Originally posted by jwiede
Yeah, let's discuss the "amnesty" a second. Whoops, there went any ability for Omni players to believe there was an actual conflict underway. Cities filled with roaming Clanners is
NOT what we were promised on the box. All in the name of "balancing" because Clanners were complaining about high prices and inability to get certain items -- so Funcom made it possible for them to get to Omni stores easily, as a fix.
Where's the story in that? Do you have any clue how "un-immersive" and implausible such a one-sided amnesty is, while Clan city guards still openly chase and kill Omni citizens? If that is an example of the kind of "in-game story" we can expect, then this "story" is losing plausibility by the second.
As for the "dynamic storyline", you are aware that the "major characters" in EQ often act as shepherds/actors in in-game GM-run events just to add "story" right? Frankly, I'd say any of the big GM-run story events on EQ servers remain unparalleled by any of the story attempts on AO to date. So how is AO "better", let alone "ground-breaking", in that regard?Sorry, but this statement is flat-out untrue. Both UO and AC allow far greater "class-independent" character development of skills than AO. Want to fight using pets?
Anyone can train the skills necessary to do that in UO. Want to be a full-out "Tank Mage"? Either AC or UO allows far more plausible magic access to any character through appropriate training, as opposed to restricting spell access by "character class".
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