It essentially feels like each episode is a separate game with a separate character. Any combat skills, professions, or gear you obtain in episode 1 does not carry over / is useless in episode 2. Meaning you start from scratch in each episode. I've decided to just stay in episode 1 for now, i'm level 30 guard and around 20 in each ep1 profession and i have a decent set of armour / weapons. I have no desire to play episode 2 and grind stats from level 1 again (especially when Scout and gathering is just the same as the guard / foraging professions.) I don't want to start from level 1 scout and have to grind combat and obtain weapons / armour again. I have noticed that some mobs inside episode 1 drop "untuned" weapons which I assume i can tune inside episode 2 and then use within ep2. So at least some gear is transferrable. I don't mind each episode having their own professions that are only usable within their specific episode. As an example; I like the idea of potions that require materials only obtainable with the gathering skill, giving you reason to go between episodes. My main issue is how some professions in episode 2 are identical to professions in episode 1. That's when it feels like my progress has just been wiped. I also wish that the game had a list of all the weapons / armours with their level requirement and which mobs drop them. Instead of just blindly killing mobs in hopes that they drop gear that is an improvement over what you already have. The game also really needs a better storage system. Having to store potions / food / materials / gear in separate "banks" is really annoying. They should all be accessible in the same way the gear storage is, just have potions / food, etc be different "tabs" in the same menu. The amount of storage space for gear needs to be increased as well. With the number of different damage types there are, people will want different sets of gear for different enemies depending on their weakness, but the storage barely has enough room to store 1 set of gear per episode.
@@SuperYtc1 I've got the spell that allows you to access armour / weapon storage. I did play episode 2 up to where you chose your class before going back to ep1
well so far it seems the different combats in each episode unlock unique and different monsters. i dont know how it will be down the line but it could be unique in the fact that someone could invest a lot of time maxing in hope port and be able to get high level hopeport drops where as those who max in hopeforest could get unique drops there
@@MrBenske4 yeah it doesn't bother me much. It's just strange and was not something I was expecting. Which is why when I was live I said people might not be happy about it. I wasn't surprised to see some back lash when I woke up
Its also strange that the side quests seem to require crazy stats but not the main quest.. 60 plus cooking act 1, 40 plus wood cutting for act 2 including 30 plus woodworking, its like im not allowed to finish 90% of quests for a week till u hit thise requirements. Also as a side notr, man is it disappointing that at least so far, im almost done with act 2, and the weapons r so bland, they dont really do anything, as far as im aware, a bow with fire attribute doesnt set anyone on fire or anything like that, it will just so more dmg if a mob has a fire weakness, same with all thr other attributes as far as im aware, they have no other affects, feels very lazy or rushed, again as far as i know
Great insight on act 2, I think the quest difficulty needs to be more transparent, even have it related to your combat level. The first sidequest with 1 star required me to kill several lvl 8 golbins and a lvl 10 goblin which is basically impossible to do at the beginning at lvl 1 or 2. So I got to the point where the lvl 10 goblin stole a key and I was like lvl 6 or 7. There is no way to kill it even with full lvl 6 gear and weapons. I wouldnt start that quest if not for the difficulty sign showing 1 star difficulty which should be relative to your current combat level.
The skills might be similar but they are still different enough to allow for a lot of variety and the way they will overlap will be very interesting in the future
If only that was the only problem with this game. 1. Its barely an MMO. Instancing everywhere means you will loose all the people you meet on your travels. No social features. Not even a chat log. 3. Professions are insanely boring. Progression is just reskins. Mobs magicaly change to a higher level reskin when you level up, same happens with the other professions and its recipes/gatherables. 4. Everything takes too many clicks, because someone likes to ignore the fact the mouse has a right click function. 5. The map and artstyle is fine. But rooms feel claustrophobic and very small. Aritificaly inflated with players because of the ciruclar progression that happens in the same place. One player is fishing a begginer fish, the other a high level one. They do it on the same place. 6. No central banking. Which means gathering for crafting has a SUPER FUN slow travel to the site to store and back again. 7. Combat rng is insane. You can hit a 2 or a 20. Damage range is all over the place. And vulnerabilities barely matter. 8. The game doesnt have p2p trading, which is being worked on, but i suspect the moment it opens this game will be filled with bots. It is begging for it. 9.There is no continuity or sense of true progression. The alley you go in to kill your first thieves mobs, is the alley you will go in to kill your level 22 thieves. And the players you will see there might be doing either. You have no clue since everything is so small. Takes the adventure part and kills it.
