How do you think we can bridge this community divide? MUSIC USED IN ORDER 00:00 Cy Girls - B SELECT 1 01:43 Mario Kart Wii - Wi-Fi Menu 04:13 Clannad - Phases of the Moon 06:47 Deadly Arts - Gouriki Stage Theme 09:44 Deadly Arts - Sakai’s Stage Theme 12:00 Smash Court 2 - USA, NYC, Times Square 16:52 Metropolis Street Racer - Heartland 18:02 Lucid Rhythms - Ridge Racer Type 4
The harder versions of some dungeons were made, but they skipped the rush and went straight to the boss fights. They were called heroic dungeons, and besides new boss attack patterns, the twist was that you couldn’t use pets. I definitely wouldn’t mind playing more dungeons similar to such if there were new rewards or boosted drop rates
4:40 the game has this for some dungeons. Hard Pirate Cave is called Deadwater Docks, hard Forest Maze is called Woodland Labrynth, and there are a few other hard versions of easy dungeons. but i get what you’re saying, there should be more
i suspect that one of the biggest reasons why the nostalgia factor for this game is so big is because of the simplicity. If you were an endgame player back then, doing tombs and shatts for the stuff, rotmg would probably get old pretty fast. but i think the thrill of it was that for rotmg, the endgame players were the top 0.1%. No one was an endgame player, and shatts were hard because people didnt run them I think when Deca took over they looked at the structure, seeing how so many players wouldn't ever get the thrill of having multiple 8/8s and farming godlands on a maxed character, so they committed to try and get more players into that endgame area. in fact, interestingly enough, 2 concepts that have stayed in the game for an obscene amount of time, the max level potion and the max stat candy, were implemented when deca took over. They made it so a new player could easily access and max stats for the first time, so they get could have an easier time doing the dungeons that they had a hard time in this also made the key pop meta and discords start blowing up, which were a thing before but a lot smaller. Because maxing and streamlining the process is now a lot easier, so more people could join endgame dungeons. This isn't really an objectively bad or good standing, but is also the reason why nostalgia is such a big factor. When people say that "Rotmg was better in 2016", they're not entirely wrong. Sure, there wasn't a lot of endgame, but nobody was endgame anyways. When DECA starts releasing new content rotmg as the come home from school and run some udls for dbows becomes the rotmg with severe FOMO syndrome. The things we died twenty times in godlands for, trading a def pot for 8 speed and slowly maxing your character through months and months of just going at it are trivialized now and you can do it in 2 hours. And the endgame content has been incredible design wise, for example the feeling of completing your first o3 is incredible, but because the incentive to run them is so insanely high that people dont do anything other than them, and also pets still being insanely overpowered, endgame feels much more stale than waiting in the old key popping server to see if they would pop a shatts or a tomb. It might be for the better, but you can't help but feel that the insane disrepancy between endgame and early game. It's easier for a new player to learn o3s with a group on a discord than solo or even duo a sewers. Deca tried to get more people in the endgame, but because the high incentives, pets still being insanely broken, as well as just the streamlined maxing process, the game's original fun factor arguably gets worse because you are pretty much doing the same thing as 2016, albeit with a much lower risk (pots are so much easier to come by now anyways)
This is why I am very excited for the realm rework. I heard there was going to be a system where they organized the difficulty and make the harder versions of the dungeons.
Making harder versions of things will do the opposite of what you want it to do. People would only play the most difficult versions of the dungeons. This would lead to new players not knowing the dangers that the harder dungeon brings. That would cause them to die and be upsetting to a new player. For example. The Ent and Lich both have harder difficulties if you pump them with damage, but the ent is a quest for lv6-9 characters, so a new player will roll up to an ent that gets buffed and get surprised when much harder enemies than they are used to pop out and kill them in 1 shotgun because they are only lv6 or so. Increasing the difficulty of other dungeons directly would be less new player friendly than the game already is. There are also harder versions of some dungeons that already exist, but their portals drop completely separately from what drops the lower tier version. (Ie: pirate cave, and deadwater docks or forest maze, and woodland labyrinth)
Thanks for the follow-up video! I don't want to be an echo chamber for you, but the divide is exactly what ruined the experience for me, I felt all of your points personally, and I think a currency you get while alive, better vision range, and reduced damage for getting hit a lot in a short period are all fantastic ideas. I've loved this game for years, but been consistently disappointed with how things are run. I hope you talk about this game more in the future, and I especially hope that next time you have good news to share
I think you fundamentally misunderstand the appeal of Rotmg, comparing it to roguelikes isn’t very useful since no rogue like has a nexus feature. What makes Rotmg so unique is that it has the highest fluctuations between winning and losing that I have ever seen in a game, the fact that you can nexus at a moment’s notice, the fact that many enemies can instakill you, and combined with the consequence of Permadeath if you let your overconfidence get the better of you creates a game where you can never let your guard down, but simultaneously can never feel like you shouldn’t go into a dangerous encounter since you can “always” get out off certain death with a press if a button.
I agree with this comment I love rushing on ROTMG because in a split second you can get quieted and sat on or just insta killed it keeps you on your toes the whole time
I agree, the appeal beyond getting the best loot is gaining the skills needed to complete the game's hardest dungeons/most difficult challenges. A new player could enter Oryx 3, there's literally no requirement to enter a dungeon or area. At the same time, the gear needed to survive in the hardest dungeons can only be obtained through luck.
I don't think he misunderstands the game, he just doesn't agree how it tries to combine Roguelike and MMO elements together. And honestly, the grind is so fucking bad from Godlands to Exalt dungeons that you might as well stop playing around there.
@@aluwart Rotmg is fundamentally not a roguelike, and I myself have made the mistake of thinking that it was a combination of a roguelike and an mmorpg. Once I discarded that preconception, I began to appreciate what truly made the game appealing, it's honestly very unique and I would describe it as test of endurance and possibly for people with masochistic tendencies.
@@davidxu5466 I mean it's a roguelike mixed with MMO, so it definitely has the features of one with permadeaths and randomness to it but it also has grinding loot with many other players and RPG mechanics like an MMO. That's what it is, and hoesntly, the drop rates are so fucking low for what is a game that has you die and lose everything.
Been playing continuously for 11 years now. I love loving this game and hate hating this game. Regardless, I hate this game, but I will never stop playing it in the hopes that I will someday love it again.
This game was the only constant for me, while growing up in foster care. I always had my laptop and this game was the only game I could really play for years because it was an old computer. I still play to this day. I love it for nostalgias sake I feel.
