Sunday, February 28, 2010

Allods Grounded for Bad Behavior. Back to WoW Again

by Oozo

Taugrim and Keen have covered the Allods cash shop fiasco in its entirety. I'll just say that once I lose trust in something (or someone) they have almost zero chance of getting me back. However, I'll still keep an eye on the game in case a miracle occurs.

As far as the positives for Allods for me? The game is very pretty and runs extremely well on my machine. I never dropped below 30 FPS while recording with FRAPS. No other game has performed that well under FRAPS for me. It would have been a pleasure making Allods movies. Also, the character development system intrigues me.

Besides the cash shop, there were other significant negatives for me. The character development system is intriguing, but also slow. It takes a good bit of time before your character "progresses" by picking up new abilities. So, you have to spend a lot of time using the same abilities over and over and over and over. That's not so bad at upper levels where you have many abilities to learn and explore synergies. However, it's not good at low levels where you only have a few abilities. Tedium set in pretty fast for me.

Another thing I did not like was melee movement. It felt clunky to me. Then again, pretty much anything is going to feel clunky when you are coming directly from playing WoW. It took me a long time to get used to the clunkiness of Warhammer. So, that is something I might have gotten used to over time. One thing I would never get used to is one of the Scout abilities. It causes you to vanish and appear behind or at the side of your target. Unfortunately, it also drops mouse look when you use it. I use my mouse for circle strafing. Using that ability takes you out of strafe mode. You actually have to release the mouse button and then hold it down again to continue strafing. By that time your movement has been compromised.

If I was to play Allods, I'd probably play a caster.

For now, I'm back to playing WoW. This time I'm checking out the Death Knight. It's easily the most powerful of my twink projects so far. Even surpassing the rogue who had quite a bit of arena gear. 1v3s are common and 1v4+s are doable in the 69-70 range. I've thrown up a clip as a preview. There are a few things I still need to fix with the editting, but it gives a pretty good idea what the DK is capable of in the 61-70 AV.

edit: Clip removed as I've added a legit trailer for the movie.

1 comment:

Taugrim said...

I'm actually thinking of re-subbing to WoW after a 2.5 year hiatus, mainly because endgame Allods is very boring :|

I wanted to ask if you had ever tried a Moonkin PVP spec at 80 in WotLK. I played mostly Feral in TBC at 70 - because it's practical for grouping (tanks always needed) and it was solid for PVP.

The few times I tried Moonkin at 70 it was hilarious but very vulnerable, but it looks like in WoW 3.x that some of the issues have been addressed