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Reader Comments (30)

Posted: Nov 21st 2010 10:32AM Birk said

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Good first impressions Beau, thanks.

-Birk

Posted: Nov 22nd 2010 6:57AM Fakeassname said

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(insert something positive, but non committal here)

bumping an extra onto the first page as it's annoying when my reply to a comment gets onto the next page without the post it's attached to.
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Posted: Nov 22nd 2010 12:00PM Birk said

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Did you really just snake me because I said thank you?

Grow up.

-Birk
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Posted: Nov 22nd 2010 12:01PM Birk said

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Oh, actually I misread your post. You're bumping for comments; complete misread. My apologies.

-Birk
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Posted: Nov 21st 2010 11:08AM Dril said

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God Beau, you really love to make jibes at Allods and all its scarred players, don't you? So, in the interest of helping you understand, I'll use big letters and lovely, easy-to-digest words that should help explain why people were angered by it:

The death penalty WAS NOT a problem. Any form of inconvenience WAS NOT a problem. The PROBLEM was people being given ONE choice for how to deal with that PROBLEM: the CASH SHOP. So, people were angry that they were essentially being charged what amounted to a SUBSCRIPTION in what was advertised as a FREE-TO-PLAY game. This isn't so much the case now, but runes are still from the cash shop and super expensive, so yeah. Go figure. A sub model would've done Allods wonders.

Posted: Nov 21st 2010 11:33AM Beau Hindman said

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I'm not sure who you talked to, but I talked to players who had issues with the death penalty/debuffs/having to wait -- all came down to time. In fact, most punishment in any PvP comes down to time, simply because no PvP game will ever make you pay the ultimate price: the death of your character.

You are also referring to a very optional item from the cash shop. Always was, always will be. There is no guarantee that you would ever be able to "perform" at a certain level, with or without the runes or any other item, or that you would ever need to perform at that level. There have also always been options for players to spend more, whether in multiple accounts purchases or in time spent in-game, to gain an advantage. I like what Allods is saying: it's saying get over it, because many other players already are.

I understand your point of view, but if you notice I wrote "some players moaned." Perhaps I was not including you? When it comes down to it, you have never been forced to use the cash-shop, at all.

Beau
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Posted: Nov 21st 2010 11:44AM Pingles said

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Actually, Allods implemented a series of game elements that were harsh, universal and cash-shop oriented.

- Fear of Death was removed when many players balked. I actually continued playing during this time, completely in love with the game.

- But then they reduced EVERYONE's damage by a significant factor (60%?) without reducing mob hitpoints. To get that damage back to exactly where it was before the change took cash shop Incense.

- In the same patch they introduced CURSING. When you died you had a chance to have an item be Cursed. Unsellable and unusable. To get UNCURSE Insurance took a Cash shop item. Also, items in-game could be Cursed upon pickup.

That is when I quit the game. Broken-hearted.

Incense and the Curse Insurance are now available in-game through daily quests. But they last 24 hours. So EVERY DAY you have to go to the Captal City before doing anything and THEN go play.

Or just buy them in the Cash shop.

And to Uncurse items still require Cash shop items. No quests for that.

If they had had an elaborate Costume shop I'd still be playing, spending money. Such a great game, too.
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Posted: Nov 21st 2010 11:53AM Pingles said

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Sorry about the Allods Hijack. Sheesh, I just replied without even thinking. Still scarred, I guess.
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Posted: Nov 21st 2010 11:59AM Beau Hindman said

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Pingles:

1) Fear of Death was the mechanic they removed first -- the time penalty.

2) hey might have reduced your damage, but you can still destroy mobs within a level or two (some people claim three.) That does not mean that you *have to* buy the item to reset it to what it was before the patch. It really is no different than a nerf. You can still play, just fine. Is it possibly slower and harder? Yes, but buying the item is totally and completely optional and completely possible to avoid and still do fine (there are players doing it all the time.)

3) Cursing, while very rare, is also solvable with a cash-shop item. You are leaving out, however, that every one of these items can be bought from another player, and now from several quests, for absolutely zero, nadda--zilch.

In other words, as I said the cash-shop has, always will be, and will forever remain an option. Having the *possibility* to do better from cash-shop items has always been the case since they've sold exp pots and healing potions over the last 7 years in different games. Heck, you can also use the same argument for double-boxing for sub games. The existence of those options in no way forces the hand of a player.

Don't worry about the derail -- pretty much Allods is one of four keywords that will completely and always take the topic off-topic.

Beau
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Posted: Nov 21st 2010 12:00PM Beau Hindman said

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EDIT: I meant can be bought from another player with in-game gold, thus costing you nothing in real life cashola.
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Posted: Nov 22nd 2010 1:52PM cic said

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"might have reduced your damage, but you can still destroy mobs within a level or two (some people claim three.)"

Surely you jest. Perhaps with some cash shop runes. Last time I played you had to grind monsters 1 level below you. Maybe they relaxed the HP % increase, but I was under the impression people still are complaining about this.

Even before the HP % increase I found the game grindy and slow, combat was slooow. With the addition of cursed items I decided it wasn't really worth playing any longer, the meta game shouldn't be fighting against the insidiously implemented game shop mechanics
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Posted: Nov 22nd 2010 1:54PM cic said

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Sorry, not HP increase. I meant damage reduction.
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Posted: Nov 21st 2010 11:20AM Boruk said

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It's nice to see someone review a game and actually give negative reviews if the game is actually bad

Posted: Nov 21st 2010 11:23AM Pingles said

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I think when folks call PvP "hardcore" it's not the death penalty they're referring to.

