Any Rpg Demo's Or Decent Free Rpg's About?
<div class="IPBDescription">i'm bored, something like WoW</div> I'm bored, just looking for a 3-D RPG, online would be better, so i guess i am looking for an
MMORPG
if you know of one that costs nothing, or has a big demo that you can play, even beta's, anything, something where u level up and choose a class, i usually like them games
cheers in advance
Rob
MMORPG
if you know of one that costs nothing, or has a big demo that you can play, even beta's, anything, something where u level up and choose a class, i usually like them games
cheers in advance
Rob
Comments
olo used to play this with the guys from t2k channel :D <3
you can play this for 2 weeks, and then they delete your account and you have to start from scratch again... so just stick to one character only, no point making so much of em
you want something as good as WoW... for free?
no.
there are crapy ones out there like:
knight online
Mu
Pristone Tale (free up untill it gets good)
maple story
etc etc etc
they all basicaly suck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
www.mpogd.com has everything listed, you can tell it to sort via free games also.
technically speaking there's more 'free' games out there than you might know... Ragnarok Online for one if you use a private server (not linking because I still don't know the legality of private servers despite rumours saying that a ruling stated them a-ok in the eyes of the law thanks to some loophole or other).
There's tons I'd recommend you avoid such as priston tale or mu online but to be honest that's just all my opinion so y'know... you might like them if that's what blows your bubbles and stuff =3
Risk Your Life was sorta interesting but rough as heck when I played it about a year ago. It's probably refined itself alot by then so it might be worth a looky... or maybe not, who knows? XD
To be honest it's about time I went searching for my next MMO fix I guess. Maplestory isn't exactly fantabulous so I've not been playing it recently. Probably pop on from time to time until they start introducing the new stuff like minigames and things. In the meantime I'm crossing my fingers for an english version of talesweaver and I'll go see what non-auto-attack games I can find =3
Oh and lots of people seem to love guildwars so you can always see when the next test for that is and preorder or something ~shrug~
Hell, as far as I know there is only 1 non-free, and thats Puzzle Pirates.
<b>Developer 1:</b> "oh lets not make the game about having epic adventures with friends! Lets make it about useless repetition that makes a number go up! People can compare e-wangs instead of tales of intrigue and adventure"
<b>Developer 2:</b> "That's a great idea! It saves us having to be inventive or do much of any creative work!!! It'll be just like postcounts exept without the content or potentially interesting input!"
<b>Korean Developer:</b> "That's a good idea! heck yeah! If I'm not cloning diablo MMO style I think I might add some emotes to distract them from the mind-numbing boredom of killing faceless monsters for no other goal than to push up an abstract digit/meter!!!"
<b>Player:</b> "wow these emotes are cool! lol! hey... wait... this is a level grind!!! ><"
<b>Other Player:</b> "OMG!!! A NU WURLD 0F 4DVENTUR A|\|D INTR33G!!!" ....30 days later "OMG THIS GRIND THING SUXX0RZ! I'LL GO GRIEF PEOPLE INSTED LOLZERS!!"
Did I miss anyone out in that example? =P
<b>edit:</b>
<span style='color:red'> <span style='font-size:14pt;line-height:100%'>LEVEL UP!!!</span>
+3 cynicism
+2 sarcasm
+9 aggrivation
You have learned 'mocking commentary'!</span>
<b>Player:</b> "wow these emotes are cool! lol! hey... wait... this is a level grind!!! ><"
<b>Other Player:</b> "OMG!!! A NU WURLD 0F 4DVENTUR A|\|D INTR33G!!!" ....30 days later "OMG THIS GRIND THING SUXX0RZ! I'LL GO GRIEF PEOPLE INSTED LOLZERS!!"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='color:yellow'><span style='font-size:15pt;line-height:100%'><b><i>NOOOOOOOOOOOOOOOEEEEEEESSSSSSSS TRICKED BY TEH EMOTES AGAIN!!!</i></b></span></span>
What has happened to my wonderful world of 4DVENTUR A|\|D INTR33G!!! :cry:
-----------------------------
Ahh and so the truth of MMORPG's EVERYWHERE is revealed. Level grind is simply a tool used by developers to confuse and trick players.
But how can we bypass this system and develop an MMO that contains "something to do" and have a reward system for doing it? The world may never know.
Any memories that I hold fond from online gaming sure as heck don't come from 'ding!'.
Things that DO make my gaming days?