I think people are to quick to fully judge a game without knowing everything. I feel this is a small thing compared to how big the game is and people shouldn't be upset about it. Embrace the new features of a new game. Plus, it's not like it's impossible to get gear once you enter the next zone. Personally, I didn't mind it either.
@Sephiroso. Again to quick to judge, the game is in early access. How do we know this is the permanent look of the game? Plus everyone complaining it being rooms are the same people who don't take their time in open world games like New World and explore all the beauty devs put into the game. I swear game devs can never win when it comes to making a game anymore it is very sad to see.
I think its more like instead of calling it "tiers" its called "episodes" im really enjoying the game seems stuff all intertwine with the game its quite enjoyable
maybe they should make scout be attached to archer and guardsmen be attached to melee. might make it feel better since you would be getting a need style of combat with the skill
I think it could work. Kind of like a season in PoE or Diablo IV, but each episode stays relevant. I don't think it necessarily has to be a bad thing, having to build up your character again. Hell, seasonal servers are even popular for mmos these days and this is more of a hybrid. If we want innovation in the space, we need to let devs experiment first. Let's see how this one goes.
Seasonal are usually implemented in games that have usually been running for a long time and it gives people a sense of a restart but they still have their mains and also you could gain things from seasons to go to your main. In an mmo like rs and it’s nostalgic demand it’s too early to make the game seasonal when 99% of the players are from runescape and have set in mind to play for status(I’m rank one this or that)
Seasons are like 3-4 months long. This happens every single new chapter or episode of the game. Say a year or two down the line and there's 10 episodes. A new player will go through this 10 times in quick succession or however long it takes them to go through main quests. That feels shitty which is why so many people are being vocal about how it feels.
this and having to click twice to start combat with a mob. Pretty much everything is click twice and the bag space is crazy. I hope they either give us more bag space or make items stack
Bag space, imo is perfect as you dont want to big or it is to easy, they want you to move around constantly. Plus, this game does an awesome job of keeping a lot of items out of your bags that other games normally take up space.@masonhigginbotham9375
Seasonal are usually implemented in games that have usually been running for a long time and it gives people a sense of a restart but they still have their mains and also you could gain things from seasons to go to your main. In an mmo like rs and it’s nostalgic demand it’s too early to make the game seasonal when 99% of the players are from runescape and have set in mind to play for status(I’m rank one this or that)
Seasons are months long so you don't have to feel repeated resets in quick succession. That does not apply to Brighter Shores. As it started with 4 episodes meaning we feel this reset 4x in very quick succession so it feels like shit and not AT ALL similar to a game with seasonal resets that only happen once a quarter of a year.
Personally I've really enjoyed the system so far. Is it perfect? No. But to me it seems a bit like a mix of maple story meeting Runescape. It's trying to cast something just like how MMO's like RS1/2/3, WoW, PoE, Adventure Quest, and many others explored their own creativity. And not your generic MMO stuff that's the same game re-skinned with a different story. The whole "reset system" just seems to me like people making a hasty comment going into the game expecting the same cookie cutter MMO experience, I can see why it would be a turn-off to quite a few though. Like you mentioned, that you will start to farm resources in the second chapter for first chapter skills. Who is to say that in one of the future chapters, things are going to be tied together even more? Have more world interactive things like your USPS cooking sim? I enjoyed the fight against the Giant Newt in Hopeforest, it shows that the game can have different mechanics in combat. The environmental combat shows that the game can allow itself for complexity. The biggest pain point in my opinion is communication between players, when my inventory is full and I just started chatting with someone I can only warp out to bank the resources only to most likely never find that person again. When building up a group of fellow grinders can make the grinds that much more enjoyable. For the rest, I believe it just needs some more time. As like with most MMO's, they don't start with 6 ages of in game history, or with 10 expansions. They game is in my opinion a great base, and I'm interested to see how they're going to explore more mechanics.
I'm with you. It doesn't 'bother' me 'that' much, but I'd prefer a normal progression system. I'm fine with the gathering skills and stuff being different in each zone, just not the gear and combat.
