
Archetypes in the game 4, but each of them at level 20 gets specialization, so that in fact we have 8 game classes, which differ from each other set of skills and, what is more important, the gameplay is a wizard and sorcerer played and felt quite differently, though, and are derivatives of the mage class. And when it comes to choosing, be a sniper or a hunter with a familiar «then» on the leash, then decide, and press the desired button is not so easy. The only thing that is alarming, because it is something that we somehow did not give classes support, that is, each game of archetypes is a purely self-sufficient. This, of course, due to game mechanics, which implies that most of the time we spend destroying opponents, but still I was not very pleasant to understand, that I can't play someone who can't show himself as a warrior, but can only help the other characters in the speedy development of content. Personally for me as a player, loving all sorts of «хилбот»classes, it was an unpleasant discovery. Here, all these abilities lie on the role of all a bit, and we just have to wait for the possible introduction of some new archetypes in the future.
The first impression, due to the lack of jobs, turned out to be quite deceptive. Yes, they are still not very much and they are straightforward, but the lack of Affairs does not feel absolutely. Just do a quick job and go about their business fails. Let's say that we give at first glance a simple task attributed bag out of the city into the next location of some character. We go beyond the limits of settlements and understand that to get to the quest NPC will have a long time, and our way passes through the densely populated hostile monsters of the earth. So, until you reach the goal, and not one dozen enemies to kill, and a couple of levels of get - it looks like the job done, and at the same time a bunch of experience gained.
However, it is necessary to take into account that the job itself is a purely optional, then there is no story lines or complex chains that affect the surrounding world and the hero, no. Doing the job, you get some unnecessary thing (because all of the right, with rare exception, as a rule is «knocked out», and is not given on completion of the job) and an increase in experience. Actually, all of them. The gameplay is built around a growth in the level of Yes гринде, and not round the scene of the rod, which prefer to see in MMO fans of role-playing wagering.
Here arises the question, why'd you need a set of levels? Of course, for the sake of interesting abilities and performance improvements. I was a bit surprised not to see in the initial location of any coaching skills, but in the course of the gameplay, everything became clear. When we reach a certain level, the new ability to receive immediately. They are all of one «level», then there will be no «strike of the sword on the head level 3», as in other IMO, and will be the one faculty, the effectiveness of which depends on your performance.
The glasses of the main parameters of the same does not spread automatically, allowing fans to put a +1 to the agility to fully immerse themselves in search of the perfect build. Well and, of course, to improve the abilities invented «talent tree», which doesn't look like a tree. Instead, the RQ there is a special circle (or a wheel, as you wish), in which you need to learn first, one of the major talents that affect something, and then already begin pumps the rest in the branches. Immediately available only to one half of the circle, and the second will open together with the choice of specialisation at level 20, which is quite logical.
This option bleeding gives the characters necessary flexibility in the development of, because it allows us to study what we are interested in, and to Orient character to your own style of play, and not stupidly reap checkmark in obtaining the level and learn to play like everyone else. In my opinion, the idea is great, but wouldn't it difficult for players to beginners, only introducing the genre? It will be seen after the release of the project.
PvE-part of the game, as it seems to me, is primarily intended for group study. No, solo players may well find a job and in General, the fight anywhere was not difficult and alone, but you need to take into account the fact that around now always lots of players of different levels, which destroys the animals with unusual speed. If to imagine that we could go into RQ, for example, early in the morning, and we need to run through the location of the aggressive monsters and fight there, and no one else was around - then you have the wrong level can be a major difficulty with this case. But if you take friends Yes, along walk through the caves, forests and other «attractive» places that you can not only fun, but also to gather a rich harvest in the form of looting, money and experience. All this, as you understand, the more will never be.
About PvP, it seems to me, still talking very early in the morning. Yes, it is in several variants (the duel and the war in specially designated areas), but it still «nag» and configure need more than one day. Classes are not balanced, good for PvE characters in a matter of seconds may die in PvP, war Guild has not yet been implemented... But we are now, notice, talking about the ATA-version of the game, in which many of the ideas of the developers are simply not implemented or is not included, so that I would have waited at least the later stages of MBT, before discussing fights with other players as such. It's still early, very early in their focus.
Today, the game looks interesting and has a lot of «chips», which in recent years has not think the creators of the game-by-night. It has specific, but absorbing gameplay, bright thought-out the world, good graphics and user-friendly interface. If there will be implemented all, which they have imagined to developers, Yes if they removed all of the available error at the output we have a good chance to get a full replacement for the same Ragnarok Online and just very good IMO from domestic developers.
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