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 Forsaken World - Guild Established on Storm PvE server

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Wed Apr 14, 2010 9:48 pm

Beta is tentatively slated to start sometime after May.

a pw gm mod just posted it on the FW forum at pw site.

so we can test this mmo in around 1 month to 1 month+ time

remem to get beta keys first

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mina
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Wed Apr 14, 2010 10:26 pm

definitely testing this to be a bard :D SONG POWA

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When talking about Shu:
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If you meet him, you'll think of him as of how I think of him, guaranteed. He's like the Jesus of MMO's.


What Shu suggests our members should do:
Ashura wrote:
i suggest as a last resort masturbate,or find rl girls to do it,or find rlguys to do it if u need any other suggestion try get the other members to suggest them.
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ValKrice
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Apr 15, 2010 7:47 pm

Haha. Do need 2nd guess. IP ban for Malaysia.
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RedArrow
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Apr 15, 2010 8:29 pm

Count me in !!! Guild vs Guild nothing new, but Guild vs someother server Guild sounds sweet .. hahah .. oh and since the gold it might take time to make a guild i will help giving my gold away to make a guid i have no problem with that .. tarzan thumbs up
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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Apr 15, 2010 10:24 pm

@ValKrice wrote:
Haha. Do need 2nd guess. IP ban for Malaysia.

this game got chinese version meh in malaysia atm?

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun May 16, 2010 10:23 am

Forsaken

World launched its first alpha test in China on March 26th.

Here is the second part of a thorough analysis on its advantages and
disadvantages from all aspects. You can read part one here:
Exclusive: Review on Forsaken World's Alpha Test Part I.
Subclass System
Subclasses actually mean life skills in the game. Characters are able
to
learn after level 10. There are 14 subclasses in Forsaken World, but
only 8 of
them are available in the alpha test: botanist, mineralogist, alchemist,

fisherman, cook, socialite, adventurer, craftsman, and 6 of them haven't
been
released: astrologist, tamer, merchant, collector, arcanist and
magician.

Full
Size
Players can gather, manufacture or do quests to accumulate subclass
Exp and
level it up. In the meantime, they can earn Exp and rewards through
subclass
quests.

Full
Size
Quest System

  • Quests are abundant with mainline, branch, social, event, adventurer
    and
    practice types.
  • Mainline Quests: Affect the evolvement of the whole game story.
  • Branch Quests: Cut some NPC experiences and introductions.
  • Social Quests: Players can automatically acquire the socialite
    subclass
    after reaching level 20. Accept a series of quests from the social quest
    issuing
    NPC and gain much Exp and increase the socialite subclass Exp. With the
    increase
    of the social level, players are able to accept more advanced social
    quests, but
    one round is allowed per day.
  • Event Quests: Be held in a particular time every day.
  • Practice Quests: Can be accepted repeatedly but there is a
    limit of the
    acceptance times.
  • Adventurer Quests: Players can automatically acquire the
    adventurer subclass
    after reaching level 30. The Quest NPC will give players a quest
    randomly and
    they should do what it requires (The acceptance times are also
    restricted).


Full
Size
Thanks to the path-finding function, it is not difficult to complete
most
quests which mainly require players to kill, run, gather or purchase.
Certainly,
not all quests are so easy. Some quests are pretty interactive. For
instance, a
social quest named Scent of a Woman must be done by two players of the
opposite
sex in the form of a team. I haven't completed it, because I didn't have
a
female companion in the game.
Aside from that, there is a circus quest called Nightmare Fairground
which
falls into 4 stages. The first stage is to test your reaction ability:
follow
the aurora, go through the middle poisonous fog area and get to the
opposite
side. The second stage is to test your comprehension ability: the NPC
will ask
you to do what he said or what he did. The third stage is to test
teammates'
consciousness by means of simple addition and subtraction problems. The
fourth
stage requires players to pick up things in a given time. More rewards
will be
given to the one who picks up more things.

