Alganon: The Flaming Crusaders
-Explore the war-torn world of Draelor
-Battle evil Daemons
-Defeat Flaming Army
-Battle in Dark Citadel, The Nose, Snakeshrine Cavern, Zil'Amun, The Tower of Kuzar and Starwell Plateau
-Get NeitherDrakes!
Alganon: Wrath of the Icy Queen
-Explore the icy continent of Northend
-Get Icy Skeledragons
-Defeat the Scrooge!
-Battle in Uldiia, Trial of the Knights and Icetiara Citadel
-NEW CLASS: Death Warrior
Alganon: Catastrophe
-Face the Deathbreath
-Alganon is changed forever
-Face Flame, Rock, Water and Wind powers!
-Play Werewolves and Goblins!
I actually would not begrudge a small indie company doing this. I'd rather they halt subscribers in the beginning than have the game be a lagfest / having server crashes / or aion-style 7 hour queues at launch. And yes this game is made by a small indie company with no corporate bean counters directing them to do things the "safe' way. They had TOTAL freedom to make any kind of mmo, and they come up with this. Pathetic.Wow, their website really makes me not want to even try this game.
3) They're limiting subcription keys at launch to keep the game from outgrowing their ability to support it? Um, while avoiding that particular business problem is good thinking, it's also an indicator that you don't have enough money or existing support structure to support the growth of your own business model. Explicitly restricting sales for support reasons is kind of the worst way to go.
Of course you don't want that. But it's not a feature to brag about, which they curiously do. That's something you plan around, and if you know it's going to be a problem, you don't build a game that specifically exacerbates that problem, and then talk it up as if it's a benefit. It just makes me think that regardless of how they cripple their sales, customers will be looking forward to those problems, regardless.This game has been the running joke on most mmo sites for a while now. Looks like a pretty pathetic game overall even when overlooking the blatant WoW-stealing. I don't know who the hell would actually fork out cash for it. It looks like it could possibly be the most cookie-cutter mmo ever made. There's really not one defining feature that the game has that sets it apart from any every other fantasy mmo out there.
I actually would not begrudge a small indie company doing this. I'd rather they halt subscribers in the beginning than have the game be a lagfest / having server crashes / or aion-style 7 hour queues at launch.Wow, their website really makes me not want to even try this game.
3) They're limiting subcription keys at launch to keep the game from outgrowing their ability to support it? Um, while avoiding that particular business problem is good thinking, it's also an indicator that you don't have enough money or existing support structure to support the growth of your own business model. Explicitly restricting sales for support reasons is kind of the worst way to go.
I was bitching about that aloud yesterday. Not only is that pointless and dumb from an artistic and gamer POV, but there is no way for a high fantasy MMO to compete with WoW at this point. You need to offer something else. Sci-fi is the simplest route, but I know plenty have been calling for a steampunk MMO.And yes this game is made by a small indie company with no corporate bean counters directing them to do things the "safe' way. They had TOTAL freedom to make any kind of mmo, and they come up with this. Pathetic.
I was bitching about that aloud yesterday. Not only is that pointless and dumb from an artistic and gamer POV, but there is no way for a high fantasy MMO to compete with WoW at this point. You need to offer something else. Sci-fi is the simplest route, but I know plenty have been calling for a steampunk MMO.And yes this game is made by a small indie company with no corporate bean counters directing them to do things the "safe' way. They had TOTAL freedom to make any kind of mmo, and they come up with this. Pathetic.
Fallen Earth does this too... but it's awful, because every missed shot means spending 10 minutes making more ammo. Free-Aim only works if you don't need to worry about replacing every last bullet you miss with.Honestly what I'd like to see though is a complete revamp of traditional mmo combat. Technology is at the point now that MMOs don't need autotarget and autoattack anymore, and can instead use manual aiming, and more visceral twitch-like combat. Darkfall and Spellborne have already done this, but those are both very niche games without a lot of popular appeal. But take that kind of real time combat system (thinking along the lines o oblivion's combat system) and combine it with a crowd favorite like a DOAC style RvR system, and do it well, and you'd have a real winner on your hands.
It's not just the potential for lag it's also that twitch gaming requires a much higher network refresh rate than regular MMOs and, for something like a shooter, has much larger data packets. It's why WoW can have hundreds of players in a WG match while the server has thousands of others in the surrounding area but shooters tend to top out with far fewer players in a much smaller area at a time.Twitch base MMO is pretty hard to make it work IMO. Internet LAG is a major factor IMO mainly not everyone's internet is at the same speed.