- My half-hour battle with De Rol Le
- the soap-opera-esque drama of RP on PSO (including a drunken leaving party and... yeah that's enough detail =P)
- Facing the mazelike pyramids in RO with a collection of friends and strangers struggling to reach the same goal against neverending hoardes of monsters
- Crossing a desert filled to the brim with powerful hostile creatures and an unlikely bunch of travelling companions
- Going to lutie the xmas town to witness a battle between my friend Halbarad helped by a mysterious stranger taking on a giant beast made from ice (and the following event of me having to resurrect them both when said giant monster had won by the narrowest of margins and went off after some poor new thief who'd ambled by at the wrong time)
- The bridge entertainer (He performed on certain bridges on certain days putting on fireworks shows and stuff)
- The mages in black ("you didn't see us!!!" ~flash~)
- My first encounter with Dark Falz (first time a game made me nervous)
- The engagement (Roleplay... don't ask... it didn't work out =P )
- First time I saw either: Aikiko's frying pan (weapon) or the fried egg enemy that attacks you with a frying pan (o.O)
- The souleater and it's secret quest (A scythe twice the height of my character but she could use it and you had to find and defeat it's owner to get it. It also slowly sucked the life from you while you held it and would tear chunks out of you if you used it's special 'beserk' damage-boosting attack ^^ )
I could go on and on and on but let's face it... xp isn't part of any of those equations =3
But that may or may not be a good thing.
I detailed such a system in annother thread long ago:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Kill stuff, level, kill bigger stuff, level more, make new character, pay fee, repeat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Levelling breaks immersion too, people talking about things in numbers is a atmosphere shattering experience =/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
One of my biggest pet peeves right now is leveling. Seriously, why? Why does just about every RPG ever made have to have leveling in it? Imagine this if you will: An MMORPG where you create your character by taking a phsych test (like in Jagged Alliance 2), this will determine which skills (up to two in JA2) your character would get bonuses to. Then you get to allocate a set number of points to your character's 'stats' (if anyone can think of a better way to do this I'm all ears), then.... they stay that way! Perminantly! You can't level up, so there would be little attraction other than role playing (I suppose you could have fun just sitting around shooting the breeze with drinking buddies in the local pub dr. d style too), as any nublet could theoretically make a character just as good as yours. Ok, I hear you asking, but without anyone being able to improve their skills there would be no variety. Yes that would be a concern, so I present to you an idea I first saw in System Shock 2 (but which is probably older): When you preform a skill based task, say, lockpicking, you are presented with a simple sort of minigame, the dificulty of which is dependant on whether or not you have the lockpicking skill, what you're dexterity stat is (in this case), a random number (some pin configurations are harder than others), and the lock's toughness (Medeco > Master Padlock #3). Then the players ability at the minigame will set him apart from other players. If he/she is really good at the minigame, they may be able to pick an average lock successfully without the lockpick skill and a low DEX, so they can create a new character with a diferent skill. Character improvement is thus still possible, but it is done through improving ones own skills rather than increasing some stat. You get better at the game much like how you'd get better at quake.
Now personally I think a game like that would be really slick (assuming the minigame-ish thing was done really well), maybe even good enough for me to want to pay to play it on a per month basis.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Fr05t+May 8 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fr05t @ May 8 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have to agree, Skulk's skill system would be best. You'd have people realize what has to be done in the world and make a character tailored for that purpose and join a group. But there should still be some form of advancement, even if rather minute. Say you're playing a futuristic MMORPG like game. Well, you have a character that is a great pilot of vehicles and a decent mech pilot, but when it comes to combat in the form of foot or in vehicles where you don't have a gunner, the character doesn't do too good. The way to fix this is either team up with people that are good gunners/fighters or spend time (I'm not talking hours, I'm talking weeks and MONTHS) to try and improve the character's skills. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As far as I'm concerned my system handles this nicely. If you are a bad shot, you'll have to spend a long time teaching yourself (not you're character) how to shoot better, constantly adjusting you're mouse sensitivity and acceleration and practicing until you can shoot sparrows in mid flight. But really, if you're character isn't designed to be a gunner, then why isn't someone else filling that position? Isn't social interaction the whole point of an MMORPG? I guess I just feel that even if you give the players some INSANE requirements to improove a stat they'll find a way to write a script to punch cows all day (JA2 reference) for them, or hack the server, or otherwise ruin it for everybody who has put some honest effort into it. Besides, imagine what would happen if your character, who you'd recently spent six months improoving, died. In most MMORPGs this is relatively insignificant, in mine death is death , perminant. But its not a huge setback because you can easily recreate the character, or decide to create a different one with lower dexterity now that you can shoot so well.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thread: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=67145&hl=mmorpg&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...&hl=mmorpg&st=0</a>
[edit] I forgot the point: I agree with Gem. [/edit]
Thing is I don't mind 'character advancement' but I hate things like 'xp' and crud.
