Man, is it just me or does it seem like almost every MMO can be summed up as "It used to be good, now its just a vehicle to push excessive monetization and/or loot boxes."
Difference between studios centered around people who actually help build the game vs studios led by financial executives. In german its called BWL or Betriebswirtschaftslehre, basically studying how to make the maximum amount of money. Thats ruining games and studios.
I remember this game from a long while ago. It got pushed out to fill the empty void that was left when Cube World went silent during its early periods. And to that extent, it was very good as a replacement to tide people over. It was also very much community driven. Each class outside of the few starting classes, was thought up of, and created by the community, voted on, and then out into the game. If I remember correctly as well, it was either the person who created the class and/or those who voted for it, got it for free or something. Community was immense for this game. Pretty much every zone, mob, class, Dungeon was made by the community outside of the starting one's. However, eventually people started seeing microtransactions layered on microtransactions and left, harming the community aspect they built up. When a game is built around community and you drive away the community, you are left with nothing.
@@Tyler-og6hj I think there was just nothing for years and then they changed a lot of stuff in it that made the game no fun. I don't remember much more
@@couch9416 No, you're pretty much spot on. Developers did a beta everyone loved. Went silent for *years* and then popped out the game suddenly that was nothing like what was previously showcased.
@@Tyler-og6hj it's eventually got released on Steam but with really bad choices of the gameloop which killed whole game completely. Only few things left from previews on official dev-blog. Tldr: It's on Steam And it's not worth it (Can be fixed with mods thou)
I must not have played at it's peak then, because the trove I remember had big guilds getting other guild's clubs shut down by reporting them to staff until they would cave, saw this happen numerous times whenever some smaller guild club started getting attention.
You could tell he hadn’t played it much when he said there was no lag and it was smooth. The lag is quite possibly the worst part of the game when it really hits. Not to mention the countless crashes you experience whilst playing
The game WAS GOOD, it really was, and it wasn't a honey moon phase, it just didn't have paywalls back then. Paid things were mostly just skins and pinatas to hopefully get a mount from breaking them. I was a tester for the game, I still have good memories with it.
If I had a dollar for everytime I've seen a comment in similar tone to this on this channel, I'd have about $60. Sucks to see that the #1 killer of ambitious new MMOs is the nearly suicidal drive to over-monetize.
Used to love Trove, now, it's just that ex-gf you cant forget because of good memories and when you try to reconciliate it's not the same thing and the taste is bitter
I used to play Trove back then, as new classes and biomes came out and discovering things simply took time. Ah the Candy Barbarian release was fun. What a shame
back in the day when gunner and the knight were the default classes you could choose. good times, oh yea and the fun of grinding shadow towers early on (which are now pretty much useless)
The game is still kinda good just annoying If the devs didn't go the greedy route and made everything untradable This game could've been one of the best online games ever
@@marvelinopanjaitan6076 in movies they don't want to get strikes/law suit for using someone's product or game so they make their own with cgi and it usually looks like a mobile game mixed with a shitty forgotten mmo of the 2000s
"Trove feels like a game that's already been completed." You're right. Sadly, you're right. When it was still just the game creators running things, it was FUN. You would see devs in game, they would throw random parties, you could actually get general assistance and talk to them directly. After it was bought by that accursed German holding company, all the spirit was sucked out of it. Then half the studio got fired and everything that made Trove special disappeared overnight. All the fun that could have been had is long since gone. I held on so long that not even the good memories remain untainted. Yes, Trove is finished. It just needs to fade away and die.
I’m shocked josh didn’t experience the infamous server lag and end up rubber-banding to hell and back or having to wait 30secs every 5secs for chunks to load
The one thing Trove does really good is something the tutorial didn't really explain: the Loot Collector. It breaks down gear you don't have equipped and if you dont have the appearance of the item in your collection it gets added. Basically allowing you to get a ton of skins for your gear that you can change whenever you want.
"Trove feels like a game that's already been completed, and you're just exploring the slowly fading embers of a finishing world" You've heard it, ladies and gentleman! Trove is the Dark Souls of MMO's - Josh Strife Hayes, 2022
@@j-lo2098 Man, Wakfu makes me depressed. It could be such a good game (and it feels like it used to be), but it would require the devs to actually listen to people or play the game themselves.
This game is a husk of what it used to be. There used to be Shadow Towers! Massive multi-floor dungeons that you could team up with 7 of your mates to clear, only to be greeted at the end by a massive raid boss! The spike walker, the eldrich weeping prophet, the piñata god, the shadow hydra, the nuke-launching dreadnaught, and the goddess of the moon herself! All amazing experiences, and some of my best memories, gone, replaced by just another tedious grind and cash grab in the form of delves. And you didn’t even touch on how predatory the cash shop is. There’s another ranking system called mastery rank, you level it up by colllecting new gear and loot collecting it, crafting new mounts, costumes, pets, etc. every new collect is more mastery. And more mastery is more power. In order to reach top mastery, you NEED to buy EVERYTHING from the cash shop. All the potions, all the emblems, all the costumes, all the pet, all the mounts, all the classes. Not to mention that there’s mastery rank locked behind a “Patron points” you get one patron point for every $ spent, and you need 1000 points to max out the mastery for that system. You literally cannot hit max unless you spend AT LEAST $1000. And on the classes that can be bought. They are not all balanced. There are definitively best classes. Chloromancer or Gunslinger are the highest DPS. Dino Tamer and Neon Ninja are the best at farming dungeons as they go the fastest in move speed, to the point where mounts become redundant. All classes can be crafted, yes, but it’s heavily based on RNG weather you can get everything for all of them, while vanguardian and bard are SOOOOOO grindy, that the only options are spend 100hrs for half of what’s needed to craft one of them, or spend $50 per class for those 2. I love this game, it has a near and dear place in my heart alongside Wizard101 and RIFT. But it’s hollow. Gamigo is doing what they do best and just holding it on life support. This game is dying, and it’s sad watching what you used to love go so far downhill. Sincerely -a long time player with a little over 20,000 hours played
I replayed this game a few months ago, the shadow tower is still in the game but it is not randomly place in the world map. You have to queue up in the shadow tower map and choose the difficulty.
I have 3000 hours on trove and used to be one of the larger Twitch Streamers back when the game was in it's prime. A lot of the late-game came from min-maxing the RNG gear to speed run the bosses faster for leaderboard spots and a purple name. The clubs and communities held together the playerbase and added so much depth that wasnt in the actual gameplay. Shame that it didn't last.
