View Single Post
Unread 15 Sep 2010, 17:28   #15
GReaper
The BOFH
 
GReaper's Avatar
 
Join Date: Mar 2001
Posts: 463
GReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant futureGReaper has a brilliant future
Re: Planetarion - Put an Axe through it

The game needs reworking from the ground up.

Planetarion really needs to be fun for the solo player, and something which becomes even better in alliances. At the moment it seems to be something where solo play isn't recommended, forcing you to join an alliance unless you want to get crushed quickly.

Some of the features which have been added over the years are reasonable - but part of the problem is the fact that they're available to players at the start of the game, showing unnecessary complexity the moment you sign up for an account.

The features of the game need to be released over the duration of your account, something which this game utterly fails at. If you played an MMORPG and had 20-30 spells on a character the first time you login, you'd be utterly confused on what to do. This is what Planetarion is like. Instead of reworking the game and trying to slowly introduce a player, we've ended up with a bunch of quests intending to guide them through the entire mess.

Also we've got planets which are out of protection within 24 hours along with a 7 week round. Is this a sufficient amount of time to guide anyone through the complex aspects of the game (like combat)? I seriously doubt it. I know people want a quick start to the round, but there are consequences to it.

Every aspect of the game needs to be looked at carefully. It often feels like various things about the game have been left in simply because they've been there for many rounds.
GReaper is offline   Reply With Quote