Anyone else played Allods Online? (long post warning)


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Have you guys played Allods Online? If so, how was your experience with it? How long did you play it? Generally-speaking, did you like it? And which faction was your favorite?

For those who might not know about it, Allods Online was the previous game that Skyforge's devs (Allods Team) made. It was often labeled a " World of WarCraft clone, with P2W bleeding out of its ears ", well at least back when I myself still played it. 

My own adventure with that game started I believe in early summer of 2010 (at the time the NA version was only a couple of months-old), and (skipping a lot of boring info in between) I eventually quit Allods Online in early 2012 (I didn't temporarily 'quit' the game in between that time, so I effectively played it for a good 20+ months, when my only breaks consisted of a few week days here and there and the occasional week-ends when I wasn't home, and back then it didn't happen often). When I started to play Allods Online the level cap was 42 (that was back in 2010), that's to give an idea to any Ex-Allods Online players here as to when it all began for me.

What I actually, genuinely liked about Allods Online (off the top of my head... I might miss a few things):


º Great, varied, immersive and memorable soundtrack (it's literally one of the first things that surprised me when I started playing it pretty much the very first day). To this day, in fact, I still think that Allods Online's OST is among the best as far as MMORPG OSTs are concerned, with only World of WarCraft's still comfortably sitting at the top (but that's very subjective of course). I also liked both TERA's and Guild Wars 2's OSTs very much as a side note (and by the way, TERA's OST was partly composed by Inon Zur, the genius composer of Crysis, Dragon Age: Origins, Dragon's Dogma, Fallout 3 and many other excellent games). It might be interesting to note that Allods Online's OST was composed by both Mark Morgan and Vladislav Isaev. I don't know, however, if any of those two composers have anything to do with Skyforge's OST (which as a side note is decent, but cannot remotely be compared to Allods's, in my opinion).

º Art style / direction. Indeed, if I have to give credits where due then I'd say that - at the very least visually-speaking (which translated into well-perceived atmosphere and immersion) - Allods Online's "visual style" was fitting, detailed-enough (despite its age, it did well even when it was still new but wasn't a graphical 'top dog') and perhaps more importantly unique (unique to its own setting). The Kanians had that fantasy-based rural-styled countryside regions with rolling hills and farmlands, very fitting with their Elves and Gibberlings (and, of course, Humans). 

While, to the opposite of the visual designs (and architecture) spectrum the Empire was given a definitive industrialized steampunk style with a 'proper' city, even with a complex sewage system (and I'm mentioning it specifically because there was one separately-loaded quests-related early map for low level Empire players that consisted of the actual sewers of the capital). 

The other maps of the game (from the early faction-specific ones, to the "competed" regions where both factions' players quested and often fought against each others in, such as the (in)famous "Quit Now or Never" virtual wall that all players would inevitably hit, namely Asee-Teph) were all equally visually-unique on their own nonetheless. Definitely, the game's visual styles for each maps was a clear positive that the developers just couldn't have done any better even if they tried. I really liked that aspect of the game a lot.

º Main story arc / side quests writing. Now, before I describe why I think it was one of Allods Online's strongest aspect I'd like to point at something regarding Skyforge's story... 

Frankly, I don't know how much work Obsidian Entertainment has done alongside the Allods Team for Skyforge, but I do suspect that their work mostly consisted of actually writing all (or most of) the game's story line(s). I'm saying this because there's too many signs in Skyforge that points to the obvious (I'd bet on it), namely that most actual game-play related aspects were made by the Allods Team, and not Obsidian. Having played actual Obsidian-made games in the past (specifically, Neverwinter Nights 2 and Fallout: New Vegas) I would find it very hard to believe that they had anything to do with most, if not literally all of Skyforge's game-play mechanics.

Now, with this said, I find it rather ironic that the Allods Team would have received "help" (or perhaps I should just say "collaboration" instead) from Obsidian to write the story for Skyforge (if not the actual entirety of the dialogue) considering that... well, in all honesty Skyforge's story (and dialogue) ended up pretty much badly. Now, yes, I suppose that's also subjective and that some people here actually enjoy the story itself (even though perhaps don't enjoy the voice acting... but we're not talking about the voice acting quality here, just the writing itself). 