Full
Size

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun May 16, 2010 10:25 am

Instance System
Forsaken

World's instances are as boring as other Perfect World
Entertainment's
games. Monsters have low AI, but high HP and high Attack. Usually, 1
healing
class, 1 damage dealer class and 1 tank class can pass the instance
together.
They only need to slay monsters while resisting instead of changing
positions
from time to time.

Full
Size
Here, it is necessary to mention the event instance Divine Training.
Actually, this instance is not pleasurable, although it provides
abundant Exp
reward. Too many monsters are arranged there and the BOSS won't turn up
until
more than 100 elemental monsters are killed. Furthermore, the slow
background
music and combat tempo indeed make people listless and doze off midway.
Pet System

Full
Size
Players can kill particular monsters (a bean symbol will be displayed
near
the level of a particular monster) in instances or open air and knock
their
souls away.


Use the Catch Pet skill to capture the soul.


After refining, players will get pets of different levels.


Pets will have different scores, talents, attribute attacks and
weaknesses
based on the refining time.
Each pet has its own talent level: HP, attack, defense which will
have an
impact on corresponding attribute bonuses.
Pets even have up to 2 attribute attack tendencies and 2 attribute
weaknesses.
Besides, they have attack skills, passive skills and can
add
buffs to their master.




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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun May 16, 2010 10:29 am

1. Combine Pet Souls
Place the pet you want to keep in the pet column and drag another one
to the
material column and then combine them to improve the target pet's talent
level
and change its proficiency.


2. Learn Pet Skills
Pet skills can be learnt from eliminating Bosses in the Resting
Canyon
instance.
Put the pet and skill book to the column and pay some money to learn
the
skill.


Constellation Astrology
Currently, it is more like a lottery system. If you are lucky enough,
you can
receive rewards and a random blessing buff, otherwise, nothing will be
obtained.
The constellation time will change once per hour in a clockwise
direction. No
matter what constellation you belong to, you can make a divination every
time
when the constellation time changes and may be lucky to reap blessed
buffs and
items, like Double Exp Cards and Star Crystals. If it is just your
constellation
time, you will be more likely to gain those rewards.
Soul PK Mode
Soul PK mode plays the role of increasing the damage when players
stage a
duel. A player can attack the opponent and knock away its souls. After
that,
absorb the souls to increase the soul PK ability and damage amount. The
longer
the Soul PK mode is activated, the worse the soul PK ability will
become.

Full
Size
In the default mode, except orange and red-name players, guild,
white-name
and legion players are under the PK protection. If you want to challenge
other
players, you can inactivate the protection to white-name players in the
PK
settings panel, at that time, you can attack white-name players, but
your name
will become orange if you do so. After killing a white-name player, your
name
will even become red. Red-name players will lose unbound items in their
backpack
if they are dead.
Character Development
Level 1-10: Complete mainline and branch quests and accept some daily
event
quests in Freedom Dock after level 10.
Accept circus quests at level 15 and earn Gold and Exp. Accept social
quests
at level 20 and challenge the Divine Training instance at 7:00pm every
day where
players can take part in the Double Exp event and gain considerable Exp
reward.
Together with the mainline, branch and daily quests, players can level
up
smoothly. Additionally, they can accept 3 guild quests every day after
they join
a guild.

Full
Size

Full
Size

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun May 16, 2010 10:30 am

Other Systems
1. Ranking System
Players can check their level ranking, guild ranking and wealth
ranking in
the game.
2. Guild System
10 Gold is needed to create a guild. Level 2 guilds can declare war
against
other guilds. Other functions haven't been released.

