The community in an MMORPG makes a bit of difference. It can determine whether you like the game or not. The community in this game is, to put it nicely, insanely atrocious. Most people speak in 1337 speak, which is the least of your problems. Most everyone is a pain in the rear in this game: being a newbie in this game is like being a woman in Wulfgarâ€™s tribe in RA Salvatoreâ€™s books: basically, youâ€™re treated like a piece of crap. Which brings me to another point: most every person in RS is an egotistical. Sure, you have the people thatâ€™ll help you out and be considerate in game if you are level 5 with bronze equipment, but most will be like. The community in this game, I reiterate, is insanely atrocious. Donâ€™t expect anything good.Â
I decided to play it again after many years. If anyone else is willing to give it a go. Send me a pm, maybe we can work together. I know the community blows, so finding friends is going to be hard. I thought it was a good review. This game has been successful for a number of years with a population most modern MMOâ€™s would love to have. As you say it does have a certain charm to it. Plus it has regular updates to keep it fresh. I have tried to leave RS, done the WOW, Aoc, Warhammer, thing but keep coming back. The further you progress the better it gets.
As a previous poster said this is not so much an action game, which for me is ok. Sometimes after a stressful day at work I enjoy logging in and thinking â€˜think Iâ€™ll do a bit of farming, then some crafting followed by hunting butterfliesâ€™ etc. The community can be rough, particularly around the GE which seems to be the epicentre of every scammer, tool and beggar on the planet, but I have met so many great people when out in runescape questing etc that it kind of balances it out for me. I also imagine the GE is the Mos Eisley of runescape which makes it more bearable.
ArcheAge has been growing on the site a lot lately. The sandbox style game coming out of Asia has garnered some support from our fanbase so we thought to discuss what we know so far and what we expect from the game. ArcheAge has some interesting points and some throwback style game play that we all love as MMO players. However, will it work with the Western audience? More importantly will their player trial system work?
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Those attending Gamescom will get a special preview of what makes Firefallâ€™s core gameplay so innovative with a full hands-on demo and look at the newest competitive multiplayer experience. The following week fans will get an exclusive opportunity to play new PvE content and additional multiplayer maps during Firefallâ€™s open world co-op debut!
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The Secret World is a bit less secret after new screens, a new video and more information pouring out of Gamescom 2011. In his latest TSW column, MMORPG.com Managing Editor Bill Murphy takes a look at some of this week’s revelations and offers a few thoughts about TSW. Check it out and then weigh in with your own thoughts
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Blizzard already had an effective working model for stretching out the hardest parts of an action-RPG. In Diablo 2, at higher levels, player death incurred major experience point penalties. Between levels 90 and 99, the penalties were so high that only the most dedicated players would succeed at hitting the level cap. Diablo 3 has a lower level cap and uses what I feel are absurd random combinations and counterproductive timers to maintain some level of difficulty. Diablo 3 is a game which tells a dark and gothic tale about demons and nightmares, no matter how small or how great, turned to reality, and itâ€™s only up to you to overcome them. It also features elements of hack-and-slash, dungeon crawl genres.
Like Diablo II, this game develops its story through a series of events; a set of acts comprised by cutscenes, cinematics, quests, dialogues, and the adventure itself. Diablo 3 story happens twenty years after the events that occured in Diablo II, when the Three Prime Evils, Diablo, the Lord of Terror, Mephisto, the Lord of Hatred, and Baal, the Lord of Destruction, had entered and wandered the world of Sanctuary, rampaging and shackling humanity into slavery. For those who had seen first hand what they had done, those intrepid heroes who battled the Prime Evils directly and survived, the wounds of the past heal slowly and the memory of the nightmare never fully faded, permanently scarring their souls, rendering some of them insane.
Those who had been spared had dismissed the events as merely myths and legends. Meanwhile, seeking clues to new stirrings of evil, Deckard Cain, the only confirmed NPC from the last Diablo franchises to appear on the third, finally returns to the Cathedral of Tristram, only to see a comet from the heavens strike the very ground where Diablo first manifested in Sanctuary. The comet was the harbinger of a dark omen in its fiery being, seemingly a beacon for the heroes of Sanctuary to once again defend against the rising powers of the Burning Hells and even the failing powers of the High Heavens itself.