So what I've learned from this series is to never, ever, _ever_ sell my creative visions to any corporation because they _will_ ruin it. Kinda already knew that, but good to see it writ large over and over.
easy to say, harder to do when a soulless corporation is offering you enough money to never have to work again and you get to retire in a big pile of cash. it's really just a problem with our current economic and political systems where we're all living under the constant threat of homelessness and starvation if we don't play the corruption game.
I used to love Trove, it had a great progression scheme for gear where it went Shadow Lvl 1-5, then Radiant gear. They later added Stellar gear, which was mostly okay, only difference was if it was upgraded you couldn't trade it anymore. THEN they had the great idea to add Crystal lvl 1-3 gear, gear that is untradable at all, and easy to get the low levels of it, even crystal 1 was better than stellar gear, making it all useless now, especially considering you couldn't upgrade stellar gear to crystal like you could with all the previous ones by using souls from the same level. Speaking of the souls, they used to be a good way for new players to make Flux, by farming lvl 1-3 shadow gear to loot collect them, since the souls actually had a decent demand back then; now they're practically worthles, even radiant gear / souls are pretty much worthless now. Typical issue of power creeping stuff out of existence. It's a shame really. The old hub used to be so much better IMO, when you came in, you had a tower with all the world portals lined up in order of difficulty (Lowest difficulty at the bottom, highest at the top), and with some of the higher difficulty ones, you had to actually craft the portals to get there, which gave more value to collecting the ore in the world. The big gameplay loop back when I used to play revolved around Shadow Towers, the endgame content at the time, basically a weekly large raid dungeon with 8 players, and then fighting a powerful boss at the end. The community was worried when Trion Worlds (the original devs) got bought out by Gamigo, and well, looks like things haven't exactly improved at all since they did.
Ya i remember playing back in the day. Endgame farming was fun to me. Kill boss, get good loot, get good stats, reroll stats. Then you could do it on other characters. Simple but effective and fun. Now its all about run super fast to the end of a dungeon, kill big boss, repeat. It sucks
i think crystal gear was the worst thing they ever did like i remember if you saw someone with stellar gear you know that they knew what they where doing now you cant even tell if someone has c4 gear cause its so bland
I played before Trove and what you just write about crystal gear idea sound awful. Stelar gear should remain the Endgame gear. What about they thinking?
The tutorial was so much better back then like everything was explained/done in the world you would play in and it gave you a simple direction to get to the next portal in the tower which meant interesting your power level then the next and so on until you got to the end game
the way you described the game as quite enjoyable for a bit, then forgetting about it for a long while only to maybe pick it up again months or years later for the same thing to happen again is EXACTLY my experience with the game. it’s quite enjoyable to hop on with a friend or two every few months, kill some stuff, build in our private club world, maybe play for a few days, then not pick it back up for another few months. all i can do is be grateful gamingo hasn’t run the game completely into the ground, it’s still actively updated, and isn’t completely p2w.
13:52 it was designed like that so people dont mine their way into boss rooms, however you can still break those blocks using a crap ton of bombs, or using a dragon
I played this game every day for YEARS. I had so much fun with people I met in the game, made massive statues in clans, fought my way close to the top, and it felt amazing. I got tired of the cash-grab nature that started cropping up, though, and I quit around 5 years ago. I still miss it sometimes, but I think it's mostly my memories clouding my judgement.
Clouding your judgement that is was better than it actually was? Its better now, and quitting for that reason? Kinda weird cuz you dont need to buy anything 👌🏻
@@sukaikitsune well you either need to spend literal thousands of hours getting the new classes, or 50 usd. How is that balanced? I mean, the cash shop is not pay to win, it's pay to win faster. That, and there's some mastery items that can literally only be purchased for real money.
"If you're after a serious, long-time MMO, this probably isn't it." I agree, but the game devs don't seem to think so. Some of those classes you looked at can be earned in-game by aquiring specific materials, but the process of earning those classes takes MONTHS of playing the game and hunting down what you need. I used to play the game a long time ago, back when all the classes could be bought for in-game currency (and relatively cheaply, too) but when Gamigo got their hands on it they started shoving monetization down our throats. Sure, you COULD grind for months to unlock this class, OR spend like $50 USD and get it right now!
Also, this game is mostly made for kids. Sure you can have some fun with it from time to time, but if you're treating it like you're treating your normal, teen/adult mmorpg then you're gonna be disappointed. It's like going to McDonalds and complaining that it's not as good as Beef Wellington or something. Kids don't like complicated stuff, they would rather eat nuggets than a michelin restaurant's course meal. It's long time, but not serious, and I think it's good for what it is.
Considering I had played for years (on and off) when I found out you can craft classes. Easily was able to pump out all the basic classes and 2 or 3 of some from the other tiers. Though, the high tier classes looked like they would take forever.
I remember I was full F2P and had all classes maxed out with BiS equipment, had a big ass guild and it was really fun, stopped playing a bit after they released lunar lancer
The only classes that took me months to get were the Bard and Vanguardian. The rest took me only a few weeks for most of them, and about a month for the rest.
Trove for me was fun for the collecting of items, skins and mounts. I didn't really ever have to touch the store too much and there are loads of stuff you can't get from the store. Also i enjoyed building in a guild island, because you have the freedom to do whatever you want there. I've never seen the building really be useful/fun in the main world unless you're trying to cheese a boss with a ranged class.
As someone who played this game when I was younger, I definitely see the problems from a critical lens. However, I'd also like to say that you were receiving blocks, you just weren't setting them to your hotbar. It sorts different blocks by color.
trove doesn't explain it really, it just drops the few "primal" colors so building mode doesn't fill up with them. then theres the cube factory that actually lets you change the type of block and the color of it.
16:30 this depresses me so hard, because I remember, as a kid, finding and attacking some massive dungeons for the first time. Attacking the fae temple and Q’bthulu and the huge pirate island and my first Shadow Tower while undergeared because I didn’t understand how the gear system worked (thought more green meant better so my stats were all over the place) are childhood memories I legit hold very closely. It sucks that that sense of adventure has been extracted out of it by bloat and needless ‘streamlining’.
ikr like i just wanted to remember having fun on this game but here comes random generic british dude that cant be happy with anything besides like elden ring or smth
Now I remember this game, played when there was a tower for Uber worlds and not an atlas. It was actually a good idea for an mmo. Can manipulate blocks to build or destroy, random generation, mobile bases, and even club worlds for more permanent projects. Sadly the game's content was next to nothing and the grind was bound to lead some folks into insanity. I guess I had a good run at it.. it's just a bad sad to see a game's opportunity like this getting dumped because of heavy monetization.
