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September 09, 2010, 01:54:27 PM

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Kry Reviews: Estiah  (Read 697 times)

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   Estiah is a browser MMO that I spent most of my winter break playing. Unfortunately, my gaming pc was on the fritz, so only the slimmest of pickings were available to me. To put things in perspective, the last time I played one of these games was Utopia some eight or nine years ago. It wasn’t the worst of experiences though.
   Information and publicity are quite scarce about Estiah. It was created in 2008 by a couple of jaded ex-World of Warcraft players, though it bears little resemblance to WoW. Anyway, the game’s story is a pretty blunt. “You’re in fantasyland, go level up and clear dungeons”, would surmise it quite well; no high marks there, but then again that’s the story and setting of most MMOs give or take, so it’s not really a detriment. The story mainly exists to explain why your character must use decks of playing cards (‘charms’) instead of actually using equipment.
   Estiah, at its core, is basically a card game with a pervasive element of progression. It’s certainly an interesting fusion of two genres, and what I immediately liked about the game was its unique method of handling progression. You level up through boosting four standard attributes by working various daily jobs or mastering skills. Your attributes determine which types of charms you can use in your deck, and skills are rewarded mainly through battling with charms, but also from non-combat activities. These attributes do not directly affect gameplay at all, only what charms you are able to equip. Two special attributes also exist that determine your health points and the maximum number of cards allowed in your deck (‘spirit’). And, lastly, there exists three tiers of class specialization so to provide incentive towards reaching the latter parts of the game.
   Unfortunately, this progression element adds some questionable elements to the game as well. What I dislike most of these is the extreme amount of metagaming needed to keep a competitive edge. A player should not need to be playing the system from level one, but that is unfortunately the case in Estiah. This problem is caused from having skills that reward health and spirit exist (at the least, <i>exist that early</i>), which corrupts the whole system by giving unfair advantages to those who exploit the game mechanics. This forces a standard for everyone to keep up that just isn’t fun. Another problem is that it’s necessary to study all the encounters beforehand due to the limited actions awarded per day. This kind of research would not be a pre-requisite if there was a smaller penalty on action points lost for failing encounters. Also, one last concern is that the long leveling time and high degree of specializing mean you might be stuck with something you don’t enjoy. In a free game requiring a significant amount of dedication, that kind of commitment is not too appealing.
   So I guess what killed Estiah for me was the massive amount of time I would have had to dedicate to a game that just didn’t seem worth it. However, if you’re the kind of player who thrives on min/maxing and is looking for an extra activity on the side, you may consider giving Estiah a go. I wouldn’t recommend it otherwise.

Draft version of my thoughts on subc's winter mmo craze.



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I'm wondering how much the metagame early on actually carries over into the higher levels, where eventually all the stuff that you had done will not be worth anything.


   

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certainly, vorsh.

Those skills have later ranks which again need to be farmed. You need to meticulously plan out travel/skills/charm collection throughout the entire game. It's a game based on studious research.



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I guess the biggest disagreement I have is:
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In a free game requiring a significant amount of dedication, that kind of commitment is not too appealing.
Requiring isn't really an applicable word unless you tie exactly what you think you're getting from a "significant" (arbitrary) amount of dedication.

Research can certainly boost your experience but compare it to other MMO's before you call it a time sink. 

You don't have to plan your jobs whatsoever before like level 12 if not later.  You CAN plan earlier, but you won't be ruining your end game character.  Think of how much of your total growth was at before you stopped playing and compare it to 900.  Pretty much all Acadamy opportunities that give skills that can't be gotten elsewhere are mindless days of working without worry about what you need to work.  R1 battle skillups aren't anything to fret about at all.  In one days worth of action points you can skill up two rank 1 skills in arena.

The early game spirit advantage doesn't seem to be as big of a deal to me as you're making it out to be.  In PvE it's negligible, free soul dust is all but worthless and after level 12 it becomes near impossible to consistently tank damage and turtle someone down.  The health advantage is hard to argue against, but I don't think it will factor in as much farther down the road.

Now I'm not trying to come off as a huge defensive estiah fanboy, but your review seems a little harsh from having played less than 10% of the way to endgame with no coliseum experience.  I don't judge WoW based on 10-19 BGs, that's just silly.  If you don't enjoy the process of getting to endgame, that's understandable but it's no secret that MMORPGs may have a grind aspect somewhere in them.


   

Exalted
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A Master of Karate and Friendship... For Everyone


The process to endgame in Estiah burned me out yes, and that is what I'm negatively commenting on.

I'm not actually complaining about time sinks existing, but instead that they are too significant for a free game. I will probably clarify that.



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