If you're going to suddenly gain a skill in something it should have a reason and a story behind it... "I am a fighter and I killed 300 innocent flufflebunnies" isn't a worthwhile story; "I travelled many miles through the hostile and dangerous mountains to the ancient dojo of the elder and trained under him in the ways of the fu-kai do" seems a lot more interesting and tale-worthy =P
Skills themselves should get better by simple use. I have no idea to this day how killing 523 slimes with smiley faces makes me better at healing people, compared to... oh y'know, actually healing people???
Heck why stop there? Why do games only ever have 1 prime advancement system?
Remember the tales you read full of fantasy and adventure? How often did the hero change weapons in their story? Once? Twice?
Imagine if your weapon and items grew with you. If you could tweak and customise it and through using it you gained a bond with it that strengthened your skills in it's use where it might only be half as good in another's hands.
Oh wait... no, lets just make everyone go through about 30 different generic weapons on their way to the top. It helps if you give some half-assed method for upgrading the weaps too so that people can waste money on them for a few levles before realising that by the time they've upgraded their old weap they would've been better off just waiting and buying the next one up -.-
And what's the obsession with limits? "oh you can't weild this because you're not x class or x level?" Why not let them do it but make them crud with it? It's better to have consequences than just a bland, unimaginative 'no'.
Want to wear the mages robes as a fighter? You'll trip up on them and whatnot but you should be able to try =P
There's rarely even interesting things like cursed items. Loot is loot in most MMOs with no downs. It's either 'phat lewt' or 'sold'. It's rare you can just pick up a weapon not knowing what it is then find yourself unable to let go of it until you find the ancient temple of antiquity to free yourself from the hex on it. See? adventure!!! Intrigue!!! Danger!!! and that little one doesn't even require a stupid 'quest' sign glowing at the top of your screen XD
<b>a 'while Im ranting' edit:</b> Another thing is this blinkered idea that people need a holy trinity to work together or even have 'roles'. Things like that are doomed to endless balancing and might I also add that having 'locked' characters (therefore inflexible until your next level or in skulks system; stuck forever) is quite possibly one of the worst ideas ever to plague RPGs and unfortunately comes from the whole 'role' mindset. Even in a flexible environment people will specialise for themselves as long all paths are interesting and relatively equal.
The real thing you should be aiming for is <b>true</b> coop. This basically means things that require teamwork and multiple people. No need for preset roles or fancy crud like that.
You could have 'combo' attacks where you need people to execute things in sequence after each other or even puzzles that require more than one person. Heck you could even have fights like that (a creature with a nigh-on invincible armoured front that always turns to face it's target; one person distracts while the other attacks then they have to switch roles at the monster turns to face it's new annoyance... hitting it from the front makes it go nutty and hurt you lots XD ).
Oh and I hate people who have to sit in one spot and kill the same monsters over and over again. Damned Campires. How can they not be bored??
<!--QuoteBegin-SkulkBait+Nov 18 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SkulkBait @ Nov 18 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Unfortunatly, Gem, I doubt MMOs will ever even match a simple tabletop game with a DM in tale telling.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aye, that it won't.
------------------------------
Man I don't think we will ever see an MMO with a basis in Storytelling. I might have to stick to downloading and watching anime and the like online. It just won't work out. No one wants to tell a good story anymore in the Online enviornment. All the work is left to the players, and God knows they don't want to RP.
Take this for example;
There is a temple everyone knows about from tales. It is a long and difficult journey with many obstacles and traps but this temple is where the highest of priests train. They are capable of exorcising the deadliest of spirits, the most heinous of curses and have even been known to teach their knowledge onto willing pilgrams.
First off you've got 2 potential stories right off the bat here; players find a ghost boss thingy they want to kill but they can't; they'll want to hit this temple.
Secondly is people who want to learn powerful holy stuff. they'll no doubt make the journey too... just make sure the paths there are intriguing and fun...
Neither of these tales need an NPC to go 'fetch me my oar', players will do it themselves essentially carving their own stories into the world as they do so.
You can even add items that tie in somewhat like cursed items. Imagine you found an ancient blade sheathed in an altar at the bottom of a monsters den. In most games you'd pull it out happily knowing nothing's gonna happen except maybe you gaining phat lewt, but in this you realise maybe reading the inscriptions would've been wise as your hand is now clamped firmly to the blade and it's eating your very soul. The only way to temporarily stop it from making you waste away is to kill.