Reminds me of Star Trek Online and their monetisation techniques. But yeah sometimes I don’t do well if I’m tossed into an open world with insufficient instructions on where to go. The Hinterlands in Dragon Age Inquisition was one and I know there have been more but I scant remember which one.
@@mikoto7693 The difference is an open world has to encourage exploration. Here, it seems like there's very little reason too, but in BOTW you can run into like 7 different shrines to collect stamina and health boosts on your way to see the main quest, or you can just talk to npcs and see what they tell you to do. Also you do get a quest marker in BOTW as soon as you get off the plateau. Tells you to go to hateno village, which has a few people who ask you for stuff, and a place to buy some nice gear. After that you get 4 big quest markers, one for each quadrant of the map, and again plenty of stuff to do along the way
Yeah, the grind was the main killer for me. Like warframe it felt like most places where either a cake walk or beat-you-down-till-you-quit hard. Rarely in between.
i remember playing this with 3 of my friends long time ago. A year ago we decided to download it and see where we left off only to find my account was deleted while my friends werent. Trove support ticket said they sold the game to another company and they had to port over the game which resulted in some lost data. Shame Lost my money and time.
I remember when i played this some years ago i was honestly almost exclusively drawn in by the aesthetic, almost everything just looks.. satisfying, and going around the areas was just inherently fun.
Close, there is one minor inaccuracy: The game was originally made by Trion Worlds. The same studio/publisher behind Rift. As the company folded, they had to sell off their IP to the highest bidders and Gamigo got Trove. Most of the changes since have been pushing MTX and a slap-dash effort to restructure the game around the MTX. To be fair, much of the MTX currently there was already there from the start. Most of the unique currencies were there from the start. However most of them are actually useless... or were. IDK if they still are. The game turns into a gear-boosting Korean-MMO-esk game but without failures. You just need orders of magnitude more powerful boosting materials. It got... annoyingly slow very quickly regardless of whether or not you spent money.
Cubits are literally useless. cuz classes (i don't know if the old ones can still be get via cubits) but the "super hero" one and the dino tamer can't be bought but crafted i think at a ridiculous amount of resources.
@@squidbluie6813 I would say it combines the two concepts. Visually and in terms of combat it's very CubeWorld while also adopting Minecraft's building and terrain manipulation.
Ah, my old addiction. I played this game from its early Beta period, up until last year, when I finally decided to quit. I put thousands of hours into Trove. It really was once a great game, but the original dev team, Trion Worlds, had a bad habit of ignoring their community. There was a time when every week, we would get a cool new event or balance changes here and there, and new worlds and characters every now and then, but, little by little, they would add in horrendous changes that the entire community hated, and they would rarely reverse those changes. Trion was bought out by Gamigo after they went bankrupt, and it's been for the better, and for the worse at the same time. The big hitter was them losing 175 of their total 200 person development team, which was spread across all of their titles. The most recent updates finally did it in for me, as this game was already becoming a chore as an end-game player, trying to keep my Chloromancer in the top 100, keeping up with weekly grinding to stay relevant, and keeping myself in the top 2k for mastery, all while focusing on my career and my life. The game was such a huge time sink, and it prevented me from wanting to play lots of other games because of how dedicated I had to be to Trove. This game genuinely used to be so fun, but in the last few years, it's been so sad watching it die, trying to relight the once passionately burning flame it held. The dev team was always lazy after the game gained a lot of popularity, ignoring what the community was asking them to add or fix, and even went back on their words on some occasions, adding in content that they would swear up and down they would never add. Once they realized the game became a good money grabber, that's all they focused on, and that led to their downfall eventually.
similar experience here i loved trove so much before and now it feels like a sad mess, i used to go around helping new player getting gear/lvl and adding them just to powerboost them a bit, made some great friend, some i still play other games with. i stopped playing a year ago and whenever i see video about the game i lose the will to go back
used to play trove as well (yes, a thousand hour in steam), only discovered it in end of 2015, although officially started playing in 2018 before geode was here (in march), mained dracolyte that i got from the starter class coin thing after initially giong for the tomb raiser, ive made new friends but most of them are just abyss for now i quitted trove live in 2019 or 2020, going to pts (idk why lol it seemed more fun for me), and then literally quitted trove this year god i will remember the good memories i had such as dragon hunting and pinata parties
Explained pretty much my experience Addicting, but not in a bad way, until the "addiction" became an horrible experience, the addition of crystal gear and whatever hell that new space biome was killed it for me, the game used to have its biome and its world, that update was a new start, only 10 times worse In the end it was for the better i think, it was just grind, it got too slow and too inorganic and therefore i quitted it, and played objectively better games, alltho i kinda miss the level ups and the improvement of my characters
I remember playing this, I was grinding so much in order to get a flyable pet dragon only to get paywalled. It killed all my passion for mmo's, I still hate it to this day.
@@nykom yea i got one and have to agree, the coins are so much of a pain lol. its sad cause it didnt used to be like it from memory... i remember back in the early days when you could earn coins and souls and stuff from hourly challenges. i still got a soft spot for this cause this is game got me through my school years without eating a bullet but yea.... its a grind fest
I didn't expect to stick around in a video with a title like "worst mmo ever?", however, the fact that it's not all bad things, like actually points out the benefits. Also how explaining why things are bad, going well into detail with it. its not "oh the tutorial is bad", it's "Let me show you the tutorial and here's the reason why [it's not good]". I appreciate this format, and the way you present it. You don't tell people to stay away, you explain what you'll get directly.
The house-plot mechanic is my favorite element and I wish other games would use it in MMO/shared environments. I like the idea of creating a customized house that's save and can be "summoned" at these house plots scattered across the map and then, as you move on, you just need to find the next empty plot to summon your house again in the new area you are hanging around. It reminds me of a spell in Dungeons and Dragons where you enchant a door (or summon a free-standing door?) that leads to the interior of a cozy cabin that exists in the same sub-space as whatever the bag of holding uses. You can use the cabin to rest/recharge, craft in and do prep work before then stepping out again to where ever you just were. When I say this idea in Trove I was both excited to see it finally implemented in an MMO, but also confused why it continues to not be used very much. Letting players create a customized "home" they can bring along with them adds a feeling of ownership and investment. I liked summoning my house when in a party and then seeing the other players interact with it. The idea just makes more sense of MMOs then renting a house in a set location; most games have a heavy focus on traveling along as you level up and to only circle back to major cities for the auction house. So given this mechanic isn't wide spread, I guess I just wanted to ramble about it here to ask; Please, if you are a game dev, consider this!
