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X-Legend
MMORPG | Genre:Fantasy | Status:Cancelled  (est.rel Q4 2010)  | Pub:Aeria Games
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a
System Req: PC | Out of date info? Let us know!

5 posts found
  Etherouge

Novice Member

Joined: 11/22/09
Posts: 522

 
OP  10/01/10 6:42:06 PM#1

It's just a clone of Grand Fantasia. Literally.. a clone. The UI, skills, navigation (jumping, etc.), music, etc. it's all the same.

Did not last ten minutes in CBT.

/later

http://steamcommunity.com/id/Cloudsol/

  Mehve

Novice Member

Joined: 3/20/10
Posts: 489

10/02/10 10:11:30 AM#2

*shrug* It IS a clone of Grand Fantasia. Almost ridiculously so, in fact. But considering that it's the same company and same engine, that's not exactly surprising.

But it has much faster-paced combat, and the classes have more flexibility for different playing styles. Whether those are positives or not is up to the person, although I'm inclined to consider it a mostly postive at this point. It's certainly more solo-friendly, I can say that much for certain. Once you learn how your class works, the high mob concentrations let you grind very aggressively if you want, which makes it a little less of a chore and speeds things up considerably.

Now it just remains to be seen whether Aeria will screw things up the way they did GF.

A Modest Proposal for MMORPGs:
That the means of progression would not be mutually exclusive from the means of enjoyment.

  Etherouge

Novice Member

Joined: 11/22/09
Posts: 522

 
OP  10/02/10 2:07:34 PM#3

Yeah, it was indeed created by the same company. But how unoriginal is it to copy and paste previous content and paint over it and call that a new game? They didn't seem to bother with any new gameplay mechanics barring the kitsu crap. I was AT LEAST expecting revamped graphics and combat mechanics (GF's combat was terrible).

http://steamcommunity.com/id/Cloudsol/

  sadWinds

Advanced Member

Joined: 1/25/10
Posts: 95

10/07/10 12:44:36 AM#4

Im an ex-GF player(had a lvl 57 sin when the cap was 60 back then), im just curious on how different it is from GF. After reading all the negative remarks Lol, i'l jst hafta see it for myself on what the game has to offer.
 

  Mehve

Novice Member

Joined: 3/20/10
Posts: 489

10/07/10 8:24:19 PM#5
Originally posted by sadWinds

Im an ex-GF player(had a lvl 57 sin when the cap was 60 back then), im just curious on how different it is from GF. After reading all the negative remarks Lol, i'l jst hafta see it for myself on what the game has to offer.
 

Well, to describe it to an experienced GF player, as someone who's been running through CB since day 1:

Interface/Graphics: Total clone of GF for the most part. Oriental feel to it all, arguably more interesting visuals and scenery, but that's subjective.

Hardware requirements: Same, although longer draw distances can sometimes punish your CPU if you have settings maxed out (My 4.0GHz i7 920 can actually peg one of the cores in cities, if seen in Task Manager).

Combat: Half your skills restore your MP and the other half use it. Every class can restore their health somehow, every class has at least one AOE attack. Couple all this with much denser and faster respawning mob populations, and you have MUCH faster-paced combat that you can sustain almost indefinitely once you get the hang of it. Unfortunately, even as I routinely grab and nuke groups of ten mobs, the levelling doesn't happen much faster.

Classes: Two factions, but they're friendly. Each has variations, so you can pick your favourite slice of the holy trinity, and  choose a second helping of some other slice on the side. A few minor tweaks in character customization (small, large body, etc) tweaks overall stats a little, but not by much.

Quests/Storyline: Rep quests, rep quests, rep quests. And occasion rep quests that don't repeat, cunningly disguised as "storyline". There is no main storyline as far as I can see.

Grind: See the rep quest, know the rep quest, love the rep quest...

Non-Mob Fights: Lots of elite monsters, lots of uber-monsters (the equivalent of the daily sins fights in GF). Hardly any boss fights, maybe one per map. Boss's are usually just big mobs that hit harder, with custom skins.

Dungeons: Just like GF, except less interesting so far. You run them for crafting mats and armour. Not very tolerant of parties that try to forsake the holy trinity.

Pets: Kitsu's instead of sprites, and you can have quite a few in operation at any one time, plus extras sitting in inventory. You don't need to (you can't, actually) level up the Kitsu's, just use them as you please, and keep one equipped on item pickup duty to build up "aura", and drain it off periodically so you can create higher level ones as you grind out your own levels.

Crafting. Far, far, far less failures, so far. Although there was obviously nowhere to go but up compared to GF in that respect. Since there are "Kitsu Sage Blessing" cash shop, I fully expect crafting success to drop meaningfully at higher levels, at least for the best weaponry. And since you can have up to eight Kitsu's (the equivalent of sprites) working on different stuff, it's pretty easy to farm all necessary mats yourself. Excess mats can be dumped for rep points if you don't wind up using them.

Cash Shop: For all their other sins, at least Aeria doesn't run the cash shop during CB. It's open right now, with all players getting some free CB AP points to spend, but they've stated that current prices shouldn't be taken literally. The usual assortment of pots and crafting/upgrading success boosts are there, and they can improve odds by as much as 10% (OMG!!!) Yeah, this part really could go either way.

A Modest Proposal for MMORPGs:
That the means of progression would not be mutually exclusive from the means of enjoyment.