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Or Everquest 2 which transitioned to a F2P premium model and decided that I couldn't play characters/content that I had bought and paid for the expansions to originally unlock when they implemented the new model. The only F2P game I've ever put cash into was Planetside 2, and I didn't really regret it. (This was subsequently retroactively rectified, but not until a couple months AFTER the initial transition by which time I had lost interest in even trying.) Classes of the same archetype might vary considerably from one another, depending on Realm, race and gender. Or Champions Online which decided to lock out all of my previously made characters when they transitioned to a F2P-premium model, and now wants the equivalent of $50 each (or an active subscription) to play with them again. Archetypes are general base types from which more detailed classes and class-specific abilities can be shaped. On the other hand, I can tell you having put a 6 month subscription into a premium AAA game like SWTOR, getting bored after 3 months, then in about month 5 having them come out and smash you in the nuts with a sledgehammer telling you that it's going F2P shortly. Shadowbane.why did you have to fail so hard.Ĭlick to expand.The only F2P game I've ever put cash into was Planetside 2, and I didn't really regret it.Įvery other F2P game I've played I've lived fairly happily within the restrictions imposed by the F2P tiers with only an occasional longing for something premium which eventually passed. CSE decided to put december 2015 as estimated release date when they asked people to fund a portion of the game development. IMHO, if you're not willing to put forth the legitimate effort within a game, then don't cry bloody murder when you're at a disadvantage. If no one knew about Camelot Unchained till last month and all of a sudden they announced beta within 6 months, no one would say anything about the time it took. An unfair advantage of people willing to go out of their way to be the best they could be within the allowable limits of the game, right? If you think ToA destroyed the game, then you probably hated buffbots too.
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Plus, a lot of ToA was pretty cool to explore and the dungeons were fairly challenging. Strategy and tactics were nullified by gheydar, which diminished the appeal to RvR unless it was with a giant zerg which is also very ghey.Īt first, I hated the requirement of PvE for artifacts, but it added a new element of challenge to the game and set the standards higher and added a lot of playstyle diversity. And WoW's subscription base is still pretty freakin' strong. It's only those that live in the Arena that aren't. It would be nice not to have to rely on PvE to level, but at the same time, it would cut out a lot of the player base in modern MMO'ing. I'm not certain how well an all PvP game would work. I literally devoted 3+ years of my life to that game.