I love that spell you're thinking of. That, Magnificent Mansion, and that one that summons a ethereal castle full of knights and servants who follow your orders are some of my go-to spells in a D&D campaign.
That's a really great idea. It would also promote the usage of "spaces that have mismatched interior and exterior sizes" thing that old games (like Banjo Kazooie for example) used to do. I miss that, it's a neat little thing that's easy to do in a game, but [obviously] impossible in real life.. and it just makes it feel that much more foreign/magical!
@@MadjGB its 100% accurate, im almost certain trove was their cash grab to try and keep themselves afloat, unfortunately between their contant server failures and the fact its nothing more than a dungeon crawler not a forever game it just wasnt enough
The devs didn't sell it The game was fantastic until the gem update and while yes the gem update did add a lot of new things it was also the update that made and started the cannot be traded items era which killed Trion worlds and Trove.
I worked at trion when this was in development, and before gamningo bought us out. This game... was something. We GMs would multi box 4 or 5 accounts on our lunch break, crush a shadow tower, the loot duped for each toon there up to 8, and you could just drop your alt loot to your main. Was kinda fun.
Bringing your own alts is still a thing if you play from the Glyph launcher. (You can have several game windows open with different accounts on the same computer)
Love it. Got a buddy who does it still now lol. He keeps trying to get my old account. We used to box realm of the mad god HEAVILY. Till we got #1 guild out of memes 😂. Good times.
Trove thrives when you yourself have a goal and are working towards it. Problem is, no direction is given so it is really easy, or inevitable really, that you’ll eventually get bored or lost in the waves of things you can do and just sort of… fall away. I’ve often said something it could really use is a catch that makes you actually want to be part of a group. They kinda were getting there a few times in the past, but always turned away at the last moment. They introduced the traditional RPG triangle at one point (healer, tank, and DPS) buuut never gave you anything that required you to use all three at once. Then just before they DID introduce Bosses (located in the shadow tower) that required knowledge of mechanics and seemed like a diverse team might have been needed… they removed the class types and just made it so everyone was capable of doing everything. They also used to have a capture the flag PVP which actually required you to use specific classes and abilities in unique ways and roles… however they removed that in order to implement bomber royal… which doesn’t care what class you are, and just has you use generic abilities only available in that “mode”. There is also a storyline buried in Trove, but it’s soooooo small and info so scattered, not surprised no one knows about it… honestly this game is fun to f**k around on for a while before moving on to more serious games, but it could be and is SO CLOSE to being waaaaaaay better! Wish I could just dump some ideas on the devs man, I bet I could make trove a number one in no time haha
Back then I had a weird goal, I was obsessed with sonic so I wanted to try and get the highest movement speed on my character, think I mostly succeeded and stopped playing.
Trove was my first "serious" game... it's sad to see it now in such a disastreous state, riddled with paywalls and pointless grind. As someone said before, this game is a husk of it's former self... and sadly it happened to other games too - Robocraft, World of Tanks, just to name a few
Trove was the first game I played seriously too. It’s definetly not the best or worst mmo ever but it was a really good game at its peak and will forever hold a place in my heart
This made me realize a quit moment I've experienced in several games but just never quite recognized. That tagalong moment, in online games I'll have lots of fun playing on my own but then eventually the game will have something that requires me to join a guild or something. Then I go from feeling like a badass fighting for every inch (or a blade of death cutting through the Grineer like in Warframe) to that unwanted little sibling calling out "Sorry! Wait, I'm coming!" Especially in Warframe since on multiplayer maps they have doors that require two players to open so if I'm with one high level player they have to watch my name haul the slowest of ass after them. Those people are usually very nice, they want to help, want me to love the game like they do and I appreciate the help but...and this feels terribly ungrateful to say but: they take the fun out of it. I've seen high level players joking about bringing a friend through a level, "Don't worry, buddy, you'll get to play once we get your mastery ranking up!" and laughing it off when their friend is annoyed they're just running through level after level after level to extraction, never even seeing a fight much less the bosses. I do still sound ungrateful, don't I? I'm just venting.
you are 100% correct and oh boy does that resonate. You deserve your awesome space ninja moments and metagamers/high mr players ruin it for a lot of new players just by existing. When you see us, 99% of the time we are there to get one of x resource, not to do the mission or enjoy it, it's a 3 minute chore we do to play other missions. It's a sad state of affairs and taking time out of your day to play with people isn't what warframe encourages, sadly. I stopped helping people solve shit in WF, feels shitty being the jackass who solves everything for others and just making it all about me, me, me and always being best. Mind you a lot of entitled players scream at me i should solve the puzzlesfor them. I just refuse to. I explain to them how to have a 100% solve rate and just encourage them to fuck it up instead so more gameplay happens. Not everyone is happy about it but made a lot of people say thank you too. I've become more of a mentor than a player these days, it's more fun that way seeing people see interesting stuff the first time around than just breezing past it all since i have already done and maxed it all. Playing with people far more fun than playing "for" people. Low ranks is where the fun is, honestly, i'd never abandon my achievements and gear i collected but i also can let lot of it rest now, i don't NEED to max every stat every time, but it's a hellish attitude adjustment you need to undergo to get there. Well, unless it's my personal idiotism project of getting a gun that i know will not work out for me have 6 forma on it just to make people cry "why would you do this". I'm probably down and loss of some 3k platinum i could have sold this year just giving people free mods and gubbins and vaulted relics so they can do what they want to do better without me telling em "that's bad" or "it won't work" even tho i objectively know that it won't make em best. Slow rolling the game has made it feel alive again too, and a lot more social which is a saving grace for a mr30 vet who was laser focused on being the "best" for a good while there. Upon reaching that status, i quit for four years, i came back and started taking it all on humor and fun evolved out of it. It was strange coming back to a game where the hardest on-going difficulty (steel path) was my mr8 test to be part of my guild years ago. Kind a underlined how hard i went on being super good at it. I wish i did not. It honestly does fuck up the game and your own experience trying to meta it and i can't really blame the playerbase running after the rabbit, that's what everyone presents as gameplay. It's just not what game's good at being, imho. Looking back at it, i should have just enjoyed it calmly, being a stupid space ninja and screwed stuff up more and bashed my head harder at the puzzles instead of looking up guides. Main issue with WF is that the community is fractured as heck, doing all the sixteen thousand different separate things at once, there's no line of progression and nobody plays the same game from the same position towards same goals. Even if you do find same mastery rank dude, you will have so wildly different progression you aren't doing the same things or might not even understand what they are doing. You HAVE to actively choose to take part in others progression and skip yours to get the fun out. Is that a bad design or is the game better for it, dunno. Fun is back on the menu tho. Lowkey grateful there's no explanations in-game so I can help people be surprised. But there damn well should be a long goddamn read-me in-game you can reference instead of relying on wiki's and having phone open constantly while you play.