Ok, 4k hours player here (don't judge :c) Tl;dr: All items are useful, as a PVE game it rewards skill more than rare equipment. About the endgame or nothing section, I get where you're coming from, but as you said, this game is very fast paced and reaching endgame is just as fast, creating a new character into having 8/8 with big items takes about 4-6 hours or 2-5 days, and even then there are items obtainable in not end game dungeons that are almost as good as 4/4 material, also remember this is not a pvp game, and this game rewards skill more than equipment, I've done top dmg O3 with T13 items when there are guys with stacked 4/4 sets. Just saying that the statement end game or nothing is kinda not true, you wouldn't practice shatters with your best items, you make random 8/8 and equip them with wc tops to practice and die without any consequence.
Rotmg was THE SHIT in my adolescents. I played the game every day during the Kabam era. After Deca took over, I slowly started losing interest. Mainly because I didn't really like the direction the game was headed. I came back a couple of weeks ago because a friend started playing, and after my somewhat childish resentment towards the game has diminished, I have found a slight appreciation for it again. It's not all sunshine and rainbows, however. I still have mixed feelings about certain decisions that were made during the Deca era, but it is what it is.
The main reason that I quit the game is because end game is just sitting in a discord server waiting for half an hour just to do one run and so I just gave up
A lot of your takes in this video you haven't researched. The take with being able to see i granted by pressing x and looking further in front of your character. This combined with turning your camera gives you the vision needed. You talk about realms being dead but it's the server that is dead not the realm. I get new players probably won't know this but for you to say there is nobody in the realms when you haven't even looked in other servers is crazy to me. Dying is not a good thing in realm since the reward you get for having a character stay alive for longer is larger than that of somebody who dies early. Fame is also one of the easiest things to earn in realm so making it the currency to upgrade certain things would make it way too easy to do and would make veteran players be even stronger than they already are. Making exaltations easily accessible would remove the end game grind exaltations is the true end game of ROTMG it's a way to show how much time you have invested and how much you have grinded to get it. I do agree that quest would be a nice addition to the game since it would be a guideline for new players to follow and help them get acquainted with the game. Reducing one shot mechanics would make the game easier but reduce the risk of dying which would make perma death useless since there would be no real danger for playing like an idiot if you wouldn't die due to you playing risky.
I have to disagree. Yes, the earlier dungeons need more variety and a heavy upgrade. But to say they are useless is wrong. You need the earlier Godland dungeons if you want to get to the endgame as they give pots to up stats. You need even earlier (Pre-20) dungeons so you can GET to lvl 20.
I believe the earlier dungeons he is talking about includes the ones between the beach and godlands, the ones that no one does. Nowadays i can just kill a bunch of enemies until i get level 7, teleport to a snake pit, level a bit there, and go to Godlands. It takes less than 10 minutes and you can skip all in the middle stuff.After that, you either risk yourself in high danger dungeons (and die if you dont know what you are doing/are a new player) or you have to grind 40-50 snake pits/ sprite worlds. I love realm, but It gets repetitive pretty fast. There are no incentives to enter in-between dungeons, they either take longer or dont drop anything useful. iIs better to just go to that same dungeon that drops that potion for that one status you are trying to max. And the lower dungeons are even worse: pirate caves, forest mazes, forbidden jungles and hives are just not worth it. They are nice in presenting some of the mechanics to the new players, but after that they are useless. And for older and "richer" players, when they start a new character, they would rather trade their life/mana potions for rainbows instead of farming them, so they can skip the repetitive dungeons and go back to the fun endgame ones.
@@elijahwatjen9839 I will tell you my personal experience this last 2 weeks. I am selling Vit 1:1 Life, attack value dropped hard. I would argue that Life is cheaper than Mana these days. Not sure about defense, i am maxing it pretty easy
Once again, skipping the video for sake of not tempting myself back to the game, but I appreciate you taking the time to cover the other sides of things. Really, with just some transparency (literally telling people loot drop formulas would make grinding feel less soul-crushing), the game would be so much better.
deca saved this game back in 2016 when they implemented daily login rewards and actually gave out free character slots and vault chests which were literally not possible to get without spending money but the playerbase has dwindled and they need to be more stingy now with their updates which in turn drives away more players that dont feel like spending money to buy 200 keys for the new event that they end up shadow nerfing the drop rates for
Something you notice about the community is the players who played when the game was in its earlier stages complaining about pets mostly, my brother you can literally turn them off. The game is already difficult enough as it is with pets. Besides I think Deca is by far the best thing the game has ever gotten, not only did they massively optimise the game for low end users but they also give away a lot of freebies. I played for years on a browser during Kabam era, not a single character or vault slot, literally was forced to create several mules where I would either store potions or tiered items to give myself a head start if I lost a character
Long time player, quit just over a year ago. Definitely have around 10k hours total playtime, and while I despise deca and what they've done, I do appreciate you giving ideas for how the game could be improved, which incidentally some were features of an old private server. 3 1/2 years ago, DECA shut down the most popular private server at the time; Revenge of the Fallen. To this date, I think RotF took what RotMG had and improved upon it; -No pets which did increase the difficulty a bit, but in place was a rune system, where each class could have up to 4 different runes, each giving positive and negative effects (Such as increased loot boost, but if you didn't roll a white bag, you got nothing. Or a massive HP bonus, but enemies automatically targeted you over other players, as well as a major speed loss.) -A market system where players could sell their items for fame, giving a use for the fame once a character died, with a market tax as an attempt to regulate the amount of fame entering the market. -Dungeons were worth running. Apart from a few like Pirate Cave and Spider den, even lower tiered dungeons had loot that could drop, as well as a second, harder version of the boss you just fought. For example, the Undead Lair dropped a low rate of fire, high damage, solid range sword, as well as the usual doom bow, and a couple other early game UT items. But the sword could carry you all the way into the late game, even end game. In the case of dungeons like the Mad Lab where they didn't add items, they reworked the already dropping items to be a tad better. -End game items (They were called Primals) were locked behind the Necropolis, one of the harder dungeons of the game, which I feel was perfectly fine with as almost every other dungeon was still worth running until you got to that level. -Skill Tree. Once a class hit 8/8, it could enter Galaxies, which had 5 different bosses. Each dropping a few UT items, but also dropping skill points, which could be spent on a character specific skill tree. Selecting one major node which acted as a "subclass" you could say (Tank, dps, support) which branched out into smaller nodes giving you a few extra flat stats (or even flat % like a 1% rate of fire increase, which was additive, not multiplicative) which really allowed a fair bit of customization between even multiple characters of the same class. I only bring this up because I really felt like if RotF had the chance to bust out of flash and develop the boss fights more, it definitely could have given RotMG a run for their money (once they stopped using their assets/sprites)
the realms arent really dead, youre prob just playing on a bad server. trade server always has a popping realm. also, theres always going to be a divide in new players and end-game players, in any mmo. especially a more challenging game like realm where new players simply arent ready for end game dungeons yet
2 new stats could be a luck and resistance stat. Luck could be split into 2 different stats, loot tier and loot chance to a make of x.5 to where its like u have a clover always on and with the clover u can make it x2.0 chance. The resistance stat could be to reduce the time in which you are affected by a statis effect or for a chance to not be inflicted by the statis effect.
