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This post has been edited 3 times, last edit by "Gramarye" (Apr 24th 2016, 2:37pm)
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Why this game has low player base
Aside from the occasional localization mis-match, most if not all players can usually figure out what is required very easily. There is a difference between laziness and refusing to hold your hand for the entire experience, and most if not all of us (myself included) had no issues levelling from 1 to maximum even back when Allods did not provide auto-moving, mentor, or other features.
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0 explanation on how to do anything.
Some will tell you they had experienced no glitches at all. The only time most people abandon quests is when important ones are failed and require being re-taken to start over. If you experience glitches in game, be sure to create a ticket so it can be investigated.
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Glitch heaven - the amount of times u get stuck or a quest wont work and u need to disban it and re accept it
For a small subscription fee, you can hop onto the P2P server where everyone is on even footing. When talking about a game that has been out for many, many years, and the server (F2P) where some people have played (and invested) for that many years and have a huge head start/advantage, it is obviously a different ball game.
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Shit is way over priced so that no mass amount of every day people will be able to compete
Raids are player dependant, thus this can't be nailed into Allods own back.
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impossible to get help with raids
This is to do with the new equipment system, one where professions can create rare, epic, legendary and fabled tools used to make your end-game life easier (or sold). Crafting never really should give you huge advantages over others, simply a way of life or means to which you can improve your character without having to go through the usual motions. Allods does this - then swaps to the new system for end-game where gearing can ONLY be done through the Anvil or Astral. How many MMORPG's have you played where crafting gives you better rewards than end-game?
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crafting