classes and I'm also sorry if you disagree with me. It's my opinion, and gosh darnnit, I'm right. So how would you balance the classes


If SOE keeps EQN to a model similar to EQ, f2p wouldn't be too bad. I would have they keep out xp potions and such for the beginning of the game. Wait a year or so and then release those items. Make the initial people earn max level. I'm fine with them selling fluff, or items that give limited benefits, i.e. Levitation, some resistance, or even a slight regen in HP/mana. When I mean slight, max of 1hp per tick, from parlance of the original.

Limit the cash shop and the game will be better.

Didn't really mean to make my initial post as long as I did, but late at night, and can't sleep, because my mind is working too fast. The ones you listed are the main things I don't like. Research could be a pain, but you could also get really lucky on getting the right items. As I said, maps weren't one of the big detriments to me, but it made the game slightly more friendly when they added it. And with how crappy the map system is, for a lot of dungeons...

The death penalty was slightly to stringent for me. Having both massive xp loss, and a corpse run was painful in some of the isolated zones, when you couldn't bind yourself to a close area. I'm all for a decent xp loss system for a game, makes mistakes a learning experience, instead of, "Oh well, I died. Let me try killing X mob again." And as for point number 10, I was at 9 and wanted a number 10. Sue me, I can be OCD at times :)

I do want a "hard" game again. But as I'm not in college, and have wonky hours for my job, I don't want the game to be too hard. I want to enjoy. I want to have to actually learn how to play it. and have my mistakes be somewhat costly. I would say a 5% exp loss, depending on leveling speed to be a reasonable amount lost. Provided you can make it back in like 2 or 3 hours. Any more than that, and it's easy for me, and a lot of others to get fed up.

Now that I think about it. number 10 is revised.

10.)Long respawn times on mobs. A one week respawn on a mob that you need for your quest, even if it's only for one class, becomes a bottle neck, and a complete frustration, when there are 200 other people waiting for the mob. I would say, and anyone can disagree with me, but a max of 6 hours or so for a respawn is reasonable. Still a long period of time, and for 200 people needing that mob, it would still take 50 days for all of them to get what they need from the mob, and not nearly a whole year. And that disregards all people that will end up needing that mob at a later period.

I started playing EQ right after Kunark went live. Played through velious and luclin. Then I kept taking breaks from the game, coming back once a year or so. So, at least in my limited opinion here are some things that made the original too frustrating:

1.)Mandatory researchable spells. Getting your skill level up was a pain in the, you know what. And then trying to get the drops to be able to research that specific spells could be nearly impossible. By the time you got the spells for that set of levels, you were up to the next tier, unless you were in a guild that had a high level toon doing research for the guild.

2.)Not a complete negative, and fun in its own right, but the lack of in game map. It was fun when you first got into Lesser Faydark, when you were trying to get to butcherblock. But when your character ran into the Nightblight Sisters, with all your hard won gear, your night was over. Though on the flip side, when you were level 5, just doing foot races with other newbies in "high" level areas, was a blast.

3.)Plane of Knowledge. Great place to get together, but the instant it opened, with the ability to go wherever you wanted, took a lot of the immersion of the world away. A warrior could be on Odus one minute, and the moons the next. Luclin at least made you have to wait long periods of times, or felt like it, to get the port.

4.)Excessive death penalty. I have no real problems with an ACTUAL penalty to dieing, but when you were in the hell levels, and things weren't clicking for you, even for a minute or two, hours of work was lost at least once, that's not even counting going for a nekkid corpse run with mobs that were already difficult for you. It was easy to lose a level in no time.

5.)Unfortunately corpse runs. I appreciate the penalty of dieing, same as the above one, but to lose all items on your body, and have a significant chance of losing them permanently was frustrating beyond belief. Though admittedly Necros could summon your corpse, so it made the lose, not so bad. If you could find a willing necro, and the money to pay them. It was a good way for them to make money.

Everything below is going to be more recent changes that hurt the game

6.)Defiant armor. The sense of pride of getting a decent piece of armor when you were level 20 was lost. Now your armor at level 20 is better than some beginning end-gamers used to have. I know it was put in there to make the game more accessible to people just getting started out. But the thrill of new equipment was completely lost.

7.)Too fast of leveling. I came back last year again, when EQ became F2P. Couldn't really remember the game, so I rolled a new toon. In less than 3 days I was up to level 60 or so. My skills were abysmal, and I didn't really know the mechanics of the class. I loved, how originally, classes started out slow, adding skills/abilities a bit at a time, letting you slowly master the class. Finally when I got up to 85-90's, when I could finally find a group, consistently, I was a weak group member, and some of the people I grouped with, including tanks and healers, had no idea how to play their intended roll. As a ranger, I was able to out tank a warrior, which should have never happened. Sorry, ranting here

8.)Small feeling zones. When there were only 3 or 4 spots that groups could camp, which is only 18 to 24 people, not counting mercs, finding rewarding exp groups was miserable. Early zones, at least to me, had tons more camps, some more contested than others, but, GENERALLY, zones could handle more groups than the current set of zones.

9.)Mercs, I loved the addition of mercs for a soloer, which I enjoy doing when I only have an hour or so, but allowing multiple of them to be group members, to the exclusion or human players, really hurts the player base as a whole. There are times, like 3am on a Tuesday night, when you can't find a player to fill a role, but when there are only 3 people in the group, all with mercs out, the game loses its appeal.

10.)Forgettable expansions. Admittedly, I have missed some expansions due to losing interest in the game. Some of the expansions that have come out, are nearly empty, excluding a few classes that find 1 or 2 zones "profitable". Take DoDH, PoR, and DoN. Other than HS, I have never been to any of those zones. While other expansions, I still enjoy, Velious, PoP (to a limited extent), SoF. Rushing out expansions too quickly hurts the game. Content becomes trivial quickly. Miss half of a year, and you miss whole areas of the game. If EQ is around in a few more years, VoA, could become one of those expansions, I played through it, but I never really felt that expansion. I can't comment on the most recent expansion as I've lost interest in the game again.


So what things do you think has hurt the game, either in the beginning, or things that have changed and hurt the feel/game play of the game?

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