you know, to not burn yourself out or hate the game, play for fun, not for loot, just try new things new characters, and youll enjoy the game more, and do discords for the sakes of fun , not for grinding loot out, the game really becomes more lively, I used to hate the game, but since my latest returnal, it isnt so bad anymore, and with new endgames and content appearing its fun , the game has its flaws, could and may be huge, but currently theres no other game like this with its legacy, even tho I likely will attempt to play the other realm like games once they're out. the thing is that to enjoy the game (which i found) is just messing around, popping servers, realms, missions, and not focusing on much besides whats funny. you dont need to take my comment seriously just my take on the way I play.
i think they should have it to where all the best loot is spread out for different classes in different dungeons like if u want the best wizard spell u do this one or u want the best necro spell do this because rn o3 is js the one and only place u go if u want some of the best loot for your class and make the dudgeons hard for those certain items for certain classes
As someone who has spent hundreds of hours on RotMG content and hanging around the RotMG community, it's sad to see the premise and fanbase neglected this hard. It's to the point where some fans are make their own games from the ground up, and they still manage to be closer to the community than Deca bothers to. It'd be cool to see a video on some of those fan projects in the future (like Darza's. BTN, etc) just to compare and contrast with other 'realmlikes'
i am always giving free uts away to new players and helping in dungeons. i find its best to stay away from the trading server and find a small group to smash the glands 3 or 4 players can keep up with the spawn rate and i max my skills faster. bro i think i was playing with you i remember that guild name and goin heck yea
Learning to rotate my camera completely changed how I played the game I went from barely completing LH"s to soloing shatters and o3's just with little tricks like that and offsetting camera
1. The difficulty curve is fucked, if you don't learn a boss in a big group you'll basically never learn it unfortunately. The game has become balanced under the assumption that you'll steamroll with a bajillion players unfortunately. 2. Even back in the day though, the difficulty curve is still fucked for new players. I remember it took me several months (back in 2012 era) to even get my first 6/8. Pots are a really interesting mechanic but IMO the progression needs to be more nuanced, since the difference between 0 def and 25 def for a new player is like night and day. 3. Pets, key popping. These are things DECA cannot remove because the realm playerbase is whiny. These need to just be gone. 4. As you said, DECA is just rushing people towards endgame. Realm has individually so many cool things; the fact that you go in a vibrant realm, killing enemies, and randomly doing dungeons you feel like doing with a bunch of players, with a ton of lore. And I don't fundementally believe that a roguelike MMO has to be this... bad? ROTF, while still bad in some ways (farming GL's is just boring, 8/8 isn't even "endgame", it's like early game with how easy pots are to get, at some point it became an event waiting simulator / waiting for TODD and steamrolling it) tried to make interesting mechanics and smooth out the progression somewhat. It definitely helps that you have infinite character slots and effectively infinite vault space. Deca also killed off trading, which I think in the long run is healthier for the game IMO. I guess this means it's not really an MMO anymore, since the economy is a huge deal in MMO's? Ideally everything would be soulbound and your drops would only be for your class, and you couldn't transfer items between vault; anything that encourages excessive longevity will just lead to players playing cowardly and sticking to 65 person discord raids and basically not really playing the game. This also means we could buff white bag drop rates, and there'd be less mindless grinding for the sake of grinding. I see people like sebchoof do HPE's, and that's what realm SHOULD be. Nexusing is still a fine mechanic for learning, but overall if everybody played like they were playing an HPE Realm would be so much better as a whole. But sadly, due to the points I raised above, by a combination of Deca at fault, the gameplay loop at fault, and players at fault, nobody's gonna play like that.
damn you as well? dunno, quite interesting that you're also (at least to some extent) a rotmg fan. but yeah, there def isn't much room outside of discord runs in the current rotmg. granted i'm not that good of a player myself (and rngesus doesn't like me) but good luck running anything past usual godlands pot farms without other players to do it with.
I have been a long standing player for this game, probably over 2.5K combined on multiple accounts. Mainly kept playing cause of online friends and guild mates, but main reason I stopped playing was because I was super addicted to it, but I agree with most of your opinions about the game in regards to the flawed nature to it especially on how they impose death and the limited uses of fame, I have spent quite a bit on the game since I did enjoy it but ultimately it wasn't worth in the end. From the time I was playing the game DECA was very out of touch (BOOMERS) with their community and is also another reason towards the split community (I ALSO HATE THIS GAME). DECA has affiliates called DECA partners where they pick and choose ROTMG youtubers, and from what I've heard there was very little interaction between staff and content creators especially in their #feedback channel. This already tells the community that they aren't interested for what the community has to offer, as long as they keep "rewards" and "roles" to slap on both players and content creators it's all done for them. The reason I knew this was actually because of a previous content creator who leaked in his own discord server the chat logs, (LITERALLY JUST MESSAGES OF UNREPLIED TEXT LMAO). Hopefully NOW they have a better grasp on the community since I heard they hired someone new instead of some boomer who doesn't connect well with the younger hyperactive generation. Also they had their own website to chat on too (i loved it soo much), but they barely did anything with it which is sad. www.realmeye.com/forum
Funny how you are mentioning harder versions of lower-tier dungeons. DECA actually once introduced the "Epic Version" of lower-tier dungeons. This being the "Undead Lair" and "Abyss of Demons" being called "Heroic". The concept was to make irrelevant dungeons be relevant as the enemies have become harder and the boss too. Bosses dropped whites, that basically had higher damage and higher XP bonus to them too, but there was a special catch. The dungeon DISABLED your pet, which made this dungeon pretty difficult and the only help you got were the healing and magic healing orbs dropped by enemies. Sadly DECA since then made the Heroic Keys unobtainable, so they are very rare amongst people. The only other harder versions are the Court Dungeons with Secules Thicket being basically a harder version of Forbidden Jungle, but they drop different whites.
also ddocks -> exalted pcave, wlabs -> exalted forest maze, cdepths -> exalted sden, which are super good for mid game players to learn for gpots and whites. Although, without anyone to guide you through these dungeons theyre really dangerous especially if youre 0/8 and new to the game. Also dying in one of those after 1-2 hours of getting your chars to level 20 and maybe decent gear might feel horrible + discourages someone from trying them again
@@Orion-ej7ul Yeah, but those are just expansions on early-game dungeons. I linked it more with what the guy said with extra challenge for the same loot with better quality or drop rate, which was the case for heroic undead lair and abyss
I started playing realm in high school back in 2012. I got back into it last year but stopped playing because it's not worth my time. Keys ruined the game, because no one plays in the realm and does the end game dungeons through the realm. I got tired very quickly of having to wait for a run on discord.