The movemnt is crap you move very slow in combat the movment in general is weird, your character runs really weirdly for one, honestly give us an option for arrow key movment as well as the click to move. when in combat having to choose a weapon every single time you attack is overboard. Collecting items under a mob isn't easy and is frustrating. When going to attack a mob I wish you could just double click it to attack. Oh what is up with the health reseting after each kill?? the camera view is to close i want to zoom out more. the on screen area is sectioned out why is it dark i guess it helps you focus on that area but i dont like it. I was really hopping it would be more similar to OSRS. This feels like a mobile game brought to PC. The game has potential it's just gunna need a lot of work to get me to play it over OSRS.
you can use the weapons but they have no stats on them... its like having members items on in a ftp world on runescape. lmao its dumb tbh. but i dont care. its cool imo
It's genuinely starting to get to me as well... Especially when there's no overlap when there should be, why are foraging and gathering or whatever theyre called, two different skills? Stepping into episode two actually discouraged me quite a lot
An hour is a hell of a lot of time for those who are time poor. It may have been their only hour to game that week or weekend, and it's gone/wasted just like that!
I went into this really wanting to like it, but combat professions not carrying over feels weird to me. Its not a dealbreaker so far i havent quit or anything yet but its definitely not something that feels good. Going from 30 guard to 0 scouting kinda just feels like 0 guard with a new name and icon. I feel like this could totally be saved pretty easily in later zones by adding enemies from multiple different combat skills into a single zone. For example maybe i can fight goblins with my guarding or dragons with my watch person skill or whatever. The only issue with this is from what ive seen is theyve already reused mobs from guarding like the goblins for scouting. Maybe you could pick what combat skill you want to use? Like if later on down the road in chapter 9 or whatever you could pick to fight the goblins with either your guarding or scouting. But a dragon needs watch person? That way your previous combat professions wont feel usless. I feel like it could be saved.
I genuinely think it's just a badly designed game, it's not drama. It's also the least mmo i've ever played. It's a single player with chatrooms and a friends list.. No grouping or shared quests.
it is. just looking at it before it came out, it was clearly just a very clunky looking rs3 without the big open world. the big open world is the draw in games like this right? anything less is typically a minus unless there is good reason for it. given the guy has many millions, he can afford the extra server throughput. i just think it's a poor game in general. he made rs back in the day when the standards were far, far lower and there was far more room for creativity. they made it in java to play on any browser, so the standards even lower again. like what makes this game better to play than rs? it looks similar, plays similarly (worse though, with the clunkyness) and has 20 years less content and world building and a massive community (though tons of bots). like he's competing against his own mario kart ghost and he just isn't winning.
I haven't played it but I've read the steam reviews of players with 12 hours. Some requesting group feature, 3-interface windows for what should be 1 click engagement, no multicombat (quickest to tag gets the enemy) no item trading, people wanting open world instead of rooms, the progression setbacks you mentioned in the video, restricted to fighting monsters your own level, a general sense of 'single player game' on rails instead of CYOA Comments saying they wish it were more like Runescape. Others insisting they remove the misleading "MMO" label I've also waited patiently for an MMO to sink my teeth into, Ragnarok Online was great but it's destroyed by greed.
it's basically dungeoneering on a larger scale, i'm getting the exact same vibes as i did once they added that skill in RS. Believe it or not that's when i stopped playing because this 'zone' gated stuff is awfully boring. No player interaction going on, i played for 11 hours with my friend last night and not once did we require eachothers help for anything. Pretty dull, intense cookie clicker in my opinion
Maybe streamers but the majority of casuals have a main. Another big chunk have a rotting main and moved into Ironman mode. No need to simp for a design that people dislike. Even if it doesn’t bother them I don’t see them jumping up and down with joy.
BE SURE TO COMMENT! What are your thoughts on the Episode Reset System?
It essentially feels like each episode is a separate game with a separate character. Any combat skills, professions, or gear you obtain in episode 1 does not carry over / is useless in episode 2. Meaning you start from scratch in each episode. I've decided to just stay in episode 1 for now, i'm level 30 guard and around 20 in each ep1 profession and i have a decent set of armour / weapons. I have no desire to play episode 2 and grind stats from level 1 again (especially when Scout and gathering is just the same as the guard / foraging professions.) I don't want to start from level 1 scout and have to grind combat and obtain weapons / armour again.
I have noticed that some mobs inside episode 1 drop "untuned" weapons which I assume i can tune inside episode 2 and then use within ep2. So at least some gear is transferrable.
I don't mind each episode having their own professions that are only usable within their specific episode. As an example; I like the idea of potions that require materials only obtainable with the gathering skill, giving you reason to go between episodes. My main issue is how some professions in episode 2 are identical to professions in episode 1. That's when it feels like my progress has just been wiped.
