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1. The PVP System is the best ever made.
- thats it.
OP This is all you need to know. Knight Online is the greatest party based PvP system in the market. That is why people spend so much money to play this game even with the outdated graphics ect ect.
It's simple a PvP'ers dream game.
Back then,when the Knight Online was the only mmorpg i played, I used to say 'omg yes,this games pvp is awesome'. After I tried couple other mmorpgs i realized how lame this pvp is. I will explain why it sucks so bad.
-Firstly its pay 2 win,you cant kill anyone if you didnt pay loads of money for ingame items.
-There are only 4 classes (Now its 5)
-0 skill cap. Like really. you dont need to think while you play Knight Online. For example,if you are a warrior,only thing you need to do is to spam same skill,use w-r-s to reset skill animations,and spam potions. For rogs its the same except you need to use minor healing instead of hp pots. etc etc.. Turkish ppl usually says 'doesnt matter if you have items,skill is what really matters' . Not really. You just need to play this game at max level for 5-6 hours and you will have the same pvp knowledge and skill level with the best KO player in history.
-There are no activities,pvp system is pointless,leveling is all about grinding mobs
.
-There is no pvp-based spells and no pve actions. There are only couple crowd control abilities,which makes the game really boring once you play other mmorpgs.Rogs can move alot faster than any other classes,and theres nothing you can do about it. You cant stun,you cant immobilize,you cant slow,cant silence or anything. Only way to stop them is to slow-stun them with ice-lightning mages with low chances or stuff like that. No other classes has mobility skills,game is just too simple which is normal considering game had like almost 0 changes since its released,unlike most of other mmorpgs.
-There is no PvE action you can do with your friends or clan. Only thing you can do is camping for bosses,which requires 0 skill and teamplay. You just hit and kill them once they spawn,with the same way you do pvp. Healers spams the same healing spell,warriors spams same skill etc.
-There are ALOT of hackers. Since this game is all about money,more than %80 of players are using hacks. To farm money,or experience and items. Worst part is they are even doing pvp with hacks. They run through walls,hit you in walls so you cant hit them back,they run like hell with speed hacks,they use spells and potions automatically etc.
Dont get me wrong. Im not someone who played Knight Online for a short period and quit,I played it for more than 6 years.I spent thousands of dollars for this game. But pvp was never the reason why i played this game. I tried playing pvp alone,and also with my clan and friends. But it was just too simple. Upgrading items, exchanging gems,fragments and boxes to see how lucky i am,sitting in Moradon and buying-selling items is the only fun thing in this game. Thats why im still playing,sitting in moradon and trading-selling items. While i play world of warcraft for pve and pvp.
If you want to enjoy pvp alone or with your friends, I can really suggest you to play World Of Warcraft. Once you play it you will see how easy and childish KO is. Just go and buy WoW , prove your skills in 2v2,3v3 or 5v5 arenas, or in 10v10,15v15 and 40v40 battlegrounds,do raids and dungeons with your friends and guild,do lore quests and farm transmog items etc,instead of sitting in Ronark Land and spamming the same skill for hours to kill a healer who heals himself forever,since you dont have any interrupt or cc skills.
To all the people that will say 'PvP (PK) is great in this game and i just dont know how to play, save your breath. I have been in the clans you always watched and wanted to be a part of, I had the items you always wanted. The game is just 'undeveloped' or however you say it. Almost nothing is changed in past 10 years. Thats the reason why this game has around 1/100 of players WoW has.
(1) the market system, of setting up your own market "stall" and setting your own prices. It's very engaging and just fun -- you might intentionally set prices high, just to show what items you have available to sell, or to use your merchant chat to make other announcements. This appeals to the Turkish culture because they have these "bazaars" all over there, where you chit chat and barter. It's not so much the price the matters, but the conversation and interactions, the experience. Or making deals for very expensive items, where you offer 9 items + gold for some very expensive item. Aion had a similar market stall thing, but it just wasn't the same as in KO. For KO it was just really fun to see an actual "free market" in play and just letting players have fun with it. If you farmed a bunch of stuff (like Forgotten Temple Chest), you could sell them cheap if you wanted to -- if a special event made an item more valuable, or special HP Potion became more rare for awhile (those 50% ones), you could raise the prices.