Not really it’s quite simple bro. As a beginner just unlock classes find one you like, main it get to 20 and grind godlands/quest bosses/dungeons for better gear/stat pots and store extra good gear for Alts in your vault. Spend money if you want extra vault space and pot storage or skins/character slots
@@BIGSWOLEXLno beginner friendly is terrible and this coming from somebody who tried getting their friend into on their own time, I literally had to explain to him what to do and stuff
Who said that? The game wasn't even made with the intention of it being a long standing widely played game. It's become a niche game due to the design changes not the other way around.
I still feel the game was ruined specifically by Discords. Created dead realms, stuck up discords that want you to leave or not joim "their run" after cramming your realm of >10 people with 85+ after and only after the remaining to close is in single digits. Gotten to the point where I am mostly non vocal in the global chat. Freated a guild just for myself so I don't get invited, and ignore/block every "raid leader" and time someone asks "taken?" The toxic discords are horrible, they will literally pvp other players for daring to be in the same realm as them. Lower tier dungeons are fine, I still run them from time to time just because I like to play casually, I'm not only doing endgame dungeons. I will do some, but I'm not turned away by a sprite world, snake pit, or even a haunted cemetary. It's the fact that discords have made it so mainstream of doing only exaltation dungeons. Fresh level 20 with not even tier 10 gear or a stat maxed? That's okay, follow them to Oryx 3 and automate everything with a raid leader. What used to be a fun game of helping each other in dungeons, as I said on last video, a teamwork in cemetary where a knight would tank the brunt of Skuld's shots and a priest would keep people topped off while others do damage, is never a thing now. Because it isn't an exaltation dungeon. I think I said this in last one too, but a guy said he had autonexus because he "doesn't have the time to grind loot" so he just ran discord run Oryx 3s, with no risk, and just nullified the point of the game. I've been learning these new dungeons from after I got back in on my own slowly. Yes it would have been a million times faster with a discord, but there is no challenge in having someome explain what to do when to do it. It's been a rough journey, but that's the appeal of RotMG. A brutal journey that you slowly get better at. Guilds are useless except for people to not have to lift a finger in the realm and just ask Guill for potions to stock up on. It's a shame what happened to the game. I feel like if they added a functionality of keeping you from even entering a realm for a few minutes after a server change, would help. The teleport timer assisted with notifiers a bit, but now people don't care about events, just Oryx 3. And they just have to worry about getting there before the rest of their discord fills it up, but even then some don't need to worry because apparently they use some client to get into full realms. I enjoy the game, I don't enjoy the community it created.
I didnt watch the first vid but my opinions are mixed too. I love bullet hells but hate thst the game has become wait in nexus to play market sim / get a dungeon to pop. And dont get me started on discord runs
As someone who's been playing this game consistently for the past 11 years, a lot has changed for better or worse. There are many flaws that still have yet to be fixed that have been prevalent since the beginning and there are some issues that are no longer a thing due to updates and hotfixes. However the game as a whole needs many changes to become great. The same old rinse and repeat tyle the game provides can be fun for some people but it becomes bland eventually. I absolutely hate discord runs. I think they are horrible for the community and frankly I think they're killing the game. I have a ton to say about the game, however putting it in text won't do it justice. I wish I could emphasize my feelings in a much easier way, I might make a video talking about it, but until then I will be looking forward to more videos about this game from you.
Yea, I play and wish it was better too Maybe Darza's dominion ends up being better (cant run it on my computer for some reason, but still) Also, the pets take WAY to long to level up and have zero variety (Heal, magic heal) Use any other combo and you are wasting your time Don't belive it will get better, i'll just have to find someting else to play one day...
Im honestly surprised, with the amount of money that deca suggest players spend, that there’s not every other person cheating bc of the ass currency system they have & that there’s so many people dedicated to spending hours on it. Love the game and play throughs until you really think about it
It's a gatcha game. The devs have the "whales" cuffed. They don't need to change anything, and doing so would cost money that doesn't need to be spent. If it ain't broke, don't fix it.
DECA never tried to phase out keys, which meant discord runs were inevitable. Couple this with constant welfare events and even more shitty side-grades and dungeons to run, the economy became hyperinflated and progression that would take days at minimum became possible in a few hours. It's been seven years and DECA has still failed to provide any meaningful form of progression that hasn't existed since the beginning of Realm. No Elder Realms, nothing similar to what other, more fun private servers have provided, just more useless side-grades or slight upgrades. Even the exalting system hardly gives anything meaningful. Realm has been a walking corpse since 2016. Private servers were the only glimmer of hope this community had and they were snuffed out by Deca as quickly as they came. Now, this comment has been heavily DECA-oriented, because they are the primary inheritors of this game. It could be argued the game was doomed as soon as pets were introduced by Kabam, since pets became not only the true overarching metaprogression, but they were pay-to-win, and if you did grind out a legendary pet, you just ended up trivializing the entire game. Deca has attempted to rectify this, to some success, but now you're just left with the issues I've already mentioned. I could go on and on and on, but I don't want to.
How do you think we can bridge this community divide?
MUSIC USED IN ORDER
00:00 Cy Girls - B SELECT 1
01:43 Mario Kart Wii - Wi-Fi Menu
04:13 Clannad - Phases of the Moon
06:47 Deadly Arts - Gouriki Stage Theme
09:44 Deadly Arts - Sakai’s Stage Theme
12:00 Smash Court 2 - USA, NYC, Times Square
16:52 Metropolis Street Racer - Heartland
18:02 Lucid Rhythms - Ridge Racer Type 4
This realm is mad, god. - the mad god from realm of the mad god.
The harder versions of some dungeons were made, but they skipped the rush and went straight to the boss fights. They were called heroic dungeons, and besides new boss attack patterns, the twist was that you couldn’t use pets. I definitely wouldn’t mind playing more dungeons similar to such if there were new rewards or boosted drop rates
Too bad those dungoes are left to rot in the database instead of getting used. Deca could've qt least put them in court of oryx.
4:40 the game has this for some dungeons. Hard Pirate Cave is called Deadwater Docks, hard Forest Maze is called Woodland Labrynth, and there are a few other hard versions of easy dungeons. but i get what you’re saying, there should be more
i suspect that one of the biggest reasons why the nostalgia factor for this game is so big is because of the simplicity.