All of you who are reading this have heard that the game developers are working on a brand new combat system. Over 9 years at Jagex, there have been plenty of things that weâ€™ve just wanted to pull out and rebuild from the ground up, but itâ€™s always been easier to invent new things than to go back and fix older content, especially when dealing with something thatâ€™s integral to the game that you guys know and love. You deserve the best, though, so we are taking the bold. step of starting again and designing a system that will take RuneScape charging forward teeth bared and scimmies brandished! With a strong desire to add new equipment and combat abilities to the high-level parts of the game, and a team of amazing developers clamouring to take on the challenge, they have got something the developers are very proud of.
In fact, itâ€™s almost ready for our best and toughest reviewers to put it through its paces. So, whatâ€™s it all about? Well, for now Iâ€™d like to list the challenges we have set ourselves to overcome, and in later news from me and the team weâ€™ll be explaining how weâ€™ve met them: Refocus combat to be more about player skill – Combat should be an opportunity for you to use your skills as a player. That means making it more about mastering techniques, rather than navigating interfaces at speed.
We want you to be thinking carefully about the equipment you choose for any given situation, tweaking and making alterations according to your enemyâ€™s strengths and weaknesses. The problem is, at the moment, there are not many reasons to change from your favorite weapons or armour. We would like to give you those reasons. Thereâ€™s room in combat for situations that require a greater deal of attention and skill to overcome, hopefully making it more fun. In these situations, you’ll be rewarded for your efforts with more XP. In-game combat, particularly training on standard enemies currently involves clicking on a creature and waiting. And they will do a whole lot more to make these situations challenging, rewarding and more enjoyable.
I am excited to announce that MegaServers will begin going live on Monday! The MegaServers expanded server system allows you to live in a world with more players and it will greatly expand the number of players available in Gotham and Metropolis, as well as the combat arenas, alerts and raid zones so you can get to some of the most fun areas faster. Here is the roll-out plan, starting this Monday, August 8th we will begin activating the new MegaServers across all platforms and regions in DCUO. We are very excited to get this live in the game. I wanted to let you know the details of what will be happening during the roll-out period and what you can expect. The full roll-out schedule is at the end of this note.
Interfaces have been reworked and an array of usability improvements have been made, including the following: A countdown timer, displaying the time remaining in the current competition. A new interface, displaying the best tackle combinations youâ€™ve discovered so far. A simpler, easier to understand weight system. Hints can now be obtained by right-clicking on the fisherman, giving you fast fishing advice on the fly. Barrels are closer to the shore, and cast areas are marked on the minimap. Itâ€™s also possible â€“ once youâ€™ve selected your bait, hook and weight, of course – to fish by right-clicking on the barrels. XP rates have been tweaked to reward the efforts of anglers who devote time to finding the optimal combination of tackle for their given situation.
A new, four-piece fishing outfit is available in the rewards store, giving a bonus to Fishing XP gain – up to 2.5%, when the full set is worn. All versions of the tackle box earned as a reward now have new features. They hold a stack of raw fish (growing in size as the box is upgraded), karambwan vessels, crayfish cages, living minerals, and your fishing outfit. Through their â€˜competition historyâ€™ function, they also display your current number of Fish Flingers tickets, and state when you will be able to claim more. All of these, as well as a net-full of graphical and audio improvements, make Fish Flingers a definitive angling experience for fishers of all levels.
Acquiring a championâ€™s tackle box is now a requirement for the trimmed completionist cape. Lost Fish Flingers rewards can now by reclaimed for free at the Fish Flingers rewards shop, or by speaking to any of the fishermen. The graphics in the caves found throughout the Burthorpe area have been improved. Crafting battlestaves, fishing rocktail in the Living Rock Caverns, and using spinning wheels can now yield a Shattered Heart strange rock. A message is now displayed when XP is gained in a 10th skill after the activation of the Jack of Trades aura