Full
Size
3. Achievement System
Win achievements through completing mainline and branch quests or
collecting
cards dropped by monsters.
4. Trade System
No auction houses are designed in the game, thus players have to
trade
directly as well as set stalls in the street, but the trade system is
not
available now!
Other creative contents that were announced by the
official
haven't been released yet…

Full
Size
Summary
In brief, Forsaken World has substantial background content,
exquisite
graphics, a variety of quests and low system requirements.
Apparently, except the background story, Perfect World Entertainment
developed the game itself, including the game engine. The alpha test
version is
a bit tedious and the class balance and skill effects need improving.
However,
Perfect World has definitely moved a step forward, anyhow, it has paid
much in
the game content.

Full
Size

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Jun 17, 2010 5:03 am



Most notably, Perfect World Entertainment will debut their upcoming
free-to-play MMO Forsaken World as a playable demo for the first time in
North America! For those of you unfamiliar with Forsaken World, I’ve
included a list of features below:

  1. 5 Distinct Races – Choose between Humans, Elves,
    Dwarves, Stonemen, or the Kindred
  2. 8 Unique Classes – Decide your path as a
    Warrior, Protector, Mage, Priest, Assassin, Marksman, Vampire, or Bard;
    each offering a customized play style
  3. Laissez-faire Economy – Choose from the over
    10 occupations including Socialite, Adventurer, Merchant, Collector,
    Arcanist, Botanist, Astrologist, Armorsmith, Bladesmith, Tamer, or
    Alchemist


  4. Guild Command Centers – Gain access to guild
    quests, housing, businesses and guild versus guild warfare
  5. Unique Server Progression – Players control
    the fate of the world, progress through the ages as well as open up new
    and exciting content
  6. Become a God – Break the shackles of human
    limitations by ascending beyond the mortal coil
  7. Devotion System – Pray to the gods and receive
    special blessings
  8. Zodiac System – Let the stars align to give
    you powerful and mysterious abilities; celestial phenomenons will have
    various impacts on how the world operates
  9. Dynamic Dungeons – Raid dungeons with
    difficulty that scales according to the level of players in the group
  10. Crush Your Enemies’ Souls – Capture the souls
    dropped by your enemies to recover HP, MP or cast special skills during
    the heat of battle


  11. Stunning Equipment – Thousands of weapons and
    gear available that will level as your character progresses as well as
    gain new physical appearances
  12. Versatile Pets – No longer just a status
    symbol, pets will be serve multiple purposes and will be indispensible
    during battle; the ability to capture pets will yield you great power
  13. Auto-Navigation Quest System – Progress
    through quests easily with auto-navigation


  14. Visually Stunning Graphics – First game to run
    on Perfect World Entertainment’s updated proprietary 3-D graphics
    engine, Angelica
  15. Internationally Developed – First
    internationally developed game from Perfect World Entertainment built
    from the ground up and tailored toward a Western audience

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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Aug 26, 2010 12:22 pm

Product Manager Andrew Brown Discusses Forsaken World
By Jason Van Horn

E3 is a time for game companies to come out, show their stuff, and get some buzz
going for new titles by showing them off to the world. One such company making a
name for itself at E3 was Perfect World Entertainment, who had two games in
particular that they wanted to talk about. We chatted with Product Manager
Andrew Brown to find out all we could about the upcoming Forsaken World.

MPOGD: The game features five different races: Stonemen, Elves, Dwarves,
Humans, and Kindred. Could you please talk a little about what makes these races
different from one another and ultimately what impact the player's racial
decision will have on the game?


Well, the Elves, Dwarves and Humans are your typical races in a fantasy world
game. The Dwarves have a cool touch of steam punk. The unique races to Forsaken
World include the Kindred and the Stonemen. Not only does each race have a
unique starting area, but some have specific classes that are only available to
that race.

Each race will also offer a unique story for players to progress through as they
level their characters.




MPOGD: Are certain races built more for certain classes? For that matter, are
there any classes that are completely unavailable to one race or another?


Yes, there are certainly race specific classes and some races are more flexible
than others. For example, humans are the most versatile with most classes
available while on the other hand the Stonemen can only be Protectors (tanking
class). And as you might expect, the Kindred are the only race that can be
Vampires.