If you were an endgame player back then, doing tombs and shatts for the stuff, rotmg would probably get old pretty fast. but i think the thrill of it was that for rotmg, the endgame players were the top 0.1%. No one was an endgame player, and shatts were hard because people didnt run them
I think when Deca took over they looked at the structure, seeing how so many players wouldn't ever get the thrill of having multiple 8/8s and farming godlands on a maxed character, so they committed to try and get more players into that endgame area.
in fact, interestingly enough, 2 concepts that have stayed in the game for an obscene amount of time, the max level potion and the max stat candy, were implemented when deca took over. They made it so a new player could easily access and max stats for the first time, so they get could have an easier time doing the dungeons that they had a hard time in
this also made the key pop meta and discords start blowing up, which were a thing before but a lot smaller. Because maxing and streamlining the process is now a lot easier, so more people could join endgame dungeons.
This isn't really an objectively bad or good standing, but is also the reason why nostalgia is such a big factor. When people say that "Rotmg was better in 2016", they're not entirely wrong. Sure, there wasn't a lot of endgame, but nobody was endgame anyways. When DECA starts releasing new content rotmg as the come home from school and run some udls for dbows becomes the rotmg with severe FOMO syndrome. The things we died twenty times in godlands for, trading a def pot for 8 speed and slowly maxing your character through months and months of just going at it are trivialized now and you can do it in 2 hours. And the endgame content has been incredible design wise, for example the feeling of completing your first o3 is incredible, but because the incentive to run them is so insanely high that people dont do anything other than them, and also pets still being insanely overpowered, endgame feels much more stale than waiting in the old key popping server to see if they would pop a shatts or a tomb.
It might be for the better, but you can't help but feel that the insane disrepancy between endgame and early game. It's easier for a new player to learn o3s with a group on a discord than solo or even duo a sewers. Deca tried to get more people in the endgame, but because the high incentives, pets still being insanely broken, as well as just the streamlined maxing process, the game's original fun factor arguably gets worse because you are pretty much doing the same thing as 2016, albeit with a much lower risk (pots are so much easier to come by now anyways)
This is why I am very excited for the realm rework. I heard there was going to be a system where they organized the difficulty and make the harder versions of the dungeons.
Making harder versions of things will do the opposite of what you want it to do. People would only play the most difficult versions of the dungeons. This would lead to new players not knowing the dangers that the harder dungeon brings. That would cause them to die and be upsetting to a new player. For example. The Ent and Lich both have harder difficulties if you pump them with damage, but the ent is a quest for lv6-9 characters, so a new player will roll up to an ent that gets buffed and get surprised when much harder enemies than they are used to pop out and kill them in 1 shotgun because they are only lv6 or so. Increasing the difficulty of other dungeons directly would be less new player friendly than the game already is. There are also harder versions of some dungeons that already exist, but their portals drop completely separately from what drops the lower tier version. (Ie: pirate cave, and deadwater docks or forest maze, and woodland labyrinth)
My favourite game of all time De Blob 2 on Wii never divided its community and is perfect which is why you should play it.
Thanks for the follow-up video! I don't want to be an echo chamber for you, but the divide is exactly what ruined the experience for me, I felt all of your points personally, and I think a currency you get while alive, better vision range, and reduced damage for getting hit a lot in a short period are all fantastic ideas. I've loved this game for years, but been consistently disappointed with how things are run. I hope you talk about this game more in the future, and I especially hope that next time you have good news to share
I think you fundamentally misunderstand the appeal of Rotmg, comparing it to roguelikes isn’t very useful since no rogue like has a nexus feature.
What makes Rotmg so unique is that it has the highest fluctuations between winning and losing that I have ever seen in a game, the fact that you can nexus at a moment’s notice, the fact that many enemies can instakill you, and combined with the consequence of Permadeath if you let your overconfidence get the better of you creates a game where you can never let your guard down, but simultaneously can never feel like you shouldn’t go into a dangerous encounter since you can “always” get out off certain death with a press if a button.
I agree with this comment I love rushing on ROTMG because in a split second you can get quieted and sat on or just insta killed it keeps you on your toes the whole time
I agree, the appeal beyond getting the best loot is gaining the skills needed to complete the game's hardest dungeons/most difficult challenges. A new player could enter Oryx 3, there's literally no requirement to enter a dungeon or area. At the same time, the gear needed to survive in the hardest dungeons can only be obtained through luck.
I don't think he misunderstands the game, he just doesn't agree how it tries to combine Roguelike and MMO elements together. And honestly, the grind is so fucking bad from Godlands to Exalt dungeons that you might as well stop playing around there.
@@aluwart Rotmg is fundamentally not a roguelike, and I myself have made the mistake of thinking that it was a combination of a roguelike and an mmorpg. Once I discarded that preconception, I began to appreciate what truly made the game appealing, it's honestly very unique and I would describe it as test of endurance and possibly for people with masochistic tendencies.
@@davidxu5466 I mean it's a roguelike mixed with MMO, so it definitely has the features of one with permadeaths and randomness to it but it also has grinding loot with many other players and RPG mechanics like an MMO. That's what it is, and hoesntly, the drop rates are so fucking low for what is a game that has you die and lose everything.
Been playing continuously for 11 years now. I love loving this game and hate hating this game. Regardless, I hate this game, but I will never stop playing it in the hopes that I will someday love it again.
This game was the only constant for me, while growing up in foster care. I always had my laptop and this game was the only game I could really play for years because it was an old computer. I still play to this day. I love it for nostalgias sake I feel.
Ok, 4k hours player here (don't judge :c)
Tl;dr: All items are useful, as a PVE game it rewards skill more than rare equipment.
About the endgame or nothing section, I get where you're coming from, but as you said, this game is very fast paced and reaching endgame is just as fast, creating a new character into having 8/8 with big items takes about 4-6 hours or 2-5 days, and even then there are items obtainable in not end game dungeons that are almost as good as 4/4 material, also remember this is not a pvp game, and this game rewards skill more than equipment, I've done top dmg O3 with T13 items when there are guys with stacked 4/4 sets.
Just saying that the statement end game or nothing is kinda not true, you wouldn't practice shatters with your best items, you make random 8/8 and equip them with wc tops to practice and die without any consequence.
Rotmg was THE SHIT in my adolescents. I played the game every day during the Kabam era.
After Deca took over, I slowly started losing interest. Mainly because I didn't really like the direction the game was headed. I came back a couple of weeks ago because a friend started playing, and after my somewhat childish resentment towards the game has diminished, I have found a slight appreciation for it again.
It's not all sunshine and rainbows, however. I still have mixed feelings about certain decisions that were made during the Deca era, but it is what it is.
