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View Full Version : some concerns



bledcyan
08-10-2007, 10:02 AM
- I was disco'd from the server 4 times last night, with the message of losing connection with the server. It took an average of 3 mins to get back in. At one point it happend a few seconds before the 12 minute after the hour. meaning it cost me 2 attempts to get into a KQ; and lowering my chances of a good party. It also happend a bit before that taking me out of the gold hill KQ chances.. Have to love waiting 2 hours to get a PUG party that doesn't know what they are doing..


- PUG KQ parties: I have put up with multiple groups of people who don't know what they are doing, parties with 80-90% severly underleveled characters.. and in worst case people that purpously sabotage the runs and waste your time. There are no way to remove these people from the KQ, you just have to deal with them. There is no way to try to form a group for KQ, you just get stuck with whoever..


- Tanking: I decided to build my char to be an ok tank, I do pretty good. but healing and tanking is expensive.. really really expensive. Not to mention that you absolutely HAVE to have the best possible mod'd armor as tank. Everyone else can control the usage of stones, potions, and scrolls without whiping the party.


- Sales: Mushrooms Mushrooms everywhere... The more people that play, the worst this gets. At first I enjoyed this system, but it is getting increasingly diffacult to sell anything due to the lack of variance in items, the shear number of people selling (allowing for massive undercutting), and the painful annoyance of having to run through a forrest of con artists or noobs every time you have to go in or out of town. With being disco'd so many times (seemingly more while afk) I was unable to leave my character logged in over night with the hopes of actually selling something with everyone selling stuff everywhere... This is already reaching a point of concern.. What happens when you go to an open beta when you have more people on a server?* Or past beta..?


- Economy: Not enough variance of items, not enough slots to sell things (to give customers a selection to choose from), craft system is very quickly going to be reduced to the monitary value of dirt in which you will be able ot sell materials for more than the price of the item you are making. Not too surprising, mmorpgs typically have this problem (though for differing reasons)