This is too real stop. I make a conscious effort not to fight actively if I'm tagging along with new players because I HATE this kind of thing, it takes away so much of the experience of the game for them. I'd much rather share the *idea* of the game with them, and if they like it enough to play it themselves, I'll help out where and when I'm wanted. I have also been the noobman tagging along with my 1 or 2 top level buds clearing every enemy and leaving me oblivious to the effects of my abilities in practice. It's never fun, it just makes it hard to learn (which is something super important to do and key for a lot off MMOs)
That's understandable. I think you should get matched with people around your level so you wont get carried through the dungeon/instance and have no fun. But if the game does it right (like Guild Wars 2) then it's amazing. I personally love group content, that's why I play mmorpgs, otherwise I'd play single player games. Are you disappointed about being carried or about playing with other players? Because if it's the latter I wouldnt recomment mmorpgs. Tgere's a few you pretty much play solo, like BDO or Warframe. Otherwise there's a lot of great games that have group content and you're gonna have a lot of fun without feeling like the younger brother since people are around the same level.
Yeah a similar thing happened in Phantasy Star Online 2 (not new Genesis). When Episode 6 released, it changed the meta that you had to grind mobs that had greatly reduced HP in dedicated level-up quests for hours and hours before "the good stuff". That said new players could actually score hits on the dedicated level up quests provided they knew about their own (not explained by the game at all) gap-closing skill, but it was still deathly boring for everyone. I probably would have quit if I joined at that time, but I was lucky enough to join when getting to the "endgame" was actually fun. (Then New Genesis came out and it was my quit moment.)
the thing is, speed in warframe actually has almost nothing to do with your mastery rank. if you learn to use the mobility tools effectively, you can go through levels just as fast as anyone else. of course, any boss without an invulnerability phase will still die instantly because there is no combat balance in the game. this is a classic case of what the video points out: two totally competing elements, one being a mobility-based game centered around farming items as fast as possible, and the other being one where you have to aim at and engage bosses thoughtfully. it's nobody's fault; it's just poor design
I had a ton of hours and remember vividly how the game slowly turned into a cashgrab. Around the time Shadow Caches were added, the game started turning into something more... sinister... You had various loot aspects in the game but there were some resources that were more efficient to get when you used Shadow Caches... Then after a good while, they added dragons, which were really cool initially, except when they started selling the stuff for getting the dragon faster on their shop. I also remember the day where they added Radiant gear as an upgrade to Shadow 5 gear and you basically had to go to hell and back in order to get them. I mean, you already had to farm pretty hard for Shadow 5, but Radiant was seriously hard...
I loved this game. I owned a club, tried to submit a skin through the sub-reddit, and even defeated the Daughter of the Moon. But i stopped because there was nothing left to do. The update that worked on clubs was just released, which added dailies, but you needed multiple people to do. The club I was in was just some friends and 1 or 2 randoms. I stopped playing and a newly added mechanic made it so that i lost the ownership of the club and someone else took over. I looked back at the game about a year ago so see whats still standing. The club world was griefed with a single sign, "I hope you like my remodeling", I never looked back
wait even if you are the owner you can still lose ownership?! also yea i pretty much did the same thing, it got too boring and it felt like nothing was challenging other than leviathans which are boring and i slowly just left ( this is from an ex. top 1.5k neon ninja in pr )
@@Forsefire It's so bad, me and my brother owned a club world with both of us as the admins. Precious memories ruined by this new shitty system that assigns ownership when you're inactive to someone active below your rank, if the club officer is offline then it could be A MEMBER. Holes in the buildings, bomb scars. You can turn it off in the club settings AFTER your new "owner" is also inactive and you reclaim it.
i was lucky enough to play this game in its hayday, AS a young teenager. it was a fantastic experience that made me fall in love with the mmo genre. its sad to see how far its fallen
I played the game back when I was young, I loved the game cause it was all I wanted. A MMO RPG where I could play solo, defeat massive bosses and fought screamed and yelled, even crying at times. It was the only game that truly made me think I was this Adventurer going off to unknown lands that he could get stronger. I played it religiously and eventually got to a stone wall where I could no longer progress, lag became unbareable and paywalls where every where. So I eventually lost interest and quit the game. Even still now, I look back on Trove and still wonder, will there ever be a successor that can replicate that Adventurer feeling I got so long ago- I doubt it, But I can wish cant I?
@@siluda9255 well, I think Lost Ark is a good MMO, and I dont think its going anywhere… well, NA EU release might if Amazon ruins it, but KR and RU should stay around for a long while
I find predatory monetization like this especially egregious and disgusting when specifically aimed at kids and other mentally vulnerable people. I wish they'd at the very least make confusing currencies illegal, and demand that the cash shops use actual real currency to let you buy items outright. Also making it so that no game with in game purchases can be rated for everyone would be great! Just gotta make sure that implementing monetization post release will be punished/illegal.
That's a pretty good idea. As it stand now, the rating system is mostly useless anyway.. but if they made it so that micro-transactions made you get some sort of "secondary" rating type thing, that'd be neat. But then again, I don't think the kinds of kids who are using their parents credit cards on these games have the type of parents who care about ratings in the first place, ya know? Honestly, I think we should just make the whole loot-box thing classified as gambling (and thus 18/21+), because that's what it is. Doesn't fix everything, but it's a start!
@@idontwantahandlethough just make microtransactions a hard R18+ rating. Parents will happily give out M and MA, but only the most negligent parents would allow little Timmy to buy something in an R18 game, and at that point, I think Timmy kinda deserves to empty his parents bank account anyway...
@@theapexsurvivor9538 Microtransactions arent nescessarily bad, and in some cases the only way some games keep maintanence and updates coming. It all depends on how its integrated, and making sure its not P2W
It is possible to play Trove at a high level without spending any money. I used to pay for Patron but not any more, its not essential. I bought the Sweet sixteen pack a year or 2 ago so I could unlock the Vanguardian but I didn't have to, it was my choice. Many of the classes can be crafted quite easily, though not the Bard. I'll probably buy the bard eventually if the game doesn't die first. Buying the Bard isn't essential, you don't have to have it. Sometimes I go for months without playing Trove and to be honest when I return it never seems to have changed much. I think P2W in Trove only gives a slight boost, you can play Trove perfectly well for free.
