Curious about my final thoughts on this MMO? Join me after the break as I look over the last six weeks and give my impressions on the adventure you chose for me!

Admittedly, over the last six weeks, I did get the odd invite for a group (sadly, quite a few just as I was logging off, or when I was working in another window) but trying to find a like-level group proved to be incredibly difficult the majority of the time. Indeed, had it not been for Orin running with my main character over the last several weeks, I dare say I wouldn't have seen the smaller dungeons we did run until I'd leveled to the higher-end of the applicable range and then pursued them solo.
Disciple is a great solo class, but, as I've said a million times before, I don't play MMOs to solo. I have tons of single-player games for that. MMOs essentially lock a certain amount of content behind "group" walls, and without a group you generally won't see it. I'm also a social creature who loves to get a chance to group. As such, it's not a good value (at least to me) to play a game that I'm blocked from seeing (or enjoying) in full simply because I can't get a group.
Indeed, if there's one major criticism I can level at Vanguard, it's that there are simply too few people in the lower levels to make friends or group with. That's not to say the game is a complete ghost town: Vanguard has a small but fairly active population in the game. The only problem is that most of them are L50+. If you're perfectly content to solo up to the higher levels, and don't mind the game being difficult, then I can recommend Vanguard to you most heartily.

Now, with that said, it's not all sour grapes. The landscapes are absolutely gorgeous. The handprints of SOE are all over this, as the game looks like a slightly different version of EverQuest II. The storylines are interesting and, as I've said many times, the sheer amount of things to do is mind-boggling. The community, while small, is very friendly, and are really a pretty shining example of why smaller communities generally tend to be better ones.
To sum up:
The good:
- Tons to do between adventuring, crafting, diplomacy, harvesting and wandering around the world
- While the world is large, quests are generally centrally located in each hub
- Rift quick-travel system is excellent
- The playerbase, while small, is friendly
- Graphics are quite nice in an EverQuest II-type fashion
- The Isle is an interesting (if a bit info-limited) tutorial that keeps lower-level players together so they can find groups.
- Death penalties (having to chase your gear, loss of XP, dragging "corpses") is old-school. The ability to recall your corpse to a bindstone is somewhat useful, but still doesn't conquer the annoyance of finding your corpse despawned while you were fighting through a dungeon to get back to it. I simply don't like harsh penalties in PvE.
- Bugs: I hit a very bad bug with nVidia graphic cards causing the trees to strobe in and out. Considering this is a known issue for some years (turn off your hardware occlusion, folks) and still hasn't been addressed made me wonder why it hadn't. Beyond that, I managed to get stuck in terrain, rocks, and even stuck after taking a rift stone to the point where /stuck didn't work, and camping or rifting weren't options. (You can see that at 41:05 on the last livestream.)
- The difficulty: The Isle does a good job at attempting to explain the game, but the overall game is just difficult. There's no getting around this point. While some people love this type of difficulty (as witnessed by the small but passionate playerbase in Vanguard) they tend to be the minority these days. In my opinion, this game feels like it was designed to be an updated EverQuest (including an extra helping of old-school difficulty), and it succeeds. However, if you ask many of the vets who love EverQuest if they want to go back to all the difficult, time-intensive, and often annoying systems that were in the game just to get to the nuggets of fun, many of them would say no after they'd had their 15 minutes of nostalgia. The ones that do want that difficulty are still playing EverQuest or games like it that predated Vanguard.
- Population: Once you're off the Isle, it's very lonely for lowbies.

Ultimately, Vanguard has the unenviable issue of being built for a old-school, super-hard PvE MMO playerbase that is either quite happy where they already are, or simply no longer have time to muck around with all that any longer, instead preferring to keep their difficult games in nostalgic "remember whens" over beers with long-time gaming buddies.
Join us next week as Jef Reahard takes over the reins on an all new series of Choose My Adventure postings, as always, dictated by you!







