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  1. #11
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    i agree with alot of what the op said.

    to me the biggest thing he did well was use alot of great ideas when making the original game, but what he did really bad was implement those ideas.

    1. the armory system was fantastic in theory and i absolutely loved the way it was done. there was flaws in it though where it didn't have enough class specific abilities to make each class stand apart from each other. i always felt all of the abilities that were purchased from the guilds from guild marks should have been class specific. to me if i am out in the world doing something and learn something new it is something i'll never forget, but if i purchased the knowledge i'd have to always give credit there. it's like if i am out building a house and learn to cut a roof pitch i'll always know how to figure angles from there, but if i pay for a college education in engineering it'll always be used towards engineering.

    2. the incaps on mobs. this was something i absolutely loved and hated seeing them going away from. the visual when you broke the horn off the buffalo or knocking the head off the skeletons and it directly impacted the drops you could get from those mobs was fantastic.

    3. battle regimens: i loved it in theory, but implementation on the system was horrid. once you stacked into regimen you were locked out of actions until the regimen went off. it's another system that could have been tweaked to become more fun to use, but the idea was fantastic to give status effects and damage boosts when the party worked together. i just wish they had made it to where when you stacked a skill into regimen it locked either the tp or mp out from being used until the regimen went off, but allowed you to continue to fight until everyone was stacked in.

    4. the original crafting system. i loved the detail in making items and it actually felt like i was crafting the finished product. the only thing i disliked was it may take a lvl 45 hammer head to make a level 20 hammer. i felt like the parts should have been readjusted to where the parts were the level of the finished product.

    5. i enjoyed the stat allocations. i could really personalize my character depending on what i was doing. if i wanted to go solo a mob i could allow my char to survive better solo or i could really adjust things to become a major assistance to the party i was in. to me the biggest 2 issues this had was that the points you had to allocate was in the hundreds because the base stats are sooooooo high and you had to click them one at a time instead of having a bar where you could type in how many points you wanted per stat.

    6. open world nm's that dropped parts to craft into great gear that could be sold and traded instead of mostly having dropped premade gear that's u/u and is vastly better. the parts allowed crafters, gatherers, and battle classes work together to get the best gear instead of only 1 group having access to them.

    7. the speed of leveling. i enjoyed the speed of leveling much more then i do the speed now. i did not like the fatigue system, but the actual sp given per hour while not fatigued and taking over a month to get one class to cap was much closer to the speed i want to see leveling over taking less than a month to get ALL classes to cap.
    (14)
    Last edited by darkstarpoet1; 10-20-2012 at 02:23 AM.


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