Version: 2008
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Water Margin Online 3.2

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  • 3 out of 4 people found this review helpful

    4 stars

    Version: Water Margin Online 3.2

    "Pretty good, if you are willing to pay for it"

    by AOO on May 29, 2006

    Pros: The concept is tried and true. You won't see much in the way of true innovation going on in Water Margin, nor will you see anything immediately that will "wow" you. The graphics themselves are relatively good, not overdoing anything, but not undershooting the standard for this genre. Trees look like trees, people look like people, and weapons look exactly as should (by that I mean each weapon has an image and there is little to no recolors going on.)

    Diversity of the classes you start with are pretty much standard. You've got the physical high damagers, magic high damagers, healers, thief, and status upper.

    There are numerous quests that open up as you progress, and most are there to enhance the team game play incentive. You will have to team up if you want to complete some of them, as monsters soon become stronger than any solo player can handle.

    It is also free, with no restrictions, other than the few I will mention in the next section.

    Cons: Though the game is free, you won't get very far without purchasing points. Why? Because in order to level up at a better rate, you need to buy a BOLD FELLOWS PASS, that ups the amount you get from monsters. Otherwise you are cranking out 40 exp a monster trying to get several thousand exp to reach the next level.

    Also a con is the HERO system. This encourages botting. Basically you have an NPC that follows you, and it can fight for you. Though it was intended as a reward for completing a quest or paying to help you level up, people take it to another level by squatting in the middle of the game's many non aggressive monsters and letting the hero level them up overnight.

    The player driven economy is horrid. There is no balance to it. Spell books, which you need to learn your classes spells are sold for several hundred to thousand silver (Game's currency), which you can only obtain through quests and selling drops. There's not enough silver coming in, but more heading out.

    The exp penalty system was interesting, but quickly became a bother. If you die, you get a nice little penalty on your exp, so that until you gain exp enough to rid you of your punishment for dying, you get no exp whatsoever.

    Music is nice, but it's mostly 10second loops that quickly become more irritating that fitting.

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