MPOGD: The game features eight different characters classes: Warrior,
Protector, Assassin, Marksman, Mage, Priest, Vampire, and Bard. Looking at the
info provided, many of them seem like traditional classes. The Priest is the
healer. Protector is the tank. Etc. The two that standout as being unique or
less widely used in other games are the Vampire and Bard classes. Could you
talk a little about these two classes, their group roles, and how they play/how
they function?

Certainly, while we definitely wanted to make sure that we covered the
traditional classes, the Vampire and Bard classes are thrown to mix things up a
bit. Both are hybrid classes with the Vampire class being able to sacrifice
health to either deal large amounts of damage or heal a suffering ally. The Bard
class lets players add buffs or debuffs to allies through the power of music
as corny as that sounds. This makes having a team member as one of these classes
invaluable.




MPOGD: How are astrological signs used in the game? It seems that they
provide bonuses or items and that even some astrological signs are better suited
for certain character classes. Is that correct?


While theres a lot we cant say about the astrology system in Forsaken World, I
can tell you that regardless of which one you choose, it wont be a deal breaker
where youll be regretting what youve chosen later in the game. Players will
show their devotion to the gods by praying frequently. When you pray you will
receive certain rewards or special benefits. Pending the time of year, if it
matches your astrological sign, these rewards or benefits will be greatly
increased.




MPOGD: Players can further tweak their character by picking one of several
sub classes: Socialite, Adventurer, Merchant, Collector, Arcanist, Botanist,
Astrologist, Armorsmith, Bladesmith, Tamer, or Alchemist. It seems that the bulk
of the occupations are based around making money, so they seem like crafting
professions. MMO gamers are probably pretty familiar with some of these, but
could you explain some of the more interesting occupations and how they make
money. I'm especially curious about how the Socialite, Adventurer, Merchant,
Collector, Astrologist, and Tamer function in the game.


Of course, to start off, being a Socialite will allow you to persuade or
coerce certain NPCs in the game to give your group special quests that would
otherwise be unobtainable. These quests will give the entire team increased EXP
as well as the rate that money is acquired.

Adventurer - Players who choose the Adventurer profession will be able to do
greater damage to certain types of monsters as well as have a skill that will
give them greater visibility in dark places.

Merchants - While Merchants dont make products, they make their money through
trading. Players will have skills associated with making more money from the
things that they are already selling.

Collector Collectors will be able to uncover hidden artifacts in the world of
Eyrda. They will have the unique ability to Copy certain items.

Astrologist Astrologists will have fortune telling abilities that can predict
the fate of players. They will also be able to empower other players through
their prayers.

Tamer For those that really like collecting pets, Tamers are able to master
capturing monsters that would otherwise be unobtainable.




MPOGD: With the Tamer occupation, it mentions that the player will be able to
have pets. It seems that Tamers will have access to the more rare pets that not
everyone will be able to have and they'll improve in usefulness over time. Will
the leveling (or upgrading) of pets be a universal system? Can everyone get a
pet at one point or another? Also, could you share some examples of pets and how
they might be used? Are they hand-to-hand fighters, long-distance, buffers,
and/or are they merely cosmetic social symbols?


In broad strokes, yes, everyone will be able to obtain a pet, however Tamers are
able to obtain certain monsters as pets otherwise not available. Pets are more
than just for looks and players will be able to leverage them in battle either
fighting solo or in a group. Keeping your pet well feed will increase its
effectiveness in battle and players can customize their pet with special pet
related stat points.




MPOGD: How is the mount system going to be used in the game? What level(s)
must a player be in order to get a mount? Can a player use any mount they wish
or are some tied to specific races or classes? Are they upgradeable and if so
what's the purpose of doing so?


There are various ways to obtain mounts in the game. To name a few, new players
will be given temporary mounts to assist them on their travels. Players can buy
advanced mounts through reputation and in-game currency. There will be race
specific mounts also.