It's about now that players would go 'OMG TEMPLE!!!" and wander from town to town trying to learn of it's location, all the time killing to keep death at bay ^^
<b>edit:</b> players don't really need to RP, you just need to alter things to make it more RP friendly. A sword of beating +25 with a 5% chance of turning meat pies into a fine paste don't really have an 'epic' sense of fantasy to them for some reason. Change the terminology, take out the numbers and you're halfway to making a slighly more immersive world already =3
That would be <i>so cool</i>.
The closest I can compare that to in a game is Deus Ex 1 and 2, where I take a pistol and tech it to level awesome. (:<
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Thanks. Unfortunatly I don't have any experience in realtime interactive network programming or I'd be working on an MMO implementing this stuff right now.
Gem, you make a good point. It would be an interesting thing to see, especially if the devs were constantly adding to the gameworld.
I've not played WoW so I tend not to make comment on it these days other than "I'll probably try it when europe gets a beta".
I imagine WoW would probably be pretty neat without the levels though and instead a system more closely linked to what I mentioned =P
I mean doesn't it scare anyone that GTA:SA potentially has a more natural and interesting character development system than years of computer RPGs have managed to produce?
And has anyone ever stopped to think about 'KSing' and how it doesn't exist in a world where the kill and the grind aren't the main source of xp?
Imagine it... you walk in a snowy wood late at night, shuffling through the puffy white frost as fast as you can to reach safety when a pack of wolves decends on you. Half-way through the fight and from seemingly nowhere a stranger jumps to your aid!!!
Together you fight them off and and the remaining wolves scatter, tails between their legs (monsters with self-preservation in an MMO? egads!!!).
Do you say...
a) "Thanks for the hand. I think I could've handled them myself but the help was appreciated"
b) "OMG WTH?!?!?!?? KSER!!! JOO KSER!!! I REPORT JOO!!! JOO STOLED MY KILLz!!!111"
The systems in play in most mmos at the moment don't exactly seem to inspire the best of behaviour in people... between level elitism ("hahaha noobs my e-wang is huge") and the endless bickering of xp ("this is my hunting ground noob! I claimed it") you have to wonder if they're aren't a psyche experiment rather than a game =P
I think MMOs need to change monster spawns too... they should migrate and whatnot naturally. Don't need to be hugely complex but there shouldn't be dead-set places you will always find x monster and 'spawning' in general gets on my nerves. I mean I know things get replaced or the world would rapidly become empty but you shouldn't be able to sit hacking things in one area and have a constant hoarde of monsters wade in... they should start thinking 'uh-oh this person can kick huge amounts of rear' and start avoiding you enmasse... they might go after other people a distance away from you but you'll be hard pressed to personally find something you've been slaughtering a ton of if you don't leave for a bit to let them forget and lick their wounds first ^^
The idea of people queueing up anywhere to have a whack at a boss/miniboss is rather silly. RO was notorious for this and even in instanced games you still see a lot of people either hanging around outside the same entrance or running into it (even though you won't see them when you go through yourself =P ).
Notice how in most MMOs monsters never 'warn' you either. If a cat in RL doesn't like you it'll hiss and raise it's back. It won't immediately wade in after you trying to eat your face; it'll put on it's threat display first.... MMO's monsters idea of 'threatening behaviour' is the first chunk of HP they tear off you with their claws before they fight until their demise with no signs of any self-preservation whatsoever =/
One thing that maple story rather annoyingly reminded me of is that most games also don't really reward you for seeking out challenging monsters... people do it anyway because killing one once is fun and you can go 'I killed the big dragon!!!' but after that it's usually back to the grind of killing little easy monsters.
Just to be even more of a fusspot while I'm at it I don't like the MMO system for 'quests' and 'parties'. It's a little too clearcut for me.
I'm still working on a different method of partying and I think I'm formulating a promising idea inspired by PSO's contact card system (which was one of the most amazing ideas I've ever seen NOT replicated in any other MORPG of any sort... why is beyond me because it makes so much sense dammit >< ).
I'd find a lot of interest in things being more freeform like if you're reading through some books for tales of ancient artifacts and you notice a passage about the blade of sorrow that was dropped by the god of mourning in the bowels of the arateth mountains when they were fell by Josiel the godess of mirth or something. No 'quest' thing comes up or anything. You can use your map and get more details from other books and whatnot to pinpoint it more accurately (yes you, not your char or some silly automated pinpointing system shoved in the game) even glimpsing knowledge from the tales NPCs might know or other players who've seen someone wander out of the fabled place holding a weapon matching it's description (unique items in MMOs? Egads double plus!!!)... course it'd be fun then hunting said player down and attempting to relieve them of said one-of-a-kind item =P
Point is that in that idea there'd be no auto-pointy thingies. The info would be something you have to track yourself (though being able to put nav points on the map for yourself is fine and dandy... makes it easier to find your way around =3 ).