I also wish that the game had a list of all the weapons / armours with their level requirement and which mobs drop them. Instead of just blindly killing mobs in hopes that they drop gear that is an improvement over what you already have.
The game also really needs a better storage system. Having to store potions / food / materials / gear in separate "banks" is really annoying. They should all be accessible in the same way the gear storage is, just have potions / food, etc be different "tabs" in the same menu. The amount of storage space for gear needs to be increased as well. With the number of different damage types there are, people will want different sets of gear for different enemies depending on their weakness, but the storage barely has enough room to store 1 set of gear per episode.
You definitely do not want to just stay in episode 1. You're missing out on huge qol from a chapter 2 quest, specifically the spider one.
@Sephiroso. Ahh okay. What QOL is it?
@@KrateKarrotA bank spell. Shouldn’t be locked that far into the game though. Another bad design decision from Gower.
@@SuperYtc1 I've got the spell that allows you to access armour / weapon storage. I did play episode 2 up to where you chose your class before going back to ep1
well so far it seems the different combats in each episode unlock unique and different monsters. i dont know how it will be down the line but it could be unique in the fact that someone could invest a lot of time maxing in hope port and be able to get high level hopeport drops where as those who max in hopeforest could get unique drops there
@@MrBenske4 yeah it doesn't bother me much. It's just strange and was not something I was expecting. Which is why when I was live I said people might not be happy about it. I wasn't surprised to see some back lash when I woke up
So far the reset has not bothered me. I figured it will just all play into each other later on.
@@SirMoribund so far it kind of does with forager tying into alchemy. It doesn't bother me either but I'm not surprised people are complaining
Its also strange that the side quests seem to require crazy stats but not the main quest.. 60 plus cooking act 1, 40 plus wood cutting for act 2 including 30 plus woodworking, its like im not allowed to finish 90% of quests for a week till u hit thise requirements. Also as a side notr, man is it disappointing that at least so far, im almost done with act 2, and the weapons r so bland, they dont really do anything, as far as im aware, a bow with fire attribute doesnt set anyone on fire or anything like that, it will just so more dmg if a mob has a fire weakness, same with all thr other attributes as far as im aware, they have no other affects, feels very lazy or rushed, again as far as i know
Great insight on act 2, I think the quest difficulty needs to be more transparent, even have it related to your combat level. The first sidequest with 1 star required me to kill several lvl 8 golbins and a lvl 10 goblin which is basically impossible to do at the beginning at lvl 1 or 2.
So I got to the point where the lvl 10 goblin stole a key and I was like lvl 6 or 7. There is no way to kill it even with full lvl 6 gear and weapons. I wouldnt start that quest if not for the difficulty sign showing 1 star difficulty which should be relative to your current combat level.
The skills might be similar but they are still different enough to allow for a lot of variety and the way they will overlap will be very interesting in the future
If only that was the only problem with this game.
1. Its barely an MMO. Instancing everywhere means you will loose all the people you meet on your travels. No social features. Not even a chat log.
3. Professions are insanely boring. Progression is just reskins. Mobs magicaly change to a higher level reskin when you level up, same happens with the other professions and its recipes/gatherables.
4. Everything takes too many clicks, because someone likes to ignore the fact the mouse has a right click function.
5. The map and artstyle is fine. But rooms feel claustrophobic and very small. Aritificaly inflated with players because of the ciruclar progression that happens in the same place. One player is fishing a begginer fish, the other a high level one. They do it on the same place.
6. No central banking. Which means gathering for crafting has a SUPER FUN slow travel to the site to store and back again.
7. Combat rng is insane. You can hit a 2 or a 20. Damage range is all over the place. And vulnerabilities barely matter.
8. The game doesnt have p2p trading, which is being worked on, but i suspect the moment it opens this game will be filled with bots. It is begging for it.
9.There is no continuity or sense of true progression. The alley you go in to kill your first thieves mobs, is the alley you will go in to kill your level 22 thieves. And the players you will see there might be doing either. You have no clue since everything is so small. Takes the adventure part and kills it.
I think people are to quick to fully judge a game without knowing everything. I feel this is a small thing compared to how big the game is and people shouldn't be upset about it. Embrace the new features of a new game. Plus, it's not like it's impossible to get gear once you enter the next zone. Personally, I didn't mind it either.
Nope. People are rightfully explaining the design of the game doesn't FEEL good.
