![]() I'm having a good time ignoring pretty much all PvE content in ArcheAge, including instances. I've hardly bothered to quest since hitting 50, mainly spending my time crafting, fishing, doing trade runs and praying for miracles in the arena. #Archeage map freedich island full#I hit level 50 in an area full of level 35/40 quests. Personally speaking, on my main character I've gained more levels than I care to admit via crafting and gathering. #Archeage map freedich island Pc#That could become a little repetitive, but the quest rewards and scenery porn make the ride worth it (if your PC can handle higher settings). Players will want to do at least the main storyline quests, which end around level 30 and lead you from quest hub to quest hub through the first five or six safe zones. ArcheAge doesn't seem to be designed for people to ignore entire swaths of content. Admittedly, avoiding quests and the money and experience you'll gain from them could put you behind most of the pack when it comes to hitting max level. Both actions will net you serious amounts of experience points and cash. You can gather from every resource node you see and craft anything you have the materials for. You can run off in any direction and nobody will stop you. In ArcheAge, from the moment you drop into the world you're free to ignore all quests and mobs. The result of this shakeup were games that pushed the boundaries of MMOs. Sometime in the late 00's creative teams at companies like NCsoft, Webzen and Nexon began planning the MMOs that we've seen released over the last couple years. Every market had a unique set of MMO fans, each with their own priorities and expectations. Grinding is a lot more enjoyable when you're all drinking and commiserating about college entrance exams in the same room.Įventually South Korean game studios and publishers realized that foreign markets like China, Russia, Europe and North America were the key to continued growth. Korean gamers often play MMOs in PC cafes, surrounded by their friends and guildmates. Games like MapleStory, Priston Tale and MU Online all suffered in foreign markets because they were designed to be played in a specific setting. Those were all certainly problems for Korean MMOs developed in the 90's and early 00's. It could mean an excessive reliance on basic mob hunting for experience and equipment or a logarithmic experience curve. Grind could refer to a lack of quest variety or the absence of quests entirely. "Grindy" is the common term, but what that means depends on who you ask. Quite a few MMOs developed in South Korea and published in Europe or North America have been lacking in content. ![]()
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