But really, on paper, I can assure everyone here that if you played Allods Online and actually payed attention to the actual main story arc and the game's general writing (mostly the players' story, the "Chosen One" arc) and even including side quests in the lot, that it was vastly superior in both writing quality and complexity when compared to Skyforge's, which I would qualify as a "fast food" and pretty generic story overall. I have to mention, however, that Allods Online is still active today and still being extended with updates ever since I myself quit it. When I did quit the game I do recall that the main story arc started to delve into Godhood, had affairs in relation to "God Games", when initially it all started at the very bottom of the pyramid for you, the player, when at the beginning of your journey your character seems unremarkable among others.

I am aware that many here don't pay attention to "MMORPG stories". That's fine, we don't all have the time nor the actual interest to start reading "stuff" when all we ultimately want is to just have a fun game-play experience. But SOME players out there actually enjoy both and also WANT to have both, even in "MMORPGs". I am one of those (fortunately, or not, that's up to me AND the game too). It's easy to see and say that, for now anyway, Skyforge's story is rather bland, simple, predictable (to a large extent) and not memorable (I barely remember how it actually started and why I spoke to 'x', 'y' an 'z' "guys" whose names completely eluded me one minute after meeting them). To put it simply, Skyforge's story AND its story-related NPCs are very much soulless with barely any hint of personality. I can admit, however, that despite the actual mediocre writing in and of itself, that the actual voice acting level of... of badness (that's literally how I can describe it in a glance) really doesn't help to deliver the story in any better way, shape nor form.

So to conclude on this point I have to say that... sure... Allods Online had almost no voice acting to speak of (was cheesy when it did have it, but was still better than Skyforge's), but the actual (mostly) text-based story (by reading the actual story lines as the quests progressed) was orders of magnitudes more enjoyable than Skyforge's. Really, I don't see why the Allods Team themselves couldn't have written their own game's story lines, because clearly this time around Obsidian miserably failed at it. Now, that's of course assuming that Obsidian actually WAS responsible for writing Skyforge's story. The thing is... ultimately, we don't know for sure. It might have been in fact the work of one or two writers from the Allods Team and Obsidian actually worked on something else. Honestly though, as much as I hate to say it, I do think that it was Obsidian's work and... really guys, something went wrong there (also, the voice actors and actresses REALLY sound like they were bored out of their mind, something wrong happened there too).


I always prefer to elaborate on positives for any games. So for this part I'll just summarize my thoughts.

º Combat system. It was tab-targeting. Given the game's age it was excusable and rather "standard" in the MMORPG field. But it was also nothing that hadn't been done before, therefor was quite generic (but as mentioned, standard as well, a lot of players were simply used to that type of combat system from the start, if that can be seen as a positive for some).

º Linear, often unimaginative dungeons. Most of the dungeons were usually boring, to be honest (all of which were party-based from what I can remember... I can't recall any solo dungeons, at least not up to the point when I quit the game, but maybe after that point they made solo dungeons). The boss 'mechanics' existed, of course, but it's not like they were actually fun to play with or against. Avoid 'x' attacks, move to 'x' locations, keep an eye on 'x' debuffs, or sometimes use 'x' interactive object in the environment against the boss at a specific time, etc. Again, it was nothing that most experienced MMORPG players wouldn't be used to (especially WoW players, since of course Allods Online was quite effectively a WoW clone to a great degree).

And now... the only "negative" point I feel I should elaborate a little bit on...

º Pay to Win, unfriendly to casual 'free' players. Ok, this is THE most infamous aspect of Allods Online. I could either leave it as is, or could also write a five pages-long wall of text to describe everything about it. 

I'll limit my thoughts as the following: the reasons as to why I myself quit Allods Online was a combination of mere boredom, completely unrelated to the actual P2W aspects of the game... AND, also, related to the P2W elements themselves. Indeed, when I quit Allods Online I was at a point where I simply "had enough", I've had my fill really. At that specific point in time even if I had disposed of 100 thousand dollars to burn in the game's cash shop and get myself a full set of Level 13 Runes and the best extras you can imagine (extra stats points, extra skills points, etc, name it you have it if you have the money) I would STILL have been bored to tears with it. So, for me, P2W or not it was absolute time to go.