(2) related to the market was also the PM chat system in KO. When someone whispered you, it popped up an exclusive text box from that person. When I was AFK merchant overnight, the next morning I'd have a screen full of popup text boxes from people making offers on stuff (so then you track down those people later if you want to make a deal on whatever their offer was). Most modern MMO's the chat scrolls so fast, I might not even see a whisper. Having a separate interactive box was so helpful, to keep track more easily of conversations (and the game smartly arranged those boxes -- which you could move later). That box used to be an unlimited chat, so you could have long conversations. More recently I think they made it one line only. Anyway, BDO had a text-box thing where you can chat with other people, but again it's just not the same as what KO did.
(3) Related to the chat window thing, the feature of Orc language vs Human language was also very interesting. In the "common area" (Moradon) everyone understood each other, but in the PVP area you could only taut each other -- their chat (of the opposing nation) becomes random characters, but you know they're trying to taunt you. I know ArchAge has a kind of "language learning" system, where over time you can learn more of other classes languages. But again, AA's approach just wasn't the same as what KO did. Yes, Moradon had the common area (with combat arenas), and Orc/Human could party together and understand each other - it was a neutral area - but outside of that, it was very much a competition. If you were in the Human zone (city) and an orc whispers you, it would come across as $#%#$%^%$# (you could see who whispers and then go back to Moradon if you wanted -- we learned over time if you replied back to the gibberish, your reply would end up in English if that player was also in Moradon). It sounds confusing, but anyway the point is it was an aspect I haven't seen replicated.
(4) That excitment of trying to get the good XP spots in the PVP areas, and at any moment possibly getting raided. And that you could lose significant EXP and even get de-leveled if a monster killed you. That was fun - and that you had to organize a good group capable of holding their own in an XP spot (again, in the PVP areas where the EXP bonus was higher than PVE, enough to make it worth trying). Most people don't like PVP, but the way KO did this, it was well arranged -- most of the PVP was in the central part of the map. But if you could "sneak past the battle", you could EXP mostly left alone in the farther corners of the map.
(5) The Wars, large and small. Castle Siege War, once upon a time that was fun and awesome, with moving seige equipment around and such. But hackers took that all over since collecting the tax money was a big deal. But the other type of war - forget what it was called -- where if you win, you get to invade the opposing nation for an hour. That was just fun and made the war somewhat meaningful. Most wars -- like in GuildWars2 -- just feel kind of pointless. But the whole National Points system was kind of fun, since the points had meaning to your guild rank. Now, they (KO) probably should have reset those points every year or so, since it got very hard to overcome the established guilds and players on points. But still, the Short vs Long cape system was fun. Anyway, I got distracted here: also for the wars, it was twice a week, not every day. Some MMOs exhaust the fun, like having the same boss 5x a day -- it's nice to accommodate various timezones, but you burn people out quickly on the fun factor. Winning the war and invading the other nation to collect extra National Points was just fun and meaningful (both doing the invading -- or if you got invaded, you could help defend the town crystal). Those invasion just lasted an hour, and certain quest could only be done in the opposing nations land.
NOTE: there was an incentive to attend wars and be part of invasions early -- when invading, early arrivers could get to the fleeing citizens first and gain many national points quickly by defeating them (so it was good knowing who the strong players were that would be there and use Teleports scrolls to reach to them, see below about TP).
(6) Custom Guild symbols. That you could upload your own guild system, and get it on a flag pole if you were top 5 guild for your nation -- very interactive and awesome. I think it was just a 32x32 icon that you could upload, and it was two guild boss fights to get promoted high enough to be able to upload a symbol. That aspect was engaging -- during Thanksgiving I'd upload a Turkey (animal) symbol, which the Turkish players took as taunting LOL.
