Posted: Sep 25, 2019 3:45 am
If anyone else is playing the Cube World closed beta, I would be interested in your opinion.
There seems to be somewhat of a controversy in the community regarding the major change to the progression system to eliminate advancement through kill grinding (no kill experience) and replace it with an achievement system and gear attributes. as well as a land binding of gear to lands and kingdoms (with "+" items).
Personally I think not only was it a bold idea, but I think it also is the perfect solution to the usual problem of ORPGs of end game doldrums, maxed out gear, no risk and no challenge. Cube world is virtually endless and having become a god before you have even scratched the surface is just a waste.
I love that each time you leave a land you are on a brand new adventure in a new land with the same volume of challenges and the same level of risk that holds that feeling you love when playing a game for as long as you want to. You can always return to previously conquered kingdoms and lands if you feel like just one shotting everything.
Also the fact that you aren't pressured into grinding mobs all night to get your next level, but instead you are encouraged to quest. Interact with the NPCs in a more fluid non scripted way that adds to emergent play. I think it's genius.
Thoughts?
There seems to be somewhat of a controversy in the community regarding the major change to the progression system to eliminate advancement through kill grinding (no kill experience) and replace it with an achievement system and gear attributes. as well as a land binding of gear to lands and kingdoms (with "+" items).
Personally I think not only was it a bold idea, but I think it also is the perfect solution to the usual problem of ORPGs of end game doldrums, maxed out gear, no risk and no challenge. Cube world is virtually endless and having become a god before you have even scratched the surface is just a waste.
I love that each time you leave a land you are on a brand new adventure in a new land with the same volume of challenges and the same level of risk that holds that feeling you love when playing a game for as long as you want to. You can always return to previously conquered kingdoms and lands if you feel like just one shotting everything.
Also the fact that you aren't pressured into grinding mobs all night to get your next level, but instead you are encouraged to quest. Interact with the NPCs in a more fluid non scripted way that adds to emergent play. I think it's genius.
Thoughts?