>doesn't offset camera, screen rotate, or literally hit the zoom out button
>17:08 why cant I get better visibility?
fog of war is ass anyways
The main reason that I quit the game is because end game is just sitting in a discord server waiting for half an hour just to do one run and so I just gave up
A lot of your takes in this video you haven't researched. The take with being able to see i granted by pressing x and looking further in front of your character. This combined with turning your camera gives you the vision needed. You talk about realms being dead but it's the server that is dead not the realm. I get new players probably won't know this but for you to say there is nobody in the realms when you haven't even looked in other servers is crazy to me. Dying is not a good thing in realm since the reward you get for having a character stay alive for longer is larger than that of somebody who dies early. Fame is also one of the easiest things to earn in realm so making it the currency to upgrade certain things would make it way too easy to do and would make veteran players be even stronger than they already are. Making exaltations easily accessible would remove the end game grind exaltations is the true end game of ROTMG it's a way to show how much time you have invested and how much you have grinded to get it. I do agree that quest would be a nice addition to the game since it would be a guideline for new players to follow and help them get acquainted with the game. Reducing one shot mechanics would make the game easier but reduce the risk of dying which would make perma death useless since there would be no real danger for playing like an idiot if you wouldn't die due to you playing risky.
I have to disagree. Yes, the earlier dungeons need more variety and a heavy upgrade. But to say they are useless is wrong.
You need the earlier Godland dungeons if you want to get to the endgame as they give pots to up stats. You need even earlier (Pre-20) dungeons so you can GET to lvl 20.
I believe the earlier dungeons he is talking about includes the ones between the beach and godlands, the ones that no one does. Nowadays i can just kill a bunch of enemies until i get level 7, teleport to a snake pit, level a bit there, and go to Godlands. It takes less than 10 minutes and you can skip all in the middle stuff.After that, you either risk yourself in high danger dungeons (and die if you dont know what you are doing/are a new player) or you have to grind 40-50 snake pits/ sprite worlds. I love realm, but It gets repetitive pretty fast.
There are no incentives to enter in-between dungeons, they either take longer or dont drop anything useful. iIs better to just go to that same dungeon that drops that potion for that one status you are trying to max. And the lower dungeons are even worse: pirate caves, forest mazes, forbidden jungles and hives are just not worth it. They are nice in presenting some of the mechanics to the new players, but after that they are useless.
And for older and "richer" players, when they start a new character, they would rather trade their life/mana potions for rainbows instead of farming them, so they can skip the repetitive dungeons and go back to the fun endgame ones.
How's the economy looking, when I left a life was worth about 4 defense
@@elijahwatjen9839 I will tell you my personal experience this last 2 weeks. I am selling Vit 1:1 Life, attack value dropped hard. I would argue that Life is cheaper than Mana these days. Not sure about defense, i am maxing it pretty easy
Woah!
Has been a while since I've heard 'bout this game!
Once again, skipping the video for sake of not tempting myself back to the game, but I appreciate you taking the time to cover the other sides of things. Really, with just some transparency (literally telling people loot drop formulas would make grinding feel less soul-crushing), the game would be so much better.
deca saved this game back in 2016 when they implemented daily login rewards and actually gave out free character slots and vault chests which were literally not possible to get without spending money but the playerbase has dwindled and they need to be more stingy now with their updates which in turn drives away more players that dont feel like spending money to buy 200 keys for the new event that they end up shadow nerfing the drop rates for
Something you notice about the community is the players who played when the game was in its earlier stages complaining about pets mostly, my brother you can literally turn them off. The game is already difficult enough as it is with pets.
Besides I think Deca is by far the best thing the game has ever gotten, not only did they massively optimise the game for low end users but they also give away a lot of freebies.
I played for years on a browser during Kabam era, not a single character or vault slot, literally was forced to create several mules where I would either store potions or tiered items to give myself a head start if I lost a character
Long time player, quit just over a year ago. Definitely have around 10k hours total playtime, and while I despise deca and what they've done, I do appreciate you giving ideas for how the game could be improved, which incidentally some were features of an old private server.
3 1/2 years ago, DECA shut down the most popular private server at the time; Revenge of the Fallen. To this date, I think RotF took what RotMG had and improved upon it;
-No pets which did increase the difficulty a bit, but in place was a rune system, where each class could have up to 4 different runes, each giving positive and negative effects (Such as increased loot boost, but if you didn't roll a white bag, you got nothing. Or a massive HP bonus, but enemies automatically targeted you over other players, as well as a major speed loss.)
-A market system where players could sell their items for fame, giving a use for the fame once a character died, with a market tax as an attempt to regulate the amount of fame entering the market.
-Dungeons were worth running. Apart from a few like Pirate Cave and Spider den, even lower tiered dungeons had loot that could drop, as well as a second, harder version of the boss you just fought. For example, the Undead Lair dropped a low rate of fire, high damage, solid range sword, as well as the usual doom bow, and a couple other early game UT items. But the sword could carry you all the way into the late game, even end game. In the case of dungeons like the Mad Lab where they didn't add items, they reworked the already dropping items to be a tad better.
-End game items (They were called Primals) were locked behind the Necropolis, one of the harder dungeons of the game, which I feel was perfectly fine with as almost every other dungeon was still worth running until you got to that level.
-Skill Tree. Once a class hit 8/8, it could enter Galaxies, which had 5 different bosses. Each dropping a few UT items, but also dropping skill points, which could be spent on a character specific skill tree. Selecting one major node which acted as a "subclass" you could say (Tank, dps, support) which branched out into smaller nodes giving you a few extra flat stats (or even flat % like a 1% rate of fire increase, which was additive, not multiplicative) which really allowed a fair bit of customization between even multiple characters of the same class.
I only bring this up because I really felt like if RotF had the chance to bust out of flash and develop the boss fights more, it definitely could have given RotMG a run for their money (once they stopped using their assets/sprites)
"some sort of mechanic that lowers how much damage you take from a shotgun based on how many bullets hit you" yes it is called defense...