@Sephiroso. Again to quick to judge, the game is in early access. How do we know this is the permanent look of the game? Plus everyone complaining it being rooms are the same people who don't take their time in open world games like New World and explore all the beauty devs put into the game. I swear game devs can never win when it comes to making a game anymore it is very sad to see.
I think its more like instead of calling it "tiers" its called "episodes" im really enjoying the game seems stuff all intertwine with the game its quite enjoyable
maybe they should make scout be attached to archer and guardsmen be attached to melee. might make it feel better since you would be getting a need style of combat with the skill
I am really enjoying the game nothing in it bothers me at all.
Episodes are not sequential, ypu still play in episode 1 after you have unlocked last episode. You play all in parallel.
why do i need 5 combat levels lol
I think it could work. Kind of like a season in PoE or Diablo IV, but each episode stays relevant. I don't think it necessarily has to be a bad thing, having to build up your character again. Hell, seasonal servers are even popular for mmos these days and this is more of a hybrid.
If we want innovation in the space, we need to let devs experiment first. Let's see how this one goes.
Seasonal are usually implemented in games that have usually been running for a long time and it gives people a sense of a restart but they still have their mains and also you could gain things from seasons to go to your main. In an mmo like rs and it’s nostalgic demand it’s too early to make the game seasonal when 99% of the players are from runescape and have set in mind to play for status(I’m rank one this or that)
Seasons are like 3-4 months long. This happens every single new chapter or episode of the game. Say a year or two down the line and there's 10 episodes. A new player will go through this 10 times in quick succession or however long it takes them to go through main quests. That feels shitty which is why so many people are being vocal about how it feels.
If I have to click twice every time I need to talk to an NPC I'm gonna lose my mind.
this and having to click twice to start combat with a mob. Pretty much everything is click twice and the bag space is crazy. I hope they either give us more bag space or make items stack
Bag space, imo is perfect as you dont want to big or it is to easy, they want you to move around constantly. Plus, this game does an awesome job of keeping a lot of items out of your bags that other games normally take up space.@masonhigginbotham9375
@@masonhigginbotham9375 THREE times to attack a mob, not twice. Ridiculous.
Doesn't bother me. Most people even in OSRS rigbt-click everything anyways. So 2-click is fine IMO.
@@yaazarai not really when your playing the game for thousands of hours
Im with you.. lets see where it goes. It is just early access..
Seasonal are usually implemented in games that have usually been running for a long time and it gives people a sense of a restart but they still have their mains and also you could gain things from seasons to go to your main. In an mmo like rs and it’s nostalgic demand it’s too early to make the game seasonal when 99% of the players are from runescape and have set in mind to play for status(I’m rank one this or that)
Seasons are months long so you don't have to feel repeated resets in quick succession. That does not apply to Brighter Shores. As it started with 4 episodes meaning we feel this reset 4x in very quick succession so it feels like shit and not AT ALL similar to a game with seasonal resets that only happen once a quarter of a year.
Personally I've really enjoyed the system so far. Is it perfect? No. But to me it seems a bit like a mix of maple story meeting Runescape. It's trying to cast something just like how MMO's like RS1/2/3, WoW, PoE, Adventure Quest, and many others explored their own creativity. And not your generic MMO stuff that's the same game re-skinned with a different story.
The whole "reset system" just seems to me like people making a hasty comment going into the game expecting the same cookie cutter MMO experience, I can see why it would be a turn-off to quite a few though. Like you mentioned, that you will start to farm resources in the second chapter for first chapter skills. Who is to say that in one of the future chapters, things are going to be tied together even more? Have more world interactive things like your USPS cooking sim?
I enjoyed the fight against the Giant Newt in Hopeforest, it shows that the game can have different mechanics in combat. The environmental combat shows that the game can allow itself for complexity.
The biggest pain point in my opinion is communication between players, when my inventory is full and I just started chatting with someone I can only warp out to bank the resources only to most likely never find that person again. When building up a group of fellow grinders can make the grinds that much more enjoyable.
For the rest, I believe it just needs some more time. As like with most MMO's, they don't start with 6 ages of in game history, or with 10 expansions. They game is in my opinion a great base, and I'm interested to see how they're going to explore more mechanics.
I'm with you. It doesn't 'bother' me 'that' much, but I'd prefer a normal progression system. I'm fine with the gathering skills and stuff being different in each zone, just not the gear and combat.
you're comparing it to runescape which it's not and is it even an MMO?!?
