- I love the graphics
- I love the background sounds
- The background music is not bad
- My character's animations are not as good as they could be. He looks stiff
- Most fire spells sound pretty much the same
- The many spells without casting time mean that there is no proper pace. This is true also when fighting mobs of equal level. Never underestimate proper pace in games. Play WoW if you want to know why
- The graphical effects of all spells are over the top, in my opinion. There was a time when having glowing hands was considered impressive. Nowadays my entire body is engulfed in flames by passive, frequent proccs. There's too much sparkle, really. Less is more.
- Mob placement isn't actually all that bad - if I were of appropriate level. There's even a three-mob pat
- Can we have more castles like this? With a huge labyrinth beneath, perhaps?
- Unfortunately the only purpose of this castle is to give you mobs that you can kill for like five quests. There's nothing else of significance to be found there; not even at appropriate level
But here's the real reason I made this video:
I wanted to show you what incredible waste is going on in current level-based MMORPGs. Forget WoW for a moment, please: Rift could work perfectly well without levels. Character progression could be ability-driven (you get ever more abilities as you play).
What would Rift lose?
- Players don't see steadily raising absolute numbers on their screens while leveling up
What would Rift win?
- All leveling zones, such as the one in the video, were properly tuned endgame zones
- Less stat inflation
- Much better open-world PvP
- Strong mobs actually feel strong and not "five levels too high".
- Players could 'level' for much longer, because they could spend time working for abilities in other talent trees. Right now, you become a lvl50 Warlock while you work on becoming a lvl50 Chloromancer. It's an incredible waste of resources
- Players could play together with their friends the second their friends bought the game
And about those steadily raising absolute numbers: I don't even look at my Rift numbers! Just like in WoW nowadays, there are too many. That was different with classic WoW and 6 second Pyroblasts. In classic WoW the amount of numbers flying by was small. You would eagerly await for how much your next fireball would hit/crit and feel happy about a high absolute number. This effect is gone, because the amount of numbers flying by is huge. You don't eagerly await them: not in WoW, not in Rift.
One reason I could think of why Rift uses the current model is that they are terribly afraid of players deviating from the outlined story-line. But players (can) do this anyway. Even with ability-driven character progression, they could still play the game the way they prefer - they would only gain the freedom to level in other zones.