O2 shotty:
the realms arent really dead, youre prob just playing on a bad server. trade server always has a popping realm. also, theres always going to be a divide in new players and end-game players, in any mmo. especially a more challenging game like realm where new players simply arent ready for end game dungeons yet
No their dead he is right having one or two server be full of people and the others dead is literal realms being dead
@@enriqueperezarce5485 i play in euw and i see 4/5 realms full all the time. Don't really consider that dead
2 new stats could be a luck and resistance stat. Luck could be split into 2 different stats, loot tier and loot chance to a make of x.5 to where its like u have a clover always on and with the clover u can make it x2.0 chance. The resistance stat could be to reduce the time in which you are affected by a statis effect or for a chance to not be inflicted by the statis effect.
you know, to not burn yourself out or hate the game, play for fun, not for loot, just try new things new characters, and youll enjoy the game more, and do discords for the sakes of fun , not for grinding loot out, the game really becomes more lively, I used to hate the game, but since my latest returnal, it isnt so bad anymore, and with new endgames and content appearing its fun , the game has its flaws, could and may be huge, but currently theres no other game like this with its legacy, even tho I likely will attempt to play the other realm like games once they're out. the thing is that to enjoy the game (which i found) is just messing around, popping servers, realms, missions, and not focusing on much besides whats funny. you dont need to take my comment seriously just my take on the way I play.
i think they should have it to where all the best loot is spread out for different classes in different dungeons like if u want the best wizard spell u do this one or u want the best necro spell do this because rn o3 is js the one and only place u go if u want some of the best loot for your class and make the dudgeons hard for those certain items for certain classes
Sunny boi
As someone who has spent hundreds of hours on RotMG content and hanging around the RotMG community, it's sad to see the premise and fanbase neglected this hard. It's to the point where some fans are make their own games from the ground up, and they still manage to be closer to the community than Deca bothers to.
It'd be cool to see a video on some of those fan projects in the future (like Darza's. BTN, etc) just to compare and contrast with other 'realmlikes'
i am always giving free uts away to new players and helping in dungeons. i find its best to stay away from the trading server and find a small group to smash the glands 3 or 4 players can keep up with the spawn rate and i max my skills faster. bro i think i was playing with you i remember that guild name and goin heck yea
also you can rotate and extend your range IF YOU DID THE TUTORIAL
I was thinking the same, but there are benefits to not doing that. It's also hard to learn, and learning sucks when it can kill you so easily
@@andrewkorchowsky8421 i do it mostly in harder dungeons exept the REALLY hard ones
Learning to rotate my camera completely changed how I played the game I went from barely completing LH"s to soloing shatters and o3's just with little tricks like that and offsetting camera
first few seconds in and already good editing sheesh
1. The difficulty curve is fucked, if you don't learn a boss in a big group you'll basically never learn it unfortunately. The game has become balanced under the assumption that you'll steamroll with a bajillion players unfortunately.
2. Even back in the day though, the difficulty curve is still fucked for new players. I remember it took me several months (back in 2012 era) to even get my first 6/8. Pots are a really interesting mechanic but IMO the progression needs to be more nuanced, since the difference between 0 def and 25 def for a new player is like night and day.
3. Pets, key popping. These are things DECA cannot remove because the realm playerbase is whiny. These need to just be gone.
4. As you said, DECA is just rushing people towards endgame.
Realm has individually so many cool things; the fact that you go in a vibrant realm, killing enemies, and randomly doing dungeons you feel like doing with a bunch of players, with a ton of lore. And I don't fundementally believe that a roguelike MMO has to be this... bad? ROTF, while still bad in some ways (farming GL's is just boring, 8/8 isn't even "endgame", it's like early game with how easy pots are to get, at some point it became an event waiting simulator / waiting for TODD and steamrolling it) tried to make interesting mechanics and smooth out the progression somewhat. It definitely helps that you have infinite character slots and effectively infinite vault space.
Deca also killed off trading, which I think in the long run is healthier for the game IMO. I guess this means it's not really an MMO anymore, since the economy is a huge deal in MMO's?
Ideally everything would be soulbound and your drops would only be for your class, and you couldn't transfer items between vault; anything that encourages excessive longevity will just lead to players playing cowardly and sticking to 65 person discord raids and basically not really playing the game. This also means we could buff white bag drop rates, and there'd be less mindless grinding for the sake of grinding.
I see people like sebchoof do HPE's, and that's what realm SHOULD be. Nexusing is still a fine mechanic for learning, but overall if everybody played like they were playing an HPE Realm would be so much better as a whole. But sadly, due to the points I raised above, by a combination of Deca at fault, the gameplay loop at fault, and players at fault, nobody's gonna play like that.
damn you as well?
dunno, quite interesting that you're also (at least to some extent) a rotmg fan.
but yeah, there def isn't much room outside of discord runs in the current rotmg. granted i'm not that good of a player myself (and rngesus doesn't like me) but good luck running anything past usual godlands pot farms without other players to do it with.
I have been a long standing player for this game, probably over 2.5K combined on multiple accounts. Mainly kept playing cause of online friends and guild mates, but main reason I stopped playing was because I was super addicted to it, but I agree with most of your opinions about the game in regards to the flawed nature to it especially on how they impose death and the limited uses of fame, I have spent quite a bit on the game since I did enjoy it but ultimately it wasn't worth in the end.
From the time I was playing the game DECA was very out of touch (BOOMERS) with their community and is also another reason towards the split community (I ALSO HATE THIS GAME). DECA has affiliates called DECA partners where they pick and choose ROTMG youtubers, and from what I've heard there was very little interaction between staff and content creators especially in their #feedback channel. This already tells the community that they aren't interested for what the community has to offer, as long as they keep "rewards" and "roles" to slap on both players and content creators it's all done for them. The reason I knew this was actually because of a previous content creator who leaked in his own discord server the chat logs, (LITERALLY JUST MESSAGES OF UNREPLIED TEXT LMAO). Hopefully NOW they have a better grasp on the community since I heard they hired someone new instead of some boomer who doesn't connect well with the younger hyperactive generation. Also they had their own website to chat on too (i loved it soo much), but they barely did anything with it which is sad. www.realmeye.com/forum
This is Pinecest all over again
Funny how you are mentioning harder versions of lower-tier dungeons.
DECA actually once introduced the "Epic Version" of lower-tier dungeons. This being the "Undead Lair" and "Abyss of Demons" being called "Heroic".
The concept was to make irrelevant dungeons be relevant as the enemies have become harder and the boss too.
Bosses dropped whites, that basically had higher damage and higher XP bonus to them too, but there was a special catch.
The dungeon DISABLED your pet, which made this dungeon pretty difficult and the only help you got were the healing and magic healing orbs dropped by enemies.
Sadly DECA since then made the Heroic Keys unobtainable, so they are very rare amongst people.
The only other harder versions are the Court Dungeons with Secules Thicket being basically a harder version of Forbidden Jungle, but they drop different whites.
also ddocks -> exalted pcave, wlabs -> exalted forest maze, cdepths -> exalted sden, which are super good for mid game players to learn for gpots and whites. Although, without anyone to guide you through these dungeons theyre really dangerous especially if youre 0/8 and new to the game. Also dying in one of those after 1-2 hours of getting your chars to level 20 and maybe decent gear might feel horrible + discourages someone from trying them again
@@Orion-ej7ul Yeah, but those are just expansions on early-game dungeons.
