![]() ![]() So, I moved back and spent about an hour grinding several levels. After finishing all of the quests within the first region, I opted to move on to the second region only to find myself having significantly more trouble with the monsters located within it. Those offered negligible XP per hour comparatively to grinding monsters. You wouldn’t be following the story, you wouldn’t be concerning yourself with side-quests. You’d spend hours farming monsters for a single level up. I’m sure plenty of you over 30 recall just how bad the grind could get in MMOs back in the early 2000s. that I realized the exact type of MMO this was. ![]() I’d completed all the side-quests.Īnd it was at this moment. There was no more main story quest to follow. However, after a couple hours of hunting the same monsters repetitiously for quests, I came to the realization that… I’d run out. ![]() ![]() Yes, there’s a “main story” that you follow for the first 45 minutes or so, which leads you from hub to hub, with each hub offering you a variety of different side-quests you can take. Yes, you’re introduced to the world via a small narrative. It really made you think “Damn, I’m not pvping for myself or for kills, I’m pvping so my nation can be the fucking best.” It was a nice feeling and definitely made you feel a part of something more than just your character.Which actually brings me to my next point: This is a very different kind of MMO. Tl dr Basically, the reason I loved this game, besides the traditional MMORPG elements, is that it managed to include a sort of political system that allowed servers/nation’s to coordinate and strategize for defense/offense that led to keeping/losing important buffs. One second you could be working with someone from another nation, the next you’d have your Lord Marshal giving global commands on where to head for PVP. They were two distinct areas that I remember that allowed all nations to come together in order to PVE under a anti-pvp protection, but sometimes would disappear when a PVP oriented activity would begin. They managed to tie in PVP and PVE PERFECTLY. They could even set a tax (usually minimal, like 5%) on NPC goods in order to fund the nation’s defense. Both had global alert chat for their nations. If your guild alliance succeeded, the guild master of that guild alliance would become the Lord Marshal (main leader), the three allied guild leaders would become Archons. Each server/nation had it’s own castle siege that guilds of that nation would try to take control of. These raids were coordinates by the in game leaders of each “nation”. It really, from my experience, made people proud to be a member of a certain nation. Often times a nation would coordinate with another for to have an advantage. One server would raid another for relics (items that gave server wide buffs to the citizens of that nation). These nations could raid each other via a hub in the central of each server’s world known as the “Rift” (a fancy way of a server selector). I know MMOs today often haven served vs server PvP, but Aika had 5 “servers”, which were actually different nations. Trying to find a game similar to it so please read below if you want fo help (appreciate the help in advance). Massive map, six classes, and unique mechanics that I had never seen before and still haven’t really seen. At the time I started playing it I was ten (2010), the game had been out for a year or so. ![]()
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