The crafting worthy of the name does not, something was acceptable in C64 times, even small games like Bounty Bay Online topen what had offers. Defense or armories there is not even, planted alone, alchemy and talismanerstellung there as producing occupations. Everything is possible without interaction with Craft tools and simply runs in a pop up window.
RPG is always possible, it is ultimately up to the players, the agents according to the WAS provides the inclined roller players, however, are more than limited. Alone animated animations are available, no roleplaying clothing, no food / drinks / sit or interaction with the environment.
The graphics are so next-gen as the rest, so do not. When worlbuilding alone, the makers have trouble given, mostly, at least, there are many lovingly gestalltet places, many decorative objects, crawls everywhere and flies anything NPC's running around, sieges are underway guards patrolling, etc. On the whole this is very nicely done, lifeless corners he ind world are the exception. Disturbing is here rather the quality of the graphics, the animations and the limitations of the number of all objects.
Plants consist partly of simple bitmaps, you DAoC - the predecessor of the game game developer Mythic - played here and looks more closely at details of the flora appears that which was offering more like a throwback.
Animations are easy to only be described as unnatural, partly there are also still bugs, animations inappropriate merge into one another or remain animations the easy hanging.
The models are in their interplay simply immature, inserted swords stuck in the middle of the leg Models who are stuck in the shoulder blades and the like diving in such mass to which it significantly spoils the atmosphere.
Striking objects as large ornate carriages or ships burning windmills, towers and houses are at first sight more overwhelming when you see the ever same coach but then for the 20th time in the world rumstehn tarnishes also the feel.
Perhaps this was the creators the WAR nunmal aimed simply matter in view of the fact its main focus on RvR and who cares if the graphics have the gameplay agrees.
Unfortunately, this is at was at best from the point of "matter of taste" as well designatable.
The combat system is probably immature, otherwise it is difficult to explain, really wanted that can hardly be. Depending on the class you get namely a plethora of abilities, sense are but few, in RvR occurs almost exclusively on harm counterproductive to healing. Tactical approach, supportive skills such as debuffs / buffs or crowd control degenerated into triviality. Raushaun harm Simply maximum, or a maximum of cure, which alone decides on victory or defeat.
Whether it is now the Global Cooldown or something else I can not really define, really liquid appear to me but not fighting. That somehow seems tough, but that may be personal feelings.
The tasks consist of the oral RvR and holding fortresses and objects and the preparatory work for the enemy capital. I had for the first time in a game the feeling of emerging boredom in RvR. Ultimately, the battle locations and objectives were the same almost every day, even the fighting ansich offered no variety. Most things went on, the mass of Order and Destruction players faced each other somewhere and wild struck or conjured. It's fun, for a while, but in the long term simply comes boredom.
The same applies to the scenarios. The question how games like capture the flag / King of the Hill OAE fit in a medieval / fantasy mo I let times before the outside, seen from the playful aspect it does not hurt to actually have a couple of fun games in between.
Unfortunately, their number is still very limited. As with the RvR is fun, the first and second times, oh well at the 10th times still. But at some point the scenarios are only a routine and be as boring as the open RvR.
WAR provides a new, but unfortunately too little and too much content can feel the rise but to have done it all times. RvR is briefly funny, long-term motivation I see neither the targets set still by the end of the fight.