I have 500 hours in this, and I met one of my best friends by overhearing him talk about it at our archery class. I'm biaised, but I love the game for what it brought me. Nevertheless, there's a reason why i'm not playing anymore. It's just too time-consuming if you wanna progress without paying. I also want to state it wasn't always like this: You used to be able to select any class when you started, not simply the "starter" ones, as they're now called. The game would hand you out a few tokens to unlock two more for free, and the rest could be bought using the yellow currency, not the premium rainbow one that is now the only mean. Technically, you can still craft classes, but it involves a whole lot of RNG as one of the main components drops randomly from daily-capped chests. The endgame experience used to be very nice, with the Shadow Tower providing raid bosses and group content up to Ultra difficulty, that was really challenging. Now it's all been replaced by the grind that is Delves and ennemies having a "darkness stat" functionning as armor, pierced by a "light" stat on your gear. That effectively turned any piece of gear of a rarity other than "light" useless in a single update. Used to be a great game, got some amazing memories and dear friends out of it, as well as a lot of fun, but it's gone very, very far downhill.
Dude, I've also got 500hrs in the game so far... your comment just sounds like a nostalgic lense, rather than the games current existence... Yea shadow towers are gone but Delves are literally the same thing just a different map and more generous, I did play the game in 2016 as well I remember shadow towers, they weren't as different as you remember just a bit less repetitive than delves are... Also yea the Bard is impossible to craft (the trading market doesn't even have enough Bardium for one person to craft the class), that's basically the one class you are forced to buy... and Vanguardian annoyingly takes like 2 months, or less, to collect the materials for (still did it tho')...
@@kyros1283 This. The whole delve update and having to essentially replace all of your gear and gems yet again was the end for me. Sounds like they did that again with the light stat too, which wasn't a thing when I quit. It definitely peaked just before the delves.
I have palyed since beta, and basically left the moment the game properly released. I have checked out the game like 5 times since then. The shadow tower has gone through so many changes, and I honestly think all of the versions should have stayed. Shadow Towers used to be in the main open world. But, not the dungeon. No, you would rarely get materials to make a shadow key (I have no memories of how exactly this worked, but it was the qthulhu stuff, either that or that was the reward and you straight up got the key, it has literally been years) and that would create a portal. And often times after that due to the value of shadow towers everyone would jump in. It would normally be an instanced dungeon with multiple floors that was randomly generated and was quite difficult. Sometimes it would even be a wave based arena. This was eventually replaced with the same exact system but you had to place down the entrances yourself; the shadow towers would no longer spawn in the open world. They then eventually overhauled the entire ass system. I played this probably once or twice so this is bare memories, but this is half improvement half ruination. The dungeons I believe were still accessed the same way, but everything mechanically was generally changed. First: the dungeons were now somewhat tailor made. The randomization still existed for most of the system, but the final floor had a special boss, not just a random enemy out of the pool. You know what the boss is going to be before you even enter. Second: No keys required anymore. You just access them, but I believe you had to be in a guild (or whatever they're called in Trove) to really get in. This system was actually pretty neat as the game improved some of the grind for the first couple hours by making it more unique compared to the rest of the game. But less randomization means it gets a lot worse with grind. And apparently now the towers don't even exist. Really should've kept every single version of this system, each had its own merit and own fun.
i used to play this game too,i started as a warrior,got myself a necromancer and them the Undead one that looked like a dullahan,i dont remenber well his name, the costume stuff that was destroying items and getting the looks was cool,i found a nice looking dragon head for my dullahan,i made my cornerhome a HUGE Skeletal Skull of a demon,and inside i haved like 4 floors or something like that. i remember that at least 2 newbies through that it was a dungeon.but it was my home. man it was a good game,i played it for months,sadly that it die by microtransaction,like a thousand of games.
Trove was one of the last games I played with my friend group short before we cut contact from each other. It was so fun waking up every morning and getting on Trove and playing a bit. The drive of unlocking new weapons and worlds just… had something different, it was very, very fun! With friends and finding new people all the time it was always something new. We always upgraded our homes and gear. Someday we all laid our money together to buy a clanworld from a guy we met a few days earlier. We built many houses, invited people, and our clan grew. Until… the passion slowly died. The progress got slower, friends were playing less, and in general it felt slower than before. A few weeks after, and we dont play it anymore. It truly was a great and fun experience that is now sadly over. Back then the servers didnt have issues, or we just luckily always joined good ones, and there were very few bugs, so it was overall just great.
I remember enjoying Trove back in the day, but I fell out of the loop for a long while, and when I came back I didn't really research any changes, but I did notice something pretty big. I remember you could create your own private world and build whatever you want, so long as you had the resources, and could share them with the public, and check out other players worlds and see what the community builds with a lot more freedom, I got a pretty scarring memory of getting lost on a triple-jump reliant maze and endured just because I wanted to see more of the user's builds. Now... the custom worlds seem to have vanished or got hidden deep in the menus. I enjoy this game, but removing or hiding such a fun and amazing feature is quite a turnoff.
Actually Golden Souls arent that bad, i used to farm them in the Dragon fire peaks, theres usually massive underground shapestone veins all over for thousands of blocks far apart, 1 in 5 shapestone ores there tend to have golden soul and sometimes you get two or three per ore. In an hour id get about 45-60, and id sell them on the marketplace for a thousand each, make lots of flux and buy everything else i needed, was fun messing around with the marketplace
@@zzzdarkcloudzzz4233it's not bad if you're really willing to spend an hour just pure grinding, doing nothing but mining, listening to the repetative march of the sound track, the repetative sound effects of that laser and of blocks and random in world mobs exploding, the ring of you getting every block, knowing you will not experience anything new sure
I used to love this game, mostly because I played the bow guy and found it so fun to stack my jump up to like 67 and just pew pew from a tree 2 miles up
I used to be addicted to this game, it's always kinda sad to see how much it's gone downhill. It used to be a simple game, but they kept adding too many systems, currencies, and so on. They tried to turn it into a "hardcore" game even though imo it really wasn't designed to be that. I loved how players could make custom models for weapons, costumes, mounts, etc and submit them to potentially be added to the game. I even got a couple of my weapons added, the Chaos Cleaver and Kitbashed Carver.
I used to have a lot of fun in this game when I was younger. Had a high level Shadow Hunter. Then when the Neon Ninja was introduced I tried him out for a bit and quit the game. I didn't come back to Trove until after the Geode expansion. When I returned I realized that I lost my Shadow Hunter, Gunslinger, and other classes. Leaving me with just the Neon Ninja unlocked. The game took away all my progress and for that, I will not ever recommend Trove.