(7) Small PVP arenas: Border Defense War and some Temple wars -- you had 8 vs 8 PVP in a small arena-type map. Those were a lot of fun (except during periods of bad hackers running into your safe zones and killing you). It helped build up your skill in PVP and working as a team -- of course some people just went AFK. But that Deva thing, it was so fun fighting for that in PVP -- if you win the kill count, then you also get to kill the Deva for a nice drop. Except the opposing team could also steal that Deva kill !! Made it interesting.
(8) Forgotten Temple, where dozens of people attack waves of monsters -- that was fun! Which reminds me, related to Border Defense Wars -- the fun was in the randomness of people involved. The KO system was you had to click to register for the event at a very specific time. For Forgotten Temple, only the first 32 people would get in (some number like that). And for Border Defense War, you'd basically get randomly assigned to a party just based on how fast people clicked to join the war. Then you had like a 10 minute rest period before the event -- you didn't know what party you'd get, so that made it interesting (Tera tried to keep their PVP balanced, but you could kind of game it and a clever guild could stack the system and get a bunch of good players on one side).
(9) The Teleport system: only in KO have I seen this kind of Teleport mechanic, which has two aspects. First is the Mage, who can Teleport party members to them. That's convenient for PVE XP -- but you can also use it tactically in PVP. I played a Support Mage and got very good at this, carrying a strong Chitin Shield. I was famous for rescuing people with single digit HP remaining (like 7HP!), priest heals them, and they're back in the fight. Opposing warriors hates me since Leg Cut rarely worked on me. A very good archer had cure pots they could toss, to help offload Priest who sometimes had to handle healing instead of curing. BDO has CTG, where guild leaders can call people. That's nice, but a whole class - you wanted to have a few mage friends during wars! The second aspect is the Teleport to Friend class. In almost all the maps (except open PVP area) you could use a P2W scroll to teleport to a player on your friend list. So during invasion wars, you could teleport onto the powerful players who were probably already at the front lines. Or during PVE, you could link up with XP parties more easily. Yes, you could also get stocked by players who would go to find you using these scrolls -- things weren't as toxic back then, so this wasn't much a problem.
NOTE: GW2 has a Portal system for one of its classes, which is pretty clever as it can strategically impact wars. But the range is limited, wheres KO just required players be in the same zone/map.
(10) Item upgrading was brutal. And rebirth items GLOWED. It was brutal because items got destroyed if it failed. Not saying this was a fun aspect of the game, I spent hours making +8 "undying" leather armors to resell on the market. The Krowaz sets were a nice addition, where complete sets gave a nice bonus. That system helped, since even +7 krowaz sets could compete with the +9 geared players. BDO has somewhat replicated this, with the FailStack concept. Intuitively, the more times in a row you've failed, the more likely the next one will succeed -- just like coin flips. Eventually I got good at making +8 shell armors, but had to farm those drops. I suspect this is partly why there were so many hackers, most of them being GMs or buddies farming to just slam upgrades (they just didn't rationalize the macro/automated farming as being illegal - an advantage normal players didn't have -- if the eventual upgrade was being done by in-game legal means). Anyhow, the Rebirth and glowing weapons was a cool effect, a status symbol.
(11) The King and Commander system, which again made the game engaging. The Top 10 Guilds each had an option to nominate a player as a King for the next month. It was rare for an english player to ever get nominated, I got nominated twice (basically the only english speaking guild to make top 5 rank, but lots of turkish friends help make it happen). Anyway, it seems very small and trivial, but the elected king had three main powers: to make it rain, to make banner announcements that would scroll across each players screen, and adjust tax rates (of potions bought from NPC). Oh, the King could also use the tax collected money (or their own money) to issue XP Events for an hour. As far as I know, the rain was never important, just a cosmetic. The announcement ability was very powerful, since Kings were also generally very informed players, and so they could use announcements to rally players to events -- or during wars, on whether to help in an aspect of the war (they had two main types of wars, and one of the wars could be won by defeating Gate Keepers, not just pure number of player kills). Again, this all made the community more engaging - you cared who the king was and what they were saying. Kings could also just announce birthdays, or there was a tradition of announcing special dates that players requested (in whispers to the king). Every July 4th, I'd ask the king to spam "1776" for instance -- I'm not sure if many Turks knew what it meant, but our guilds did.