MPOGD: Could you describe the PVP systems in the game and how it's tied to
the Soul System? Is PVP open world, confined to certain arenas, etc?


PvP is open world and there is a plan for battlegrounds. What we can say about
the Soul System in regards to PvP is that you will be able to perform special
abilities, from high damage or mass healing, when utilizing the soul system in
PvP.

MPOGD: The most epic PVP seems to be tied into guild battles, which will take
place in giant, flying fortresses? What can you reveal about the guild versus
guild system and how a typical battle would play out? Besides being able to
claim a place in the name of your guild, are there any perks for having
ownership of one of these fortresses?


While I cannot give any information on guild battles, there are various perks
for owning a fortress. Players can construct various buildings to give them
benefits in a fortress. For example, merchant buildings to boost trade, other
buildings will offer unique quests or access to special items.




MPOGD: Looking at Perfect World games, there's generally a fantastical,
Asian motif that stretches across almost all the games, though Battle of the
Immortals is an exception. When looking at Forsaken World, it seems to have a
more World of Warcraft or Warhammer Online look and style to it than the other
games in the company's portfolio. Why the decision to go what some would say
down the more traditional, high-fantasy road? Was Perfect World looking to
branch outside what it's most typically known for?


Forsaken World is definitely aimed toward the Western audience in both art and
gamplay style, which is why its very often being compared to a World of
Warcraft or Warhammer Online. The major difference is that Forsaken World will
be following the free-to-play, micro transaction model, which is a big stake in
the ground for how Perfect World Entertainment is trying to change the
perception of free-to-play in the Western market.




MPOGD: On a gameplay level, Perfect World games also share many common traits
when it comes to thing like quest progression, item mall usage, and
auto-tracking (quest givers, mob placement, important items, etc.) Can we expect
some of those gameplay mechanics to be in play or is Forsaken World a game
trying to exist as its own entity and with its own tweaks and formulas?


There will definitely be some familiar mechanics in Forsaken World that Perfect
World fans will recognize, which comes from our extensive background in the MMO
industry. The gameplay itself has been built from the ground up with the Western
audience in mind, which makes Forsaken World a totally different beast from
other games in our portfolio.

MPOGD: What's the estimated timeline for this game when it comes to closed
beta and open beta?


We are aiming for a Closed beta this Winter and a Q1 2011 release.

http://fw.perfectworld.com/

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Ryuyoko
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Tue Sep 14, 2010 10:34 pm

Straight from FW Forums:
October 27th.

At last, I am able to present to everyone here the date that the first phase of the Forsaken World closed beta will begin on. I understand that it's been very frustrating waiting to hear news about this games launch date, and that many people are very eagerly waiting to get in-game.

The wait is almost over, and now you can count down the days. We'll have more information on how the first phase of this closed beta will work, along with information for those accepted into the first phase of testing.

Sorry for the long wait. It will be worth it.
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Wed Sep 15, 2010 10:22 am

@Ryuyoko wrote:
Straight from FW Forums:
October 27th.

At last, I am able to present to everyone here the date that the first phase of the Forsaken World closed beta will begin on. I understand that it's been very frustrating waiting to hear news about this games launch date, and that many people are very eagerly waiting to get in-game.

The wait is almost over, and now you can count down the days. We'll have more information on how the first phase of this closed beta will work, along with information for those accepted into the first phase of testing.

Sorry for the long wait. It will be worth it.