It's the fact that you are up against a human player whose behavior is hard to predict.

I'm a Carebear due to severe time restrictions on my play but I do miss the RvR of other games particularly because when your group ran across an enemy group you never really knew what to expect.

It's a striking difference when compared to the standing skeletons described in the article.

Posted: Nov 21st 2010 3:16PM Bhagpuss said

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"I think when folks call PvP "hardcore" it's not the death penalty they're referring to.

It's the fact that you are up against a human player whose behavior is hard to predict. "

This is the point. For some people, PvP is reckoned to be "harder" not because of what you stand to lose but because of the higher level of player skill required. It's the difference between hitting a tennis ball against a wall and playing a game of tennis against another person.

It's also quite pointless arguing with Beau about anything. As he's said often enough, he can outlast anyone in an argument. He has his views and he's nothing if not consistent. It's easier just to agree to disagree and leave it at that.
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Posted: Nov 21st 2010 4:24PM Beau Hindman said

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Bhag: I'm not sure where you see that I was "arguing." I made the point that some players consider PvP "hardcore" for many different reasons -- one of them including loss of loot/pride, etc.. Yes, you're right: because fighting a human counterpart can be "hard." Does that mean that human counterparts are always harder to fight than PvE mobs? I doubt that -- just ask a raider.

Pingles might be referring to another definition of the word, but I think it's fair to say that there are obviously many ways to interpret the word. In this case, I am literally pointing to the fact that in any single PvP game, there is nothing but a pause on gameplay when you die from another player. Darkfall and EVE allow you to be looted, but this game does not as far as I know. The worst that happens to you, when you fight another player, is that you die and come back for another chance -- the same as in the lightest of PvE.

If "hardcore" is, according to you, the measure of difficulty during a fight, then it's pretty far down the list. Unless, of course, you know the official definition that standardizes the meaning. Then, I stand corrected.

Beau

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Posted: Nov 21st 2010 1:20PM (Unverified) said

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I've been playing Regnum Online for a few weeks now, after seeing a review by another gamer. don't know, why you put so much emphasis on such an unimportant things, like you say here: "the serious lack of players and the doped-up mobs made it very hard to even want to log in".
thanks gods the mobs are just standing still, i'm so tired of Lord of the Rings Online mobs that are chasing me until i run through half of the map - when i wasn'y even attacking them! and LotRo can be a ghost town too if you log in at the wrong time, when main audience is sleeping.
so i don't see such a big issue about things you mentioned. there's always plenty of people when i play. also, first 30 lvls were obviously made to be like that to make players pay for a scroll that levels you up to 30lvl automatically. my guess is that they wanted to uitilize some kind of a power-leveling, since many players use it anyway (for example, in WoW, etc.)
the biggest turnout for me was the quest tracker - that's what is important, i think. and the review that made me actually play Regnum Online is here
http://chickgeekgames.blogspot.com/2010/10/hidden-pearls-regnum-online-review.html
i cite it because she says there that Regnum Online may be a bit hardcore for some players and overall hard to play when you're just starting (and mentions the quest tracker too), but the game is still worth it. i think she's totally right on that one.
and, btw, i like it how Regnum Online puts its cash shop actually, in other games you are forced to spend with no end, and here i can buy things or don't buy them, the game play is affected, of course, but not so dramatically as with other games.

Posted: Nov 21st 2010 10:20PM whateveryousay said

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I think the point was that, enemies that just stand there are without challenge and boring for it.
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Posted: Nov 21st 2010 2:17PM Jim Cricket said

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I've logged about a years worth of playing time on Regnum Online. Some points to add:

1) Regnum is open world RvR (no instances), outside of the safe inner realm. To me this, is the game's strongest point.

2) The quests are actually pretty well written. You have to get into the spirit though of being a part of your Realm, learning its history through the quests, and then becoming a hero to defend it. Like open world RvR, this is a "make your own fun" kind of thing (i.e. requires imagination).

3) Quests run out about level 35. Then it is an insane grind to level 50.

4) Regnum's original Spanish-language server (the companies bread and butter) has a large population around the clock. The English server can be hit and miss as to when people are on.

I actually stopped playing this game recently and moved on to Heroes of Three Kingdoms (also RvR). For this reason:

The open world RvR design of Regnum means you have to establish bonds with your realm mates or you will just be steam-rollered by the other realms. The community, however, became really, really bad. Just the absolute worse, bigoted, trash-talking pvp community you could imagine.

So in a nutshell, Regnum really is an old school RvR game: open world, need to group with others, insane grinding. If you can accept these things, the action it provides in the open world setting is pretty unique. (But, as I finally concluded, not worth the sacrifice).

Posted: Nov 21st 2010 2:53PM DancingCow said

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I gave this game top marks for being one of the most genuinely free free-to-play games.

I also liked its flexible specialisation system and the RvR sounded good in theory.

But I found the actual gameplay so deadly dull that I gave up by about level 15.

It's also very heavily cooldown driven - which for me is a huge turn off. Turns an mmo into a mindless game of UI whack-a-mole. "Ability X is ready - use it...wait wait wait... ability Y is ready - use it etc. etc."

I know you get that in a lot of MMOs - lazy freaking developers - but it seemed even worse in Regnum.

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