I’ve done my impressions article on mmosite.com which can be found in full (with pictures) here. I’m not fishing for views so here’s a shorter version for feedback:
Graphics:
The game is presented in a “2.5D” from the top view (not really isometric), but the game itself is fully 3D (like Diablo 3 for example). Art style is cutesy cartoonish (or anime style) which resembles RO a lot. There aren’t that many options to adjust graphics in the game itself and iCBT game client had issues with loading some parts of the game (player characters) from time to time. Because of how the game is presented, sometimes it is hard to move around and through game environment. Trees and other tall/big objects would phase out from blocking the view, but they were still there just invisible and that made movement sometimes challenging. Maps are very linear especially at lower levels. Higher level maps are bigger and more open, but still very linear. Maps feature various weather effects: rain, fog, snow, sandstorms etc, but mostly are static. Hopefully this will change in the future. I would love to explore big, less linear maps with dynamic weather changes.
Controls:
You start the game with client choosing the control method automatically, but you can switch to your preferred method later. Options are keyboard, mouse and gamepad. You can’t switch key bindings in game, but instead have to go into the configuration file and do it there manually. You have to get used to controls and some seem to work better in different situations. I was constantly switching between keyboard and mouse controls. Skill/item quickbar/shortcutbar is easy to use, just drag and drop and it’s shortcut keys would change automatically depending on chosen control option. Sometimes shortcut keys would bug out and not show that they changed, you could fix that by sitting down (resting) and standing up. In rest mode you have other shortcuts on your bar for crafting, gem and boss card leveling, campfire and other class specific skills (ex. Fletcher).
User interface (UI):
One of the worst UIs I’ve experienced in a modern MMO.
- Chat: no options other than to resize; extremely hard to see the chat you need (chat bubbles and character icons take too much space); a lot of bugs making sending personal messages/whispers impossible; no chat fade options; after sending a chat message, chat stays active meaning you have to press enter-key two times if you want to control your character, otherwise you’ll find yourself sending “zzzzzzzzzzwwwwwwwaaaaassssssddddd”-chat messages; many other chat inconveniences
- Auction House: can easily mis-click the wrong item you want to buy (no highlighting; space reserved per item is too big; a lot of empty space in between the item and buy-button); bugged listings showing soldout items as available; items you have listed disappearing and showing up much later; no information on tax (selling an item has a tax); not enough sorting options for searching items (hard to find wanted items if you don’t know the name)
- Most of the information is behind windows reserved to it: not enough information/options available by right-clicking or highlighting: have to open party window to see where party members are (current map and channel); party loot etc. options in party window -> settings tab (can’t right-click -> party settings/loot options); a plus for being able to right-click own portrait to leave party and other member portraits for kick and player info
- Minimap and map: world map hard to navigate (has recommended level on areas (that you have “unlocked” by entering), but no monster list; party members aren’t visible on world map (only on your map and channel); area map is highlighted (and all other areas on the same map like dungeon map levels), but can’t be clicked on to enlarge view); minimap is misleading in terms of where you can walk (shows paths you must jump to go past (usually only one way) as well as walk paths); questgivers aren’t shown unless you talk to NPC to get “starting” quest; NPC/statue locations hidden unless revealed by walking nearby
- Shortcutbar lacks options: can’t move; can’t rotate; plus for being able to easily move/remove skills and items and being able to right-click to use in mouse mode
- Other: Can’t remap shortcut keys in-game; no windowed-borderless; shout (megaphone) chat notifications on top of the screen (can’t remove); ALT is used to stop your character from moving but also for other things (with combination keys) in different modes -> ALT in keyboard mode stops your character but ALT with “up arrow”-key is for companion control (can’t turn your character to face up or down, but can to face left or right with ALT+“left arrow” and “right-arrow”) all in all some control shortkeys are confusing and hard to use (why I can’t use ALT or other key to stop my character from moving in mouse mode?)
