This is super irritating, because all you are basically doing is clicking to carry stuff. You can only carry so much, but this fills extremely quickly and slows movement. No seemingly original ideas found in this game improve on the established MMO conventions.Īnother aspect that may seem to have a grounding in reality is the carry capacity restrictions. You have an auction house, but as the low level ingredients can be found readily, and then crafted and money generation isn’t plentiful elsewhere then you cant purchase anything anyway… and can it be used with out click click leveling those damn dings? It has different than standard MMO ideas, but doesn’t translate to better ideas… just restrictive and boring ones. Congratulations, you just clicked enough to get a ding! You upgraded a skill to let you click on something else! Whilst the “player driven economy” may seem interesting, it is halting to progress as you continually need to collect, refine and find purpose with your items, and can’t sell them to vendors (as far as I can find out). You click on uninspired nodes, click on some more, rinse and repeat. There is no lore based text or introduction to set the scene no assistance or purpose to what you are doing as soon as you start on a beach in your underwear. Whilst not extremely difficult to start playing, it has zero tutorial aspect to get the new player acquainted with any aspect of the game.
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