Mmorpgs No Like Runescape
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Looking for a decent open world afk/semi afk game that doesn't require 100% attention a lot of the time. I know about Eve online but it just seems.
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Requested subreddits must have 1,000+ subscribers and have at least 2 posts a day to be considered. The following topics are posted weekly. Click the topics to find a list of past threads and to suggest your own for the future! Weekly:. Monday -. Wednesday. So I wanted to make this post to explain why I loved Runescape, and to ask you if there was anything like it.
Questing The main thing that makes Runescape different from other MMOs it the questing system. Quests were challenging, and often you had to ask people for assistance.
Also, they weren't forced upon you, you didn't ever have to do a quest. The goal of quests weren't to lead you farther down the story, they were actual quests, with meaning.
It took quite a bit of commitment. Skills Skills were done a lot different than any other game I played. You didn't earn experience to just your 'Level', you would level up specific skills like Attack and Strength. While these did specific things to your character's combat ability, It would level up your Combat Level. Also, there were a huge variety of skills you could level up.
You didn't really need to focus on combat to get most of your skills up. You actually needed skills other than combat to make money most of the time. It was a really good system and I've never seen anything like it. The World The world was pretty small, but that was a good thing. It had a lot of content in the world, so you would often get to know places and would visit them often. It wasn't like modern MMOs where you would visit a place, do all the quests in said place, then move on, and forget the place existed.
Items When you got a new armor set, or a new weapon, it was really exciting. The armor and weapons in Runescape had a much different feel than other MMOs. They were really hard to get after a while, and when you got your new rune armor set, you really just wanted to show it off. Trading Trading in Runescape was different than most MMOs.
Some MMOs had similar systems, but not a lot. You would't buy from shops. You could, but they were overpriced, and underpaid for your items. Ususally you would trade or sell to other players, before the Grand Exchange came in. So, based on this, What do you guys think the most similar MMO is? EDIT: Spelling. Runescape got so much hate that it didn't deserve.
It's still an all right game and their legacy mode is a pretty cool update, I just can't get back into it though because too much has changed. Overall though this game is so different and unique compared to other mmos. Something I loved about the quests in Runescape was that it wasn't procedural like all the other mmos out there. You had a quest book and you get to choose which quest you want to do. You click on that quest and find out where to start it and then you head out on your adventure to the said location. Once you start the quest it feels like a REAL quest. It feels like you're going on an adventure to achieve the rewards and for a good amount of these quests you need to work hard to get those rewards.
Every other mmo I've played is just go here kill this many things, or go here and harvest this many things, and the most entertaining one, go here and kill this boss. It never feels like an adventure or a real quest in any other mmo I've played. EDIT: To the guy who mentioned archeage, it's not like rs at all.
I have access to the closed beta, it's a good mmo but it's basically a generic themepark with a good amount of sandbox elements in it. I've seen people say that and I wasn't too sure if they were being 100% honest but now that I've played it also I know what they mean. Once you start the quest it feels like a REAL quest. It feels like you're going on an adventure to achieve the rewards and for a good amount of these quests you need to work hard to get those rewards.
Every other mmo I've played is just go here kill this many things, or go here and harvest this many things, and the most entertaining one, go here and kill this boss. It never feels like an adventure or a real quest in any other mmo I've played. I wrote something related to this in a different thread: I feel like there are two kinds of quests. I'll call them the Bear-Ass quests and the Dragon-Ass quests. The quest is there for you to level up.
There's no fancy reward. The quest is bland. You're just doing it because they told you to and there's going to be some experience at the end of it. The Dragon-Ass quest is much bigger, longer, and more engaging. They're almost always not done for the experience but you know you'll get something special out of it. They usually end climatically.
For example, the vanilla Onyxia attunement questline in WoW. A problem in WoW is that the two types of quests are grouped together. You don't know if you're collecting bear asses or a dragon ass.
So even though WoW has a lot of very good quests their presence gets heavily diluted. Then you have a game like Runescape. Every 'Quest' in Runescape is a Dragon-Ass quest. You're not doing them for the experience. You're doing them for your experience. There's thought put into each one and you really want to pay attention to them.
You never hear people mention the Bear-Ass quests because the game doesn't call them quests. It calls them the 'Slayer Skill'. This is something Runescape does well: there is a distinct line between the two kinds of quests so when you get a Dragon-Ass quest you know it and you know it will be good.
That's why people always praise the quests in Runescape even though WoW has just as many high-quality quests. Honestly, try out Final Fantasy: A Realm Reborn if you haven't. It's the only thing that I've played that feels sort of close. The questing system is definitely not the same (I really miss Runescape's quests!), but the skills system and crafting is quite similar. You equip a weapon or tool and you switch to that class. Each class is leveled separately and you don't actually need to level a battle class past level 15 (to unlock transportation in the main storyline) if you don't want to.
The world is small and you're always going back to the same places, but it doesn't feel boring. There's lots of things to do as you progress in these areas and I find myself having favorite towns and go to those areas often to craft and enjoy the scenery. Overall, it's really the only thing that has sort of given me the same feel, although it's still a traditional mmo along the lines of WoW. To me, it feels like a meld of the two games. I went back to runescape after a year break and am really enjoying it. I know a lot has changed (I have been playing since 04 on and off) but this is the only mmorpg that brings me back for the sole purposes you posted.
This is the only mmorpg that actually challenges me. I recently did the fight kiln cave to one of the best capes in game and it literally took me 2 days of trial and error on how to do it even with the help of youtube videos. You never get that feeling of accomplishment in other mmorpgs. There really is nothing entirely like Runescape once was. Darkfall hits most of the points, except questing. It is currently the extreme opposite position as runescape was in that respect, where it cuts out the half-assed shit most MMOs have for quests, and is instead just kill X of any mob in the game in any order for Y progression.
The most memorable adventures in Darkfall are player created PvP endeavors. SKILLS: DF:UW used to be like runescape, but too many people would make bots to skill-up(like runescape) and since PvP is so important, you wouldn't be able to compete without a bot of your own. Now you earn 'prowess' for everything you do(cutting a tree still gives experience, but you can spend it on Strength if you want), and you apply in whatever combination you would like to purchasing skills to create your class(and lvling them), lvling attributes, enhancing your crafting or gathering, increasing the skill at repairing defenses or ships, or throwing explosives etc etc etc.
Drakensang Online
THE WORLD: DF:UW is similar in that the map isn't split linearly into 'starting zone' 'next zone' 'end game zone'. Instead PvE is spread across the massive world organically, so harvesting is lucrative on the jungle island, where there is half a dozen mob encampments that are the top difficulty, and a KM away is a good starting mob: brown bears. Scattered around everywhere are villages, where people have different houses that they and their friends can teleport to. These villages generate resources of different sorts, so people populate all different areas to extract varying resources from them(cloth on the jungle island). Items: Everything can be crafted, and looted when you die. There are sets of armour so good, you'll only see a couple of them in the most important City sieges, and some so bad people only use them for suicide missions.
You bring out the good stuff when you are very confident or desperate to win, and each piece of armour has a random variable so it can be a little better or worse than identical sets. No feeling like killing a group of 10 enemies, and taking their valued armour. TRADING: DF has a market option to facilitate trade between strangers, but many people trade internally in alliances, and look for better deals with known crafters. Since everything can be crafted, everything is player traded. There is far less PvP 'safe' areas in Darkfall, mind you.
And the combat is FPS or third person shooter(free aim), instead of isometric.
RIFT
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