Character creation and customization:
You start by choosing a name of your lodge/family which you can later change (was free in iCBT) then create one of the base classes: Archer, Cleric, Swordsman or Wizard and pick your gender. From appearance you could only choose your hairstyle. You couldn’t choose hair color but instead had to content with pre-selected one. Later you can change your hair color by unlocking them in the achievement system (not that many options though). No option to change eye nor skin color. Hopefully this will be changed in later versions of the game. Then you choose your character name. In iCBT you later could change char name for free in character information window. Your armor look is determined by your class choice and it will change when picking a new class, but different armor you pick throughout the game will not change your look with the exception of hair accessories for which there are two slots available (a hat and an extension slot) and you can also buy a costume (later in cash shop?). All in all the character customization is extremely lackluster. I really wish this will change. Note that equipment has durability. It doesn’t break when reaching zero durability and “broken” equipment doesn’t change the way you look. You can add slots to your eligible equipment (slotable weapons and armor) at blacksmith NPC and then add gems with varying effects (+stats and -stats). Gems can only be obtained from some bosses and from monsters/chests in dungeon maps. You can also upgrade (+plus) your equipment by buying anvils from item merchant NPC and paying an upgrading cost which is determined by upgrade and item level.
Classes, skills, stats:
I want to start by saying that you have to look for a character that suits your playstyle for ToS. In MMOs I usually go with a healer first or a magic dps class, so I went with Cleric and I absolutely hated it! Have to use attribute points in many different stats which makes you overall weak, or focus on one or two stats and be patient. Only a few skills with long cooldowns and high SP (mana) costs. I was about to quit the game, but then I decided to try out Archer and I loved it! The game felt so much better and more enjoyable. So keep this in mind.
There are planned to be 80 classes and class combinations in game. This is a bit misleading though. You start with four base classes and as you gain experience points (exp), which are divided between character level and class level, you are able to progress to further, more advanced classes. These advancements are called ranks and if you go up a rank but stay the same class, you go up a circle level instead. For example I was using an archer which is rank one (R1) and at class level 15 (around character level 15 as well) when I had my rank advancement (R2) option, I chose to stay archer (instead of choosing Ranger or Quarrel Shooter), so I became Archer circle 2 (C2). There are advantages to staying one class (new skills and can level up some skills further) or going with a new class (new skills and gameplay tactics/mechanics). As a disadvantage, you can’t go back and choose a class that was previously available. Play with the class builder. Note that you MUST do a class advancement or you won’t be able to accumulate class exp (can still gain character lvl exp). After class advancement your class level will return to lvl 1 and you have to get to lvl 15 again for next advancement.
As I’ve mentioned you start with a very few skills. Gameplay also varies from class to class a lot. You can enhance your skills (or unlocking a very few new skills) by using skill points that you gain from class level and by spending attribute points, that you get mainly from character level, on proper stats (for example int for magic and str for physical attacks). You can also buy special skill enhancement “passives” from corresponding class masters. Some of these skill enhancements make your skills cost more SP or have a longer cooldown, but you can turn them off if wanted. Price goes up with each level, so high lvl ones are quite costly. Equipment state also has affect on your offense and defense, but note that weapon at zero durability still does full damage, you just loose effect of any bonus effects on said weapon. In iCBT repair costs were static, meaning you have to pay the same price for repairing in item with zero durability as an item which is missing one durability point. Evasion or “dodge tanking” is truly a thing in this game. I literally dodged my way to level 59.
What I noticed is that depending on your build (and situation), you will be using certain skills more than others, so upgrading certain skills and enhancements will be a priority. As for class system, I felt that going to a different class mostly changed how you played the game from that point onwards and didn’t necessarily improve your class. For example your main weapon type can change, so spending time and money on skills that improved previous weapon type were wasted (you can swap weapons to use different skills locked to that weapon). Also I would have loved more passives that would make class advancement system more interesting and meaningful. For example:
- Archer C2 could have: “on critical hit gain 5% of max HP and SP with 2% chance per level” goes up to lvl 5 (10% chance); can turn off/on
- Archer C3: same passive but can go up to lvl 10 (20% chance total)
- Archer C1: “on hit (basic or skill) pull enemies (small and medium size) within 10 range together with hit target and damage them for 50% of main target’s received damage; 2% chance per level” goes up to lvl 5 (10% chance total); can turn off/on
- Archer C2: same passive but can go up to lvl 10 (20% chance total)
- Archer C3: same passive but can go up to lvl 15 (30% chance total)
As you can see it’s not game breaking, but is a nice boost which makes choosing different class advancements more interesting