The movemnt is crap you move very slow in combat the movment in general is weird, your character runs really weirdly for one, honestly give us an option for arrow key movment as well as the click to move. when in combat having to choose a weapon every single time you attack is overboard. Collecting items under a mob isn't easy and is frustrating. When going to attack a mob I wish you could just double click it to attack. Oh what is up with the health reseting after each kill?? the camera view is to close i want to zoom out more. the on screen area is sectioned out why is it dark i guess it helps you focus on that area but i dont like it. I was really hopping it would be more similar to OSRS. This feels like a mobile game brought to PC.
The game has potential it's just gunna need a lot of work to get me to play it over OSRS.
this game is clunky and quite honestly it is pretty mid at best...
you can use the weapons but they have no stats on them... its like having members items on in a ftp world on runescape. lmao its dumb tbh. but i dont care. its cool imo
It's genuinely starting to get to me as well... Especially when there's no overlap when there should be, why are foraging and gathering or whatever theyre called, two different skills? Stepping into episode two actually discouraged me quite a lot
I love how people complain about it when they only put an hour into the game.
An hour is a hell of a lot of time for those who are time poor. It may have been their only hour to game that week or weekend, and it's gone/wasted just like that!
I guarantee the majority of people playing this on day one play RuneScape five hours a day
I went into this really wanting to like it, but combat professions not carrying over feels weird to me. Its not a dealbreaker so far i havent quit or anything yet but its definitely not something that feels good. Going from 30 guard to 0 scouting kinda just feels like 0 guard with a new name and icon. I feel like this could totally be saved pretty easily in later zones by adding enemies from multiple different combat skills into a single zone. For example maybe i can fight goblins with my guarding or dragons with my watch person skill or whatever. The only issue with this is from what ive seen is theyve already reused mobs from guarding like the goblins for scouting. Maybe you could pick what combat skill you want to use? Like if later on down the road in chapter 9 or whatever you could pick to fight the goblins with either your guarding or scouting. But a dragon needs watch person? That way your previous combat professions wont feel usless. I feel like it could be saved.
I genuinely think it's just a badly designed game, it's not drama. It's also the least mmo i've ever played. It's a single player with chatrooms and a friends list.. No grouping or shared quests.
it is. just looking at it before it came out, it was clearly just a very clunky looking rs3 without the big open world. the big open world is the draw in games like this right? anything less is typically a minus unless there is good reason for it. given the guy has many millions, he can afford the extra server throughput.
i just think it's a poor game in general. he made rs back in the day when the standards were far, far lower and there was far more room for creativity. they made it in java to play on any browser, so the standards even lower again. like what makes this game better to play than rs? it looks similar, plays similarly (worse though, with the clunkyness) and has 20 years less content and world building and a massive community (though tons of bots).
like he's competing against his own mario kart ghost and he just isn't winning.
Yeah made me quit...
@@ZulacecekStarcraft you are not the only one, I'm not too taken back by the system. That opinion could change though with the more episodes I unlock
Same, quit after reaching 2nd Act
Lol same here
Same😢
I haven't played it but I've read the steam reviews of players with 12 hours.
Some requesting group feature, 3-interface windows for what should be 1 click engagement, no multicombat (quickest to tag gets the enemy) no item trading, people wanting open world instead of rooms, the progression setbacks you mentioned in the video, restricted to fighting monsters your own level, a general sense of 'single player game' on rails instead of CYOA
Comments saying they wish it were more like Runescape. Others insisting they remove the misleading "MMO" label
I've also waited patiently for an MMO to sink my teeth into, Ragnarok Online was great but it's destroyed by greed.
it's basically dungeoneering on a larger scale, i'm getting the exact same vibes as i did once they added that skill in RS. Believe it or not that's when i stopped playing because this 'zone' gated stuff is awfully boring. No player interaction going on, i played for 11 hours with my friend last night and not once did we require eachothers help for anything. Pretty dull, intense cookie clicker in my opinion
lol the game sucks
Everyone complaining while pretending they haven’t had 10 different RuneScape accounts with 4000 hours each
Maybe streamers but the majority of casuals have a main. Another big chunk have a rotting main and moved into Ironman mode. No need to simp for a design that people dislike. Even if it doesn’t bother them I don’t see them jumping up and down with joy.
Whole game looks cringe af it's a rogue wannabe Skyrim just play Skyrim like .......yknow?
You're fucking dumb as fuck if you think this has any similarities to skyrim of all games.