If I look at strictly in a competitive manner, yes I agree. But this also applies to other MMORPGs and other genres, when playing competitively.
If Im playing at my own pace, no not really.
If I look at strictly in a competitive manner, yes I agree. But this also applies to other MMORPGs and other genres, when playing competitively.
If Im playing at my own pace, no not really.
The problem is with the limited dungeon entries and limited PVP times. It creates the feeling you missed something if you dont do it daily. Cause you cant run a dungeon 20 times in a row to make up for a busy week. That in itself is a kind of chore.
I do remember why that started though⌠I donât disagree with the perspective I think it highlights one of the short comings of DG limits. But there was a reason for it.
Before we had dungeon limits per day. Weâd just run dungeons non-stop all day to level. Which as you can imagine gets old pretty quickly and wasnât all that fun. So community complained quiet a bit about it.
The result was Dungeon limitations per day in the style of most modern MMOs. Then IMC decided to further go down that line of daily questing formula and increase silver and XP in the DGs even more.
Now do I think there are games thatâve solved this problem better then IMC has? Absolutely. I like the version that allows some accumulation of daily quests/entries if youâre not there to do them. That way the weekend warrior doesnât suffer so much when they canât make it online every day.
Many MMOs generally have been consumed by grind again, much as they were following the turn of the millennium. Part of it is the cost of development (need to stretch every dollar into more playtime), part of it is the need as a free-to-play game to compete for playersâ time (need players invested in one game and spending all their money on it instead of playing multiple games), and part of it is a mistaken belief among some developers that the grind-heavy players can support their game (content locusts cannot be appeased; theyâll grind everyone else out of the game and still bemoan the lack of content). The more successful MMOs â WoW, FFXIV, GW2, etc. â are generally playable with less than an hour a day.
One of the more promising aspects of Revelation Online is that it is not as grindy, perhaps due to anti-addiction environment in China. I definitely giggled a little when I read @Veritas talking about going from 50 hours a week at ToS into Revelation Online. He probably hit level cap in a day, even muddling through the ping issues.
If only. The game is super anti-grind. Youâre limited to one EXP dungeon a day and a limited number of mobs to grind for EXP before having to wait for a daily reset.
You also get barked at if you rush to level cap too fast if you donât do anything about gear or skills since the game is all about gear. Not like ToS where you can get to endgame with budget equipment.
play B&S and come here play TOS
well, TOS more user friendly chore for me xD
Heh, the game doesnât make it easy to play too much, I suppose â Iâve never played enough to see a mob XP cap. Savvy does run out about level 30 if you go straight through (I did it that way so I could run to the training arena ASAP and try out all the classes). That said, I donât normally play enough to hit that limit, so itâs all good with me â itâs fairly light on grind to cap if youâre not going full nolifer.
Unless something has changed, B&S is pretty grindy as well. I left as a former Diamond Destroyer due to my unwillingness to engage in boring PvE grind to raise Hongmoon levels and earn gold to do more arena PvP.