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Aion Classic FAQ


Arctic

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On 7/6/2021 at 5:16 PM, 2sB867E-DN said:

Lol What...Seems like people remember a completely different Aion back from when I played at release.

Aion was dead before 2.0 hit for several reasons:

1. Aion was hyped up to be the WoW killer. Turns out Aion was just a pretty Korean grinder.

2. Too much grind. This is the biggest reason why Asian MMOs do poorly in the West. Your typical Westerner player does not enjoy a lot of grinding.

3. PvPvE. Turns out that getting ganked and killed while you're trying to level isn't fun. It was manageable if you played during the months after launch. But if you started 6+ months after launch, GG. The low level areas didn't have many players so you couldn't get much help against rifters. Eventually new players were scared away from the game because twinks made it nearly impossible to level.

4. Boiling Blood Fenris/Miragent fiasco. Horrible grind just to need an RNG craft proc. This is where the game suffered a big hit. Saw several guilds die during this time period.

5. PvE to PvP. What I mean by this is even if you love to PvP, the best way to gain AP is to PvE. Dredg, fort instances, etc. The large AP lost at high ranks disincentives you to PvP. Also, for some classes, it was perfectly viable to PvP in Miragents/Fenris with level 50 AP accessories.

6. Poor faction balance. There was something like a damage or defense buff for the losing faction if the enemy took too many forts? That was basically it. The winning faction typically avoided it by letting the balaur take a fort. Also, with PvE being the best way to get PvP gear, the rich only got richer. With no access to fort instances, the losing faction just stayed stagnant while the winning side became stronger and stronger.

7. Poor optimization. The game runs terribly especially during sieges.

8. Dash of Daevas server merger event. The final nail in the coffin. In an effort to save the dying population, there was this big event where whichever faction took the most forts received a ton of AP items. Nearly every server was Elyos dominated back then so of course Asmo players were not happy with the mergers. TLDR: Asmos got stomped during the event on most servers and that killed the game for most players.

9. FF14 released around the release of Aion 2.0 or right before it. I can't remember. Of course this was pre Realm Reborn so that game was also rubbish, but people were eager to play something else so Aion lost even more players to FF14.

10. Godstones. Paralyze godstone. Nuff said.

11. Poor flight implementation. "Your target is too far way." Flight was one of the big selling points of Aion and you can't even fly in most areas. However, because the flight implementation is so bad, you don't want to fly anyway.

12. Class balance or lack thereof.

Do I think Aion Classic is better than current Aion? Yes. But it's FAR from perfect and still has many issues that plagued the game over 11 years ago.

I agree with a lot of it, but questing (grinding) is what many of the pve players enjoyed and back then it was fine. You completed a quest and you could use the gear. Now who cares about the rewards, you level right past the available reward by the time you complete the quest. Western PVP players dont enjoy (questing)grinding, PVE players and PVPVE players do. 

Getting killed while you were trying to level was part of the fun. I never had any issues being able to level due to twinks. It was a minor inconvenience in which higher levels soon came by and got rid of the twinks. My wife has been playing and she is just into the PVE. She never had issues leveling due to twinks, but died a few times to them. 

I miss the Fenris quests. That was the real deal, not everyone could complete, it too time and hard work to get it. You earned it. 

The class balance was just fine. The wasnt one class that could dominate all others. 

When they started changing game play and started removing and  modifying rifting is when they had a huge loss in players. After that they started the server merger, which as you stated was screwed up.  Gelk was  a good addition and had good PVE and PVP.  After that is when they started stifling game play for new characters and lower levels. 

 

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On 6/10/2021 at 2:41 PM, Arhangelos said:

Yes but pvp on all levels was supposed to be a streamlined part of the game, like when you meed an enemy at your level and you fight. Twinks were abusing the game mechanics by staying low on purpose and overgear their chars for that level so they could kill anyone in their level range with 2 shots. And it is not like they were passive, they actively went to the other region in order to kill as many as they could. To them it was about the kill count on easy mode and they even complained when a higher level would be there to kill them protecting the lowbies.

If Fast Track proved anything is that nobody wanted to fight a twink, even twinks themselves, when the normal white gear or green gear players left for Fast Track, twinks stopped playing because they could no longer beat everyone and they had to play against other overgeared twinks which wasn't fun apparently.

I know a lot of people quit the game because they couldn't play and progress due to twinks. Morheim was twink infested and leveling was tough. You couldn't get out of town and people would die instantly. There has to be a balance between healthy pvp and abusive twinking.

No one quit the game (as a casual white/green gear player) because of twinks. FT servers always gave them the way out on on top of that, FT was used to merge all the servers into one so all servers can party quest/dungeon. People quit the game because the economy was infested heavily with gold farmers who had connections with guilds to control markets so they can control their prices. Twinks WERE an issue to some extent but realistically speaking, no one left the game because a level 40 two shot you in gear you were about to throw out anyways.

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40 minutes ago, 66sC3BB1 said:

No one quit the game (as a casual white/green gear player) because of twinks. FT servers always gave them the way out on on top of that, FT was used to merge all the servers into one so all servers can party quest/dungeon. People quit the game because the economy was infested heavily with gold farmers who had connections with guilds to control markets so they can control their prices. Twinks WERE an issue to some extent but realistically speaking, no one left the game because a level 40 two shot you in gear you were about to throw out anyways.

The Fast Track Server was the outcome of people disliking open world pvp in leveling areas because it was abused by twinks. It was also later implemented after many patches of twink problems.

Why else would they make an integrated server with all the leveling maps where only pve exists? It did help on lower levels finding easier group to do pve instances at low levels but they surely made sure there is NO pvp there.

Because if you think about it, how do you even pvp at low levels when leveling maps are faction based (except when you go to lower abyss)?

The only pvp you will ever face in your own maps is rifters and nobody rifted on white or green gear. If you enter a rift to the enemy map you are either a twink, or you are not that geared but you go on a group and gang solo levelers.

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And yes there were peopel that got bored trying to figure out a new game that they had no clue and they would die like sh!t the moment they got out of town at low levels. Aion Classic is different because most people know what they are doing and they XP much faster than in the old aion.

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