(12) The F11 key: There was a feature in KO where you can press F11 and put the person you've targeted into the chat. This is very quick and very efficient. KO was before Discord. The Debuffer or main attacker could call out who to focus on attacking, doing this by F11. Debuffers were the primary user, to indicate who they have debuffered, and everyone should automatically focus on attacking that person in PVP. But even without a Debuffer, without requiring voice communication, a group leader could quickly call out who to focus on attacking.
Those were all fun parts of KO. But the PVP - the open area PVP. No, you don't have hundreds of complex combos to deal with. It is "pure" exactly because each class is the same (your Orc warrior has all the same skills as my Human warrior). And it had a perfect Trinity system -- a good team was dependent on a good Buffer/healer. I recall epic battles where we PVP'd a single fight for 10-20 minutes. Or roaming mages parties going on for an hour (the duration of P2W buff scrolls). BUT the real fun aspect of the PVP: the game shows who killed who, publically. Now the unfair aspect was the last hit kill got the National Point -- but still, it was so fun to see some noob player last hit a major player, just in a freak accident of luck (of course that major player had probably just killed a dozen other players before then). Then the Revenge system came along -- something like double national points for defeating the person who got you, within a certain time limit. Personally I think the Revenge system was too much, reduced the fun and made things a little more toxic (people got laser focused on that objective, rather than focusing on the overall team/party benefit). But anyway, I think that rolling text of who defeated who was a large part of the entertainment. And yes the graphics are old, but they were scaled such that you knew what was fighting you. It's hard to describe. In other MMO PVP, it's so massive and chaotic, I often have no idea who killed me or who I've killed. Now during intense fights in KO, it can get like that too. But in the PVP there was also the Ladder Board (or whatever they called it), where for that afternoon you could see who had made the most kills (it reset once a day, or it cleared a persons score if they left the PVP area). That aspect also made it interesting - when certain players had "enough" score, you know they were about to leave and maybe you could go grind the good XP spots safely, again it made things more engaging.
Another good aspect was once in awhile, access to another Zone opened up in the PVP area -- I forget the name now, but it was underground and had really had monsters that dropped gems. The nation that "won" the battle could enter that zone first and farm safely for awhile. Then 30min later, the other nation could enter -- and if they were strong enough, all PVP hell would break out again inside that zone. Inside this zone, you couldn't see other players names -- so that mix up in play style also made things interesting (but if you played long enough, you could start to tell who was who inside of there).
Ooof, sorry for the ramble. KO just had a lot of unique aspects. This ramble isn't really to encourage playing of KO or justify why it is good - but perhaps to give developers ideas on how a game doesn't have to be epic in graphics, but small details in making the game immersive and interactive with the players, can make it memorable. I see so many modern MMOs have great graphics, but are eventually killed in under 5 years because there is no fun or meaningful content. Keep it Simple.
It wasn't just "the PVP was good" -- that's true, but it was more then that. It was the engagement between players, mobility with teleports, small PVP with randomized assignments and large scale PVP, moderated schedules so events were spaced out instead of repeated every 3 hours. Whew, maybe I'll try it again :) just like modern hollywood movies, everyone expected all the new movies to be epic blockbusters with mega-budget, and so movies are just eye-candy now more than actual content. Decades, movies had impacts, told stories, and you talked about them years later. These days, most movies are just forgotten about within a few months after release. Obviously there are some exceptions. But KO represented a "classic approach", not over done. Yes, the graphics are dated - but the sill response and combos for a massive networked game is very spot on.