el grandos tabetos said:
I heard this game is a clone of WoW, in that case what's so appealing about WoW?
Um... the raiding content. The nearly flawless, incredibly difficult group bosses that require a full 25 people with deep knowledge of their class and its abilities to be able to conquer. The cooperative group content unmatched in any other genre and any other game to date. The days/weeks of wiping to a really difficult monster as various members of your group struggle with specific mechanics, and to finally beat it, as a group, and rejoice as a group, with everyone shouting and cheering in vent as loot nobody even cares about gets passed out.
That's "what's so appealing" about WoW. You spend enough time raiding with the same guild, you start feeling like an extended family. You learn people's names, their hobbies, their habits, sometimes even interact with family members or significant others (who often have characters in the guild!). And with all that chemistry, 25 people throw themselves at difficult content to overcome it as a group. There's really no other feeling quite like it in any video game. Imagine the warm fuzzy feeling you get when you save the world in Dragon Age or whatever, except multiplied by 25; the funny idle chatter that goes on in vent, the camaraderie as guildies help each other learn fights, mechanics and sometimes even new classes. It's something completely missing from single player games, and something that smaller-group multiplayer games only get in small amounts.
Other games "have" raiding content, it's just bad. EQ2's combat is sluggish and the classes are poorly designed. Rift's raids are very one-dimensional, and while the classes were revamped significantly several times, the initial playerbase buggered out fairly early when the classes were bad. TOR's raids were piss easy on launch, and once everyone had cleared them, nobody had an interest in them. Easy raids = bosses dying with almost no effort = no real time spent learning a fight or working as a group, just going in, clubbing seals and collecting loot. Boring.
But no, nobody plays MMOs for the leveling content. It is awful across the board. No game to date has made "kill 10 wolves" enjoyable. That said, this is another thing WoW has over TOR: pretty much all of tor's quests, on any planet or zone, are some variation on kill 10 wolves. WoW has, over the years, included a variety of other quests to break up the monotony. Firing cannons at a hundred bloodthirsty werewolves? Check. Flying proto-drakes to rescue wounded soldiers from the battlefield? Check. Literally acting as a questgiver and handing out kill 10 wolves quests to several NPCs with hilarious dialog? Check. Punching a dragon in the face? Check. Flying a motorcycle (yes, a motorcycle) and picking up a hot male elf mistaken as a chick? Check. They're small, but the enjoyment factor skyrockets when you get these kind of side missions in a zone. That's not to say WoW doesn't have kill 10 wolves, because it certainly does, but it feels a LOT less grindy when it's broken up by enjoyable quest chains. The more enjoyable quest chains, more memorable zones, vastly better dungeon content, and nearly flawless raids are what sets WoW leagues ahead, and are (some of the) reasons why it's been the biggest MMO for almost a decade.
PvP is bad in every MMO, but that goes without saying. The PvE is easier for players to jump into and easier for devs to produce, so rarely do they "focus" on PvP content, they just add it in as an afterthought. Pretty much the only exception to this was Guild Wars 1, which was a PvP-focused MMO for years until the developers figured it'd make bigger bank catering to a PvE audience, so they shat out Guild Wars 2, a very shallow yet graphically pretty PvE MMO with token awful PvP elements.
Sigh.