With this said, however, I should probably mention that until I quit I did experience my fair share of... well, of unfairness, directly related to P2W. Now, keep in mind that in MY case specifically my own "P2W encounters" and related complaints were about 80% PvP-based and maybe 20% PvE-based. If your character(s) had a lot of extra power you could of course crush any competition in PvP, at least it would greatly help, and at worst it would greatly help anyway. 

Now, in PvE, if you had your own guild it could be a good (to a certain degree) or a bad thing. It could be "good" because if the guild actually accepted you despite your "lower power" (let's say below Level 8 Runes, basic skills and just basic stats, no extras) then you MIGHT have had the chance(s) to actually be part of dungeon runs in which you would literally be just following the train of destruction ahead of you from the P2W guildmates, effectively just "leeching" away IF of course you were granted the "right" to loot the drops (some guilds worked with points systems based on presence over time, participation, etc). In such cases, fine, no biggie, you could remain a purely free-to-play player thriving in a P2W-based game. On the other hand it could be "bad" since if you happened to be rich enough to burn hundreds of dollars (AT LEAST, more like a thousand and more was the 'norm' for the REAL P2W players at the time... and I'm talking about 5K+ range in actual real money here, not a mere 100 bucks) but also happened to be maybe the ONLY guy like that in your guild, or maybe one out of maybe two or three others... then you WOULD end up guild-hopping until you ultimately end up in one of the faction's top 3 podium guilds. 

When I played (NA version, that is) the top League (that's the "good guys" side) guild was called Mercenaries (or simply referred to as "Mercs" in the game by most players). While the top Empire's guild was called Ascendancy. Those two guilds combined probably could represent tens of thousands of dollars (each) worth of P2W players' accumulated wealth and power. You didn't end up in either of those guilds if you didn't 1) knew someone in there as a real life friend or a sibling, or maybe even as your real life loved one, or 2) didn't already bestowed your character with obvious and significant power (mostly via Runes level) beforehand and then submitted your "request" to join (and would afterward be inspected and interrogated concerning your "hardcore'ness" level of play, how much time you would dedicate to the guild, how many events you'd participate in, etc... but that's ONLY if your initial overall power was satisfying to the guild's standard). But that only applied to the top two guilds in question as far as I can recall. The "rest" of the guilds out there (at least at the time) didn't impose any such strict rules or demands (other of course than being a pleasant person who just wanted to have some fun in a video game).

Really guys, if you think that Skyforge is "unfriendly" to casuals, if you think Skyforge is "absolutely P2W", then let me say this: Allods Online's P2W makes Skyforge wannabe P2W level seem like kindergarten in the clouds, with a bunch of rainbows everywhere, with pleasant harp music in the background. Now, with this said, Skyforge IS a game made by the SAME GUYS... so... time will tell if the devs will be able to resist the temptation to repeat their own history on their new baby too. As of now, the level of "P2W" in Skyforge is still limited to "shortcuts", making things faster for you if you get the money. But wait... wait until one day the Allods Team decides to introduce an EXTRA amulet slot, an EXTRA ring slot, extra levels of upgradable Weapon / Off-hand Boosters, wait until they allow you to apply extra Symbols beyond the "otherwise limit for everyone", wait until they allow extra Talent slots... ALL of which would NEVER drop in the game from actual bosses but would only be 1) available for a crap load of Argents at the Market... and/or 2) would be made available temporarily in some kind of week-long event in which your actual chances to "win" or "find one" would be mathematically virtually impossible; unless you're about as lucky as the one guy winning the super lottery that occurs only once every decade in one country on the entire planet. Now... THAT would be Allods Online-level of P2W, so... for now I can assure you that Skyforge is very casuals friendly in direct comparison to Allods Online (as it was when I quit anyway).


Before I conclude, I just want to answer one of my own questions: EMPIRE for life! Yeah I liked the League, but Empire was way too unique by comparison to pass on it, and the Arisen were awesome (no one thought that undead cyborgs wasn't a good idea, because it sure as hell was).

