Thoughts/Questions on Vanguard's Past Issues
Posted: Mon Jul 06, 2015 9:36 am
As I see this project progress, I think I speak for a lot of us that I'm getting more and more excited at the idea of being able to re-enter Telon and re-live a lot of great memories from this game. I played it from Beta up until late 2008, and then started back a few months before the Sunset, only to quit again about a month before the announcement.
Sorry in advance for the long post, but I wanted to dump my thoughts/questions, and get others' as well. We can probably mostly agree that the main game failed for numerous reasons, but the good news is that I feel this Emulator project will take care of most, if not all of those issues. That would make this project potentially an amazing place that could thrive with more players than the original game had (at least I hope that will be the case!).
Issues listed below. These are not intended to be comprehensive, but I think they encompass a lot of what went wrong:
1) Bugs - from what I understand, we (I say "we" as if I'm part of the dev team, but I am generalizing "we" as the community) will have complete control over fixing bug, etc. At least I think that's correct? For example, the Xennumet/All-Father event was one of the most amazing questlines and encounters of any MMO. But, to my knowledge, it was never fixed properly, and it was HORRIBLY bugged. So it really made it not worth going deep in there for it. I know it may depend on the specific bugs, but is it safe to say that we will have the ability to fix these event-type bugs? Or is there a chance that there may be bugs wrapped up in the client, which are absolutely un-fixable with no workaround?
2) Grinds- I think we all can agree that the game had too much grinding in places. I would think this is completely controllable on our part, as we control the quest requirements, etc? I know a lot of this grinding can and should stay in place, as it adds a great sense of accomplishment for some quests. But some places absolutely need this to be reduced, IMO. I'm sure we, as a community, can determine and agree on those places when the time comes.
3) Introduction of the Cash Shop - This obviously won't be a problem, since there will be no Cash Shop
4) Level 51-55 content making previous (awesome) endgame content pointless - I think the dev-team agreed in a previous thread that (at least at first), we will cap it at 50 on New Telon, so that the original game can be preserved with APW as the endgame content, along with the Griffon Quest, etc. Is that accurate?
5) Poor management and lack of listening from the dev team - I can already tell this will DEFINITELY not be an issue.
6) Lack of Players for Grouping / Lack of Good players for grouping - This was a big one for me, and in all honesty, it's what made me quit the game..twice. However, it never seems to be mentioned in any thread for some reason.. Let me give some examples. For the Griffon Questline, I worked to get all the way to the Akande fight in Old Targ.. I'm sure the old-school players remember how initially ridiculously difficult this fight was. I think they may have nerfed it later, but in the beginning, it was close to impossible, and you had to be extremely lucky to pass it. You had to have a TOP notch group as well. I spent weeks and weeks on these attempts, until the stars finally aligned and I did it. My frustration level was high, but I was not quite burned out yet. Then a few steps later, I got to the CHATH encounter. At that point, I was a bit burned out on begging my guild for help, as most of them had already gotten their griffons during times when I couldn't play. I spammed "LFG Chath" for days, posted on forums. Occasionally would find a decent group in-guild and PUG, but sometimes the quest would bug, and other times we would just wipe and people would rage quit group. I finally said I'm done with this and quit the game; never got my flying mount.
In looking back, I found that many times I would have to just sit there and spam "Pally LFG for XYZ", with no responses for days at a time. It seems that other quest I ran into, I would be like, "omg.. this is going to require me to find a group again.. UGHHH".
Vanguard seemingly setup its quests to be about 60-70% requiring at least 2-3 people, and the rest solo-able.. At least if my memory serves me correctly. Don't get me wrong, I don't think this is a bad thing - it's actually one thing that makes the game great, as it is the sole reason for many memories I have of the game, finding groups and making friends, conquering tough material, etc..
BUT the world is so huge with so many questlines, and with the lack of players, it was rare to find others that are on the EXACT same part of a questline that you are on. So it results in having to beg people/guildies for help. Most people are friendly and don't mind, but I hate having to do that over and over again. For instance, when I joined back a few months before sunset, I quickly found a guild, and they were kind enough to run me through some low level questlines that (yep you guessed it) require a group to complete. I would find myself again "LFG" around every corner. I could complete the first few parts of questlines, but it would get deeper and deeper until I realized that I need others to continue this (I obviously was not a fan of dropping a questline once deep into it). I got to the Trengel Keep questline, and I found a group for TK1 and TK2.. But then the group disbanded, so I found myself "LFG TK3" for hours. Finally found a group that was on TK2, so I backtracked a bit in the hopes of them wanting to continue with TK3. No dice, the group disbanded after TK2, and I was back to "LFG TK3". I could never time it so that I was online when a group had an open slot and was specifically running TK3...and knowing that there were 6 parts to that questline, I couldn't imagine how it would ever be possible to complete it, unless I had 5 other people who were on the EXACT same schedule every day for playing, hours and hours at a time (these types of quests were not quick to get through).
Anyway, that was my main issue with the game, and I quit again shortly after the above. I don't know that there is a fix to this outside of a strong player base and friendly community willing to come together to help out, etc. Maybe I was going about it wrong, dunno. I know I'll get responses saying things like "You just didn't find the right guild", etc, but it still came down to having to beg for help around every corner of the game. Luckily my first time through the game with my first character, I played nightly with a RL friend, so we were able to get through a lot of material duo'ing content as a pally and ranger. It almost seems like this is a requirement for Vanguard, otherwise you're stuck begging for groups.
