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Old 08-07-2007, 03:56 PM   #83 (permalink)
Creid
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Join Date: May 2006
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Smooth animations combined with skills that have an actual effect resulting in less grindy gameplay compared to silkroad for example, but as all asian mmorpgs there's still a grind. In all too many mmorpgs skills are just some extra buttons to push in order to create the illusion of interactivity. In those games using some buffs make little difference. In rohan you actually notice when a buff ran out. And for rohan players, I'm not just talking about the elemental enchants for weapons.

1 worldmap where you can move from one capital to another without loading, only a handful zones that absolutely require a loading screen afaik. This is a big issue in a genre where more and more games choose for distinct zones and instances which each have their loadingtimes to hide engine issues.

Excellent graphics that don't go overboard on cheap post processing effects like bloom, blur and bumpmapping (hello everquest2 and dungeons&dragons online). Instead the game achieves great graphics through an excellent engine that can render alot on screen at once allowing for a large view distance. Mobs appear at an equally large view distance, no more mobs popping up 10 meters away (a hello to dekaron). Combine this with great textures and high poly models and you have some nice graphics using the same methods as all games did some years ago, achieved using actual designer work without relying on cheap 'add bloom+blur+brown:cool'.

There are also more than enough mountains and valleys that feel like they belong in the environment rather than just putting a teleportpad or temple on some 20m elevation. In forest areas the foilage of the trees really covers the air above your character giving the illusion of being deep in a forest, increasing the immersion. This is in stark contrast with for example hero online where your character seems to float around on a horizontal plane.
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