To be honest I did quit Allods Online because I was indeed getting bored and irritated by it, I had enough and it was more than the right time to go. With this said, however, I can SAFELY say that, initially, from summer 2010 to about April 2011 when Astral Odyssey came out (otherwise known as the "Level 47 patch", the one as well with Kirah and Isle of Revelation allods, and also the patch that introduced the extra earring slot) I had a LOT of fun with Allods Online, generally-speaking. Especially so during the first five months or so I'd say. Ironically, my own character's power kept on growing (I was at my own personal "peak" during the Level 47 patch) but as it was happening the game's content (both PvE and PvP) started to do down the drain in terms of pure fun (for me anyway). It was back when my character was still a little fragile twig overshadowed by other clearly P2W guys around me that I had the most fun out of it (I know, sounds a bit weird but when my own power grew I had less and less challenges, not just in PvP but also PvE and that's probably where things started to leave permanent bitterness as time went by).

So I'm concluding with this statement: I had more fun initially with Allods Online than I've had so far with Skyforge.

What about you?

7 messages

I played Allods...briefly.

To this day, I would say that it could have been an good game if it wasn't so disgustingly and abusively P2W. Not great, certainly not amazing, but good. I only recently heard of Skyforge, so when I looked into it and found it was made by the same company, I was immediately wary. But it's free, so I decided to try it.

So far, I'm enjoying it more than I did Allods. Are there things I wish were different or that annoy me? Of course, but the same could be said for any game ever. I don't see it as P2W currently. That could always change though.

Allods was a good game that wasn't P2W in the beginning but turned P2W and ran itself into the ground within two years.

Skyforge is a good game that isn't P2W for now but can easily be turned into a P2W game. If that happens then I am immediately jumping off the train and not even looking back.

Founder Founder | unknown date

Allods was great RIGHT until the GIPAT PATCH.

I have never seen a promising game so utterly destroy itself like that one patch.

User | unknown date

People are saying skyforge isn't pay2win, it is pay2progress.

But I totally demolish lower prestige players in PvP. Prestige scaling just doesn't scale right.

The players that were in early release and spent loads of money on holy text and boosters get permanently ahead, there is no way for someone to catch up without spending the same amount of money.

And I heard pantheon wars was completely unscaled.

User | unknown date

I want to start off by saying how well this thread was made, really well done. I 100% agree with you that the Allods online story line was a really great piece of writing. I was one of those players who loved the lore (Up until the Tep patch. I didn't like how the story progressed from there so didn't bother reading it. Although i did read the 55-60 lore and found it a bit better but nothing could compare to the story and writing from level 1- 51.) and I was always stumped to why other players wouldn't give the lore a chance. But like you said some people just want to get into the action aspect of the game which is fine, but they did miss out. As for skyforges story line i didn't like it either, i was really worried before the game came out that the story line wouldn't live up to the great piece of writing the Allods story had achieved. Also i think the voice acting was a bad idea. 

I had given up on Allods the second Skyforge had come out. Allods was a great game, but if you're not able to compete with the players who spend a crap load of money on the game (For runes etc) then it gets boring and tedious fast. Sadly, even though i had not encountered any pay to win aspects on Skyforge, i found the game got boring quite easily. Doing the same dungeons over and over again was horrible, plus the fact there was hardly any open world in the starting levels (I have no idea if there is more open world now, but from what I've seen it appears not.) 

All in all i think the Allods team shot them selves in the foot with Skyforge, Allods is still by far the better game even with it's pay to win cancer that you can't avoid (Although PVP on skyforge does seem to be better than on allods) 

I just hope in the future the Allods team can make a game with all the pros of Allods and Skyforge, and leave out the cons.

User | unknown date

im sure skyforge will become p2w, its already p2w in the RU version so the chances are hight as fuk it will happen in the NA/EU.

User | unknown date

If that's true Dasmir then the Allods team obviously never learned anything... I remember in an interview one of 

the developers said that they had learnt from the mistakes the made in Allods (PAY TO WIN CANCER STUFF) so...

Pretty bad if they haven't

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