I linked it more with what the guy said with extra challenge for the same loot with better quality or drop rate, which was the case for heroic undead lair and abyss
till this day i dont get how can someone do discord runs
My friend plays this game religiously, but also sees its faults.
tbh realm is a game that's only truly fun when there's friends
Fr i see if my friends are on and if they’re not then i dont even bother
I started playing realm in high school back in 2012. I got back into it last year but stopped playing because it's not worth my time. Keys ruined the game, because no one plays in the realm and does the end game dungeons through the realm. I got tired very quickly of having to wait for a run on discord.
What? Just go to god lands and rush dungeons with groups
@@BIGSWOLEXLWhat groups lmao everybody is packed into on server it’s so bad
A change maybe implemented one day that gives us new maps and areas where hard dungeons drop more often and the realm is easier to close
The whole idea is great but the lack of beginner friendly content or at least a better tutorial stops new players
Not really it’s quite simple bro. As a beginner just unlock classes find one you like, main it get to 20 and grind godlands/quest bosses/dungeons for better gear/stat pots and store extra good gear for Alts in your vault. Spend money if you want extra vault space and pot storage or skins/character slots
@@BIGSWOLEXL the tutorial is pretty awful man - I had a buddy that tried to get into it and without my help he was completely lost for the most part
@@BIGSWOLEXLno beginner friendly is terrible and this coming from somebody who tried getting their friend into on their own time, I literally had to explain to him what to do and stuff
i cant believe the analog horror guy talks about realm lol
Fame reward would be nice
I don't got the time to farm fame, and can't afford to feed my legend pet rn
i think u r forgetting this is a niche game for ppl that like very hard games.
Who said that? The game wasn't even made with the intention of it being a long standing widely played game. It's become a niche game due to the design changes not the other way around.
Sunflower VS dandelion
love the game, hate discords and deca. (been playing for 10+ years
I still feel the game was ruined specifically by Discords. Created dead realms, stuck up discords that want you to leave or not joim "their run" after cramming your realm of >10 people with 85+ after and only after the remaining to close is in single digits. Gotten to the point where I am mostly non vocal in the global chat. Freated a guild just for myself so I don't get invited, and ignore/block every "raid leader" and time someone asks "taken?" The toxic discords are horrible, they will literally pvp other players for daring to be in the same realm as them. Lower tier dungeons are fine, I still run them from time to time just because I like to play casually, I'm not only doing endgame dungeons. I will do some, but I'm not turned away by a sprite world, snake pit, or even a haunted cemetary. It's the fact that discords have made it so mainstream of doing only exaltation dungeons. Fresh level 20 with not even tier 10 gear or a stat maxed? That's okay, follow them to Oryx 3 and automate everything with a raid leader. What used to be a fun game of helping each other in dungeons, as I said on last video, a teamwork in cemetary where a knight would tank the brunt of Skuld's shots and a priest would keep people topped off while others do damage, is never a thing now. Because it isn't an exaltation dungeon. I think I said this in last one too, but a guy said he had autonexus because he "doesn't have the time to grind loot" so he just ran discord run Oryx 3s, with no risk, and just nullified the point of the game. I've been learning these new dungeons from after I got back in on my own slowly. Yes it would have been a million times faster with a discord, but there is no challenge in having someome explain what to do when to do it. It's been a rough journey, but that's the appeal of RotMG. A brutal journey that you slowly get better at. Guilds are useless except for people to not have to lift a finger in the realm and just ask Guill for potions to stock up on. It's a shame what happened to the game. I feel like if they added a functionality of keeping you from even entering a realm for a few minutes after a server change, would help. The teleport timer assisted with notifiers a bit, but now people don't care about events, just Oryx 3. And they just have to worry about getting there before the rest of their discord fills it up, but even then some don't need to worry because apparently they use some client to get into full realms. I enjoy the game, I don't enjoy the community it created.
I didnt watch the first vid but my opinions are mixed too. I love bullet hells but hate thst the game has become wait in nexus to play market sim / get a dungeon to pop. And dont get me started on discord runs
As someone who's been playing this game consistently for the past 11 years, a lot has changed for better or worse. There are many flaws that still have yet to be fixed that have been prevalent since the beginning and there are some issues that are no longer a thing due to updates and hotfixes. However the game as a whole needs many changes to become great. The same old rinse and repeat tyle the game provides can be fun for some people but it becomes bland eventually. I absolutely hate discord runs. I think they are horrible for the community and frankly I think they're killing the game. I have a ton to say about the game, however putting it in text won't do it justice. I wish I could emphasize my feelings in a much easier way, I might make a video talking about it, but until then I will be looking forward to more videos about this game from you.
Yea, I play and wish it was better too
Maybe Darza's dominion ends up being better
(cant run it on my computer for some reason, but still)
Also, the pets take WAY to long to level up and have zero variety
(Heal, magic heal)
Use any other combo and you are wasting your time
Don't belive it will get better, i'll just have to find someting else to play one day...
no, there needs to be a runesystem in rotmg, this is also where fame can shine.
I love the game but don't like the monetization of it. Wish more mmorpgs would do subscriptions like RuneScape.
I lost a knight earlier this week the same exact way. Stupid train
Im honestly surprised, with the amount of money that deca suggest players spend, that there’s not every other person cheating bc of the ass currency system they have & that there’s so many people dedicated to spending hours on it. Love the game and play throughs until you really think about it
It's a gatcha game. The devs have the "whales" cuffed. They don't need to change anything, and doing so would cost money that doesn't need to be spent. If it ain't broke, don't fix it.
DECA never tried to phase out keys, which meant discord runs were inevitable.
Couple this with constant welfare events and even more shitty side-grades and dungeons to run, the economy became hyperinflated and progression that would take days at minimum became possible in a few hours.
It's been seven years and DECA has still failed to provide any meaningful form of progression that hasn't existed since the beginning of Realm.
No Elder Realms, nothing similar to what other, more fun private servers have provided, just more useless side-grades or slight upgrades.
Even the exalting system hardly gives anything meaningful.
Realm has been a walking corpse since 2016. Private servers were the only glimmer of hope this community had and they were snuffed out by Deca as quickly as they came.
Now, this comment has been heavily DECA-oriented, because they are the primary inheritors of this game. It could be argued the game was doomed as soon as pets were introduced by Kabam, since pets became not only the true overarching metaprogression, but they were pay-to-win, and if you did grind out a legendary pet, you just ended up trivializing the entire game.
Deca has attempted to rectify this, to some success, but now you're just left with the issues I've already mentioned.
I could go on and on and on, but I don't want to.
so basicly, the game tried to be two thigns but fail at both.
I've played rotmg for 3k hours and it's dogshit
yall know we are in 2023 right? like this game seems so ass lol
bro woke up and chose to start yapping