Same. Tried out the game last year and it had deleted my progress on all characters. Wrote to support and was told they were currently looking into it. Still haven't fixed it.
That happened to me too! I was maxed in beta, came back for delves and stuff and my stuff was gone. Opened a ticket with support and they DID resolve it relatively quickly. Logged on a few days later and my stuff was back to the way it was.
Yeah the magrider is mostly a thing in clan instances, absolutely no use in normal gameplay, even in the very few dungeons where you have rails, but some pretty nifty community tracks around. Ohhh yeah, Trove is currency and crafting hell. The endgame is also spreadsheet hell, the stat game actually goes pretty deep later on. And the game never actually had any graphical consistency or story, most of our negatives in the game nowadays are just from the *much* more aggressive monetisation, you are either a veteran, a new player who *literally* grinds like its a second job or you spend money.
"a new player who literally grinds like its a second job" the entire game has always been grind, it just happens that the grind used to be fun and they have made it infinitely worse not just through monetisation but also simply expanding it with every major update. The main part of the game once you have a piece of gear you like is increasing the rarity and god knows how long it will take you to get a full set of max gear
To be perfectly fair, maybe picking the class that involves sending waves of minions against enemies and watching them attack each other instead of you was not the best way to experience the game. That said, it doesn't excuse the class for making it feel so detached from the experience, but still.
I've played the gunslinger and swordsman classes, and can confirm that the combat can be difficult when you don't have a constantly regenerating stockpile of meat shields at your disposal. The swordsman felt like dice roll when it came to dungeons and large groups of enemies. The gunslinger was a relatively safe option, provided you could keep your distance and watch out for enemies that had projectiles.
@@magnatcleo2043 I used to play a shadow hunter (until they decided that classes people had earned should be taken away and put behind a paywall...) and you can kind of play shadow hunter as like a bow-wielding stealth sniper. You build up this special arrow by shooting regular arrows, and you can also charge the shot with the special arrow to do more damage. The amount of damage that class can do from a single fully built up and charged shot is staggering, and I often managed to oneshot bosses before they even aggrod on me. It was both hilarious and super boring but my 14 year old brain was like 'big damage number go brrrr'
I'm glad you pointed this out, though from the class description which I couldn't read, I assume it probably didn't outright say "no combat, just watching" 100% agree though, most likely didn't give the best experience for someone looking for combat depth.
I loved playing Tomb Raiser. The minions constantly spawning is new though. As in, within the last two years new. You used to passively build up souls, and you still do front what I see(the purple things going around Josh) and then use them to make minions. Souls were also collected by killing enemies. 3 souls at one time, so you could make 3 minions in one go max iirc, but killing enemies allowed spamming them. Then you could combine them to make the big guy, sho scales off how many minions were combined. Capped at 4 or 5. You and your minions healed off the damage you inflicted with the left click attack, and you could become spectral to get out if a bind, gaining 90% damage reduction, movespeed, and increased healing. Very fun to manage the minions and get the max power golem+5 minions.
I remember amassing so many hours in this game that it's still one of my most-played titles on my Steam account, and that's not something I'm proud of. Trove used to be fun, and enjoyable. Something my school friends and I would kick back and play. Trove was simple to play, easy to understand. The classes were fun, and unlocking other classes didn't take any expensive currencies or grinds to unlock. Once the power gem system and the Vanguardian class were added however, I feel like that was the moment when the game became extremely pay-to-win. The crystal system prevented you from advancing to higher-leveled worlds even if you were able to access them before the new system was implemented. As for The Vanguardian, it was the first class that you couldn't buy straight-up with the in-game daily login currency. Which is fine, but then they changed how you could unlock other classes by making them have the same grind process as Vanguardian for unlocking. I stopped playing around the time the Geode update came out, and they added yet another power gem of sorts. It's a real shame that Trove ended up like this. My friends and I amassed so much time and resources into making our own club world, and unlocking the Sky Portal before it became painfully easy to obtain. We had all the crafting tables, and classes unlocked, and all these perks. We all stopped playing when this game gave a middle finger to its audience and got rid of any enjoyment we had. Last time I checked, Trove was recently added to Switch, and a new Bard class was released. Bard is the first new class since Vanguardian's inclusion in 2016. My friends liked this game because they grew up liking Minecraft. I liked this game for its RPG aspects. Would I play this game again though? No, I don't think I ever would. Trove is a bittersweet memory now.
I remember finding this game randomly (I think it was Steam that recommended it to me) and going "Wait a minute, is this just cube world but developed?" and, yes that's the vibe I sort of got and I absolutely loved it. Played 100 hours in about a little over a month. Then, I got to the beginning of the "endgame" and everything went to shit. I started running around with no idea what to do because I felt soft-locked at my power level, and the things I was told to do to progress were so hard I basically had to beg stronger people to come carry me through them. This was in 2018, and the game had been good for so long that I'd been lured into paying 35 euros for some nice things and a class, but then I just had to stop playing because it felt like I was wasting my time
Yeah, it was really fun at some point, my brightest memories with this game were running around behind the streamer doing endgame content and vibing with guildmates but at some point it just became boring and I dropped it. I tried to get back into it a few times after I left but there was so much new stuff that I was always completely lost on what to do so at that point I'd either have to start a new account and lose all my mounts and stuff or just stay at hub and chat. Shame it turned out this way
I personally started playing Trove at its launch. With the loss of Cube World and just the idea of a kind of MMORPG Minecraft I was in. Launch was a mess, crashes and queue times hours long. Didn't matter to me much, I played as much as I could when I could and I loved it regardless of the mess. I can forgive a game a bad launch when interest is so clearly high and hyped. Grinded myself a Sky Portal, built my own club world and hand designed giant swords jammed through a fae forest. Worked my way through earning every class, designed a weapon for the gun users, a pair of wooden pistols (took them over a year to get them in the game for some reason). But then things got more pay to play. Grinds were removed and paywalled instead. I ended up dropping Trove because work kicked up and the pay for play changes were too much. I just checked that Bard class and, of course, the thing is paywalled and the trial doesn't give you a real experience with the class because the ult is integral to every ability it has so you can't even do proper testing to see if you want it thanks to their level locked trials. Edit: Did more digging on a new account to check how classes can be earned without money as I thought I might be missing something. Looks like bards aren't entirely paywalled, just grindwalled. With a big grind. Still a stupid trial level though considering.
Nothing will beat doing the hardest floor of the shadow (or was it Moon?) tower right after Revenant came out. Nobody knew it's potential besides it's players, so when everyone besides a singular Revenant was dead on the final fight, all of us were losing it seeing this one person solo that boss down. It was amazing, both the spectacle and the popcorn I got to accompany it. Sad to see what happened to this game.