Those are my thoughts, feel free to share yours.
Sorry in advance for the long post, but I wanted to dump my thoughts/questions, and get others' as well. We can probably mostly agree that the main game failed for numerous reasons, but the good news is that I feel this Emulator project will take care of most, if not all of those issues. That would make this project potentially an amazing place that could thrive with more players than the original game had (at least I hope that will be the case!).
Issues listed below. These are not intended to be comprehensive, but I think they encompass a lot of what went wrong:
1) Bugs - from what I understand, we (I say "we" as if I'm part of the dev team, but I am generalizing "we" as the community) will have complete control over fixing bug, etc. At least I think that's correct? For example, the Xennumet/All-Father event was one of the most amazing questlines and encounters of any MMO. But, to my knowledge, it was never fixed properly, and it was HORRIBLY bugged. So it really made it not worth going deep in there for it. I know it may depend on the specific bugs, but is it safe to say that we will have the ability to fix these event-type bugs? Or is there a chance that there may be bugs wrapped up in the client, which are absolutely un-fixable with no workaround?
2) Grinds- I think we all can agree that the game had too much grinding in places. I would think this is completely controllable on our part, as we control the quest requirements, etc? I know a lot of this grinding can and should stay in place, as it adds a great sense of accomplishment for some quests. But some places absolutely need this to be reduced, IMO. I'm sure we, as a community, can determine and agree on those places when the time comes.
3) Introduction of the Cash Shop - This obviously won't be a problem, since there will be no Cash Shop
4) Level 51-55 content making previous (awesome) endgame content pointless - I think the dev-team agreed in a previous thread that (at least at first), we will cap it at 50 on New Telon, so that the original game can be preserved with APW as the endgame content, along with the Griffon Quest, etc. Is that accurate?
5) Poor management and lack of listening from the dev team - I can already tell this will DEFINITELY not be an issue.
6) Lack of Players for Grouping / Lack of Good players for grouping - This was a big one for me, and in all honesty, it's what made me quit the game..twice. However, it never seems to be mentioned in any thread for some reason.. Let me give some examples. For the Griffon Questline, I worked to get all the way to the Akande fight in Old Targ.. I'm sure the old-school players remember how initially ridiculously difficult this fight was. I think they may have nerfed it later, but in the beginning, it was close to impossible, and you had to be extremely lucky to pass it. You had to have a TOP notch group as well. I spent weeks and weeks on these attempts, until the stars finally aligned and I did it. My frustration level was high, but I was not quite burned out yet. Then a few steps later, I got to the CHATH encounter. At that point, I was a bit burned out on begging my guild for help, as most of them had already gotten their griffons during times when I couldn't play. I spammed "LFG Chath" for days, posted on forums. Occasionally would find a decent group in-guild and PUG, but sometimes the quest would bug, and other times we would just wipe and people would rage quit group. I finally said I'm done with this and quit the game; never got my flying mount.
In looking back, I found that many times I would have to just sit there and spam "Pally LFG for XYZ", with no responses for days at a time. It seems that other quest I ran into, I would be like, "omg.. this is going to require me to find a group again.. UGHHH".
Vanguard seemingly setup its quests to be about 60-70% requiring at least 2-3 people, and the rest solo-able.. At least if my memory serves me correctly. Don't get me wrong, I don't think this is a bad thing - it's actually one thing that makes the game great, as it is the sole reason for many memories I have of the game, finding groups and making friends, conquering tough material, etc..
BUT the world is so huge with so many questlines, and with the lack of players, it was rare to find others that are on the EXACT same part of a questline that you are on. So it results in having to beg people/guildies for help. Most people are friendly and don't mind, but I hate having to do that over and over again. For instance, when I joined back a few months before sunset, I quickly found a guild, and they were kind enough to run me through some low level questlines that (yep you guessed it) require a group to complete. I would find myself again "LFG" around every corner. I could complete the first few parts of questlines, but it would get deeper and deeper until I realized that I need others to continue this (I obviously was not a fan of dropping a questline once deep into it). I got to the Trengel Keep questline, and I found a group for TK1 and TK2.. But then the group disbanded, so I found myself "LFG TK3" for hours. Finally found a group that was on TK2, so I backtracked a bit in the hopes of them wanting to continue with TK3. No dice, the group disbanded after TK2, and I was back to "LFG TK3". I could never time it so that I was online when a group had an open slot and was specifically running TK3...and knowing that there were 6 parts to that questline, I couldn't imagine how it would ever be possible to complete it, unless I had 5 other people who were on the EXACT same schedule every day for playing, hours and hours at a time (these types of quests were not quick to get through).
Anyway, that was my main issue with the game, and I quit again shortly after the above. I don't know that there is a fix to this outside of a strong player base and friendly community willing to come together to help out, etc. Maybe I was going about it wrong, dunno. I know I'll get responses saying things like "You just didn't find the right guild", etc, but it still came down to having to beg for help around every corner of the game. Luckily my first time through the game with my first character, I played nightly with a RL friend, so we were able to get through a lot of material duo'ing content as a pally and ranger. It almost seems like this is a requirement for Vanguard, otherwise you're stuck begging for groups.
Those are my thoughts, feel free to share yours.