<b>edit:</b> can you tell I'm passionate about this? ^^;
<b>edit 2:</b> you do realise WoW isn't the first MMO that can be completely played with just quests right? AC2 was quest-a-mania if you felt like it =3
I think almost all classes have ranged weapons, you just have to train it with a NPC if one isn't given to you at the start of the game. My night elf had throwing knives to start the game. My warrior learned how to shoot a gun, which rocked. I went around killing rabbits and squirrels.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think MMOs need to change monster spawns too... they should migrate and whatnot naturally. Don't need to be hugely complex but there shouldn't be dead-set places you will always find x monster and 'spawning' in general gets on my nerves. I mean I know things get replaced or the world would rapidly become empty but you shouldn't be able to sit hacking things in one area and have a constant hoarde of monsters wade in... they should start thinking 'uh-oh this person can kick huge amounts of rear' and start avoiding you enmasse... they might go after other people a distance away from you but you'll be hard pressed to personally find something you've been slaughtering a ton of if you don't leave for a bit to let them forget and lick their wounds first ^^<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As for monster spawns, I think there are different parts of the map with the same monsters, so they're not scarce. Sometimes it might seem like they are scarce but you need to venture farther out a bit. Cool idea though.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The idea of people queueing up anywhere to have a whack at a boss/miniboss is rather silly. RO was notorious for this and even in instanced games you still see a lot of people either hanging around outside the same entrance or running into it (even though you won't see them when you go through yourself =P ).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The instances in WoW separates you from the rest of the world. You party will enter the instance and no one can interupt or steal it from you. Many instances can occur at once, so your friend who is in another party will also be in the same instance quest, but not your instance. Instances are very hard though so it really requires a party and challenging teamwork, which I like. Yeah, RO sucked though my triple critical sin was pretty h4x in iRO open beta.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Notice how in most MMOs monsters never 'warn' you either. If a cat in RL doesn't like you it'll hiss and raise it's back. It won't immediately wade in after you trying to eat your face; it'll put on it's threat display first.... MMO's monsters idea of 'threatening behaviour' is the first chunk of HP they tear off you with their claws before they fight until their demise with no signs of any self-preservation whatsoever =/<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Monsters with red names are aggressive. The higher level you are compared to the aggressive monster, the less likely it'll come after you. Basically it's aggressive 'area' shrinks. Also if you beat up certain beasties enough, they will turn tail and run. If they have comrades nearby, they'll run to the camp and get back-up, then you're in deep pewp.
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One thing that maple story rather annoyingly reminded me of is that most games also don't really reward you for seeking out challenging monsters... people do it anyway because killing one once is fun and you can go 'I killed the big dragon!!!' but after that it's usually back to the grind of killing little easy monsters.
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Haven't gotten that high of a level yet so I dunno in WoW. <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I'm really bored at work and not wanting to do what I'm suppose to do, which is why I'm typing so much. <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Edit: And I think I'm liking WoW too much, though it's the first MMO that has really surprised me with its new fixes, plus its focus on the casual gamer. Can't wait to get fired from my job.
The 'spawn' thing has little to do with scarcity and all to do with variation. Knowing something spawns in x five places makes things predictable and making things routine or unchanging is half the cause of boredom; the death of adventure =P
Still the ranged thing is a tad worrying for WoW specifically. Is there anything to stop someone going around capping the first round in everything basically tagging it as theirs?
Oh jees you mentioned aggro -.-
When I saw that mentioned back in the official FAQ I groaned. I hate it when games makers start talking about mechanics... it's usually a bad sign. I notice some of the things mentioned like getting backup and whatnot and while that's good it wasn't what I was hitting at. I'd expand on it more but I'm kinda tired right now lol ^^
I've never been a huge fan of having coloured names on stuff either... I like a lil mystery to things.
<b>wow I'm editing a lot today:</b> Don't worry. If it's your first MMO you'll love it for a while before the novelty wears off =3
I thought RO was the best thing since sliced bread for a good few months before the grind really started sinking in and that's considering I barely ever ground at all (probably why I enjoyed it so much). I got most of my levels just fighting when I needed to like when I was doing guided tours of the pyramids or crossing hostile areas =3