Ahhh, great news, thanks Ryu.
thumbs up

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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Mon Sep 20, 2010 9:06 pm

neo u guys should start getting the ppl ready soon when oct starting if u guys are still keen on FW.like making recruit thread in fw pw forum and stuff.u guys will need more ppl to join since it will be ip block in a few country.but most countries can still play so shouldn be too much of a issue.

and decide who have the time to lead and be sub etc etc.

aside from the fact it is from pw and likely to be very cash mail based i think this is a good game with server wars and stuff heh.

if need be get mina to send out newsletter if she is playing also :)

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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Tue Sep 21, 2010 12:05 pm

i join for sure ^^ already sine up for beta
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Tue Sep 21, 2010 6:24 pm

Made it into beta tarzan
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Fri Oct 01, 2010 9:16 am

Beta keys here, hurry!


http://contest.mmosite.com/giveaway/forsaken_world_closed_beta_key_giveaway/
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Fri Oct 15, 2010 10:56 pm

BDS48-Z2M-91BT
CHT45-T9J-89RJ
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sat Oct 16, 2010 4:50 am

have 2 beta keys tarzan
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sat Oct 16, 2010 9:14 pm

I'm guessing that whoever jumps into this game will likely face the following guilds. I'm predicting that if they ever seek alliances among each other, this will occur:

Phoenix
Classic
Ragnarok

BlackCard
Empire
Executioners

Bloodpact
RageQuit

...assuming they find themselves in the same server and stay longer than a year after official launch. ^^
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Shu
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sat Oct 16, 2010 10:42 pm

thing about f2p mmo is nowadays i seldom see a guild last a year. lol

that why i pick p2p mmo for now.maybe it will be better later on when new gen mmo for f2p is here

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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun Oct 17, 2010 2:01 am

@Shu wrote:
thing about f2p mmo is nowadays i seldom see a guild last a year. lol

that why i pick p2p mmo for now.maybe it will be better later on when new gen mmo for f2p is here

Nowadays? Quite true I guess.
That's one reason Forsaken World is among the last two F2P titles I plan to test.

P2P or F2P, no MMO is ever truly cost free. No MMO is ever truly perfect either. For me, an MMO is only worth playing if it:
1. does not fail as a game itself
2. does not fail its players


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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Sun Oct 17, 2010 4:49 am

funny why PWI is running so dam good already 2 years and its F2P also

there are plenty off good F2P that you can play for years also long run on a guild

why you think i did 4 years cabal ?? 2 years RF online and so on
and am sure PWI gone be a long run also

i see the companie take care of his players and game
i see that becouse even when it very populair no dam cash boters ore hackers ad all ??
nowhere to be found and that make for me a great game already

and then you see Aion a P2P game with full off hackers so for me its a waste of mony to even try that ore play it

if the companie simple cant stop it its to sad for words
but for now F2P is much better then any P2P atm ok WOW is stil markt leader

but thats a orther story blizzard now how to keep players xD
i wil see if FF 14 gets off the ground i dont think so

more and more orther mmorpg are comming so i dont think they can hold the players
but its up to the companie that they can


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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Oct 21, 2010 9:08 am

Noooooooooooooooooooooo.............T__T (e-mail)

As we anticipated, Forsaken World has attracted many players and we will be rolling out closed beta in several phases.

Unfortunately, you were not selected to enter this first phase of closed beta. Rest assure that your redeemed key will give you access to enter one of several Forsaken World closed beta phases and we will notify you when your time comes!

Thank you for your patience and enthusiasm. Be sure to stay tuned to all the latest news by checking out the official Forsaken World website!

- Perfect World Entertainment Staff

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Last edited by Beebo on Thu Oct 21, 2010 9:09 am; edited 1 time in total
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PostSubject: Re: Forsaken World - Guild Established on Storm PvE server   Thu Oct 21, 2010 9:09 am

As we anticipated, Forsaken World has attracted many players and we will be rolling out closed beta in several phases.

Unfortunately, you were not selected to enter this first phase of closed beta. Rest assure that your redeemed key will give you access to enter one of several Forsaken World closed beta phases and we will notify you when your time comes!

Thank you for your patience and enthusiasm. Be sure to stay tuned to all the latest news by checking out the official Forsaken World website!

- Perfect World Entertainment Staff

Damn you beat me to it D:


Last edited by Ryuyoko on Thu Oct 21, 2010 9:09 am; edited 1 time in total (Reason for editing : At least we stil have Evie to play :D)
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