... since the Shadow Towers died out and all their loot confiscated to be placed in another biome the game's staleness has moved from the tower; the ST remains only to collect the titles after boss defeats, no other reason.
@@thazmania120 yes and no. No as in there is no significant loot in it as of 2023. Yes because if you're "collecting" badges, there are several like example Defeat Darknitk Dreadnaught on hard 300 times.
I was once one of those people who had to slowly whittle down the last Revenant's health bar while everyone else was dead. Playing on the Archer with like 30+ jumps made it very hard for anything to hit me since I was basically flying. Took me like 15 minutes since my damage was shit but I managed to do it a few times. Man, Trove used to be so fun...
I think you should bring in someone who plays the games you review to get an idea of what the game becomes once you're past the new player point. It'd be a lot of insight for both you and your viewers.
The best episodes of this was the tera and Neverwinter ones...because Josh play it before. It know how's it used to be, and can tell us. We could see more episodes of this whit guests, or whit an interview
@@anactualloaf8134 The goal of bringing someone in isn't to get their opinion on whether or not the game is good. The goal is to get an idea of what content looks like when you've invested 10, 100, 1000, 10,000 hours into a single game. Even if you were to get their opinion it doesn't mean they're going to have a positive review. If Trove is the example, most people will honestly tell you that the servers are not great. All you have to do is go on steam and you'll find negative reviews where people have thousands of hours in a game and continue to play.
Best idea from this MMO is how you can bring your home with you on exploration. You don't need to teleport back somewhere if you need to craft something, just find empty place and your house will spawn before you
The house isnt useful in this game anymore since you can press ctrl A to travel anywhere now (Which is so much better) its just a pot refiller Before you had to craft and place portals in your cornerstone (house) or club world
@@Alx56 well not really most of the portals have always spawned in the hub. the crafted portals the only one was i think u8 which was the highest i believe at the time. and radiant skys. all the others could be found in the hub. since like 2015 when i started. unless you started in like alpha.
I remember playing this back in the days too, and even though the gameplay was almost as "braindead" back then, I remember how the community made the game amazing. You would make a lot of friends, and grind together all day. There was also the speed-killing parts where you got a purple name for a week if you killed a boss in top 10 (speedkill) or what it was.. Not to talk of the mount collecting, skin collecting and all of that.. It hurts to see how they ruined Trove, it was a game that had a lot of potential..
"Its the chaotic imagination, of a Minecraft loving child, who used to watch they parents talk about Warcraft, made into a game" Bro made the best resume of a game I ever seen
As someone who played this game for a good few years (starting in 2015), the best part of this experience by far was the community and creative aspects. It was so cool to be able to design and submit items and even dungeons to the game and have them actually get added in and made playable if they made it through the review process (incidentally, they actually paid you in premium credits for this so it also functioned as another way to buy shop items). The game also had a substantial cosmetic modding scene, which I got very into once I got bored of the very repetitive and grindy main gameplay (my handle was Jusiv, if anyone recognizes it). It was the first internet community I ever got involved with, actually. The devs were even kind enough to accept player mods into the game if they caught their eye (and now have a more formalized process for mod submission too). It doesn't look like Gamigo has totally killed these aspects off even after acquiring the game from Trion, so that's nice at least. As far as being able to acquire some blocks and not others, that doesn't actually prevent you from acquiring the cool props you see around altogether. There's a special type of lair that gives you random crafting recipes for props, and these let you construct and place your own decorations at will (this is also a category of player-submitted items, so many of them are community-designed). And on the subject of building, some players got DEEPLY invested in making expansive, intricate club worlds (and cornerstones to a lesser extent). You mentioned mag rails not having a point in the main game - while this is largely true, they really shine here, especially since they can interact with the craftable music blocks to make actual songs that play as you ride. I highly recommend taking a look at the club worlds if you want to see more of the creative and building side shine. Also yeah as others have mentioned the shop used to be completely pay-optional. Just about everything you could purchase there for credits was either craftable in-world or buyable with the main currency. Many of the other "currencies" you looked at are more specifically crafting resources for a specific type of item (ex. Dragon Coins are used to progress along the tasks for acquiring dragon mounts & allies & items, and the various luck-related items are used with the gem upgrading system to improve RNG chances). I guess that still makes them currencies in a way, but I will note that those predated Gamigo and were gradually added to the game as they expanded the range of systems and features. But yeah, what ultimately killed the game for me is that (like you noted) it gets incredibly formulaic and has very little combat depth. It's not a game you ever go to for any semblance of narrative. The coolest thing about it always was that its content was so deeply collaborative between the community and the developers. I don't think they could have achieved that level of creative freedom if they tried to lock the aesthetic down harder and made it more cohesively focused (tho to be fair, players did usually have to submit items with a specific biome in mind and follow some simple style guide rules to keep things feeling reasonably Trove-y). As I got increasingly bored with the actual gameplay, it was entirely the creative side of things that kept me with the game, and ultimately I probably logged close to as much time making stuff for Trove as I did actually playing it. If you ever played this and used loot or costumes or mounts or mods by the user Jusiv, thank you!
Oh I loved your mods, I was one of the heavy mod user that had hundreds of mods installed since the old "override>.blueprints file" days, it was very nice to see your mods actually made it into the game. Really a shame of what the game is now.
I remember playing this quite a bit a few years ago with one of my friends when he was into it. But then progression slowed down to an absolute crawl and the only way I could get anywhere was to pay in the cash shop. Needless to say I dropped the game.
I played it on Xbox, and definitely was my quit moment too.. Also, I hated the PvP loading screen.. Just static image and makes you question "Did... Did the game just freeze?" without any indication of the match loading.. No Loading bar or moving graphics.. Just boring static image.. Oh and the hit detection was miles off and was more of a guessing game of where the hitbox is compared to the player model.. Usually I spammed bombs/AOE for reliable results.. Precision attacks and melee was more Spray'n'Pray/Flail Wildly and hope you clipped their hitbox..
I played Trove for a long while and i never quite figured out why i'd get so bored sometimes while having massive fun. This video points out the flaws i never could put into words. Thank you
Iv played this game when it first came out and dropped it after a few months. Now in 2022 iv gotten back into it and have explored the mechanics more and the overall experience can be overwhelming at times but eventually you get accustomed to it like every other game. Trove has some unique gameplay features not found in other MMOs which I personally favor for. Base building gets amazing after awhile, Clubs are a must also! Being nice and social is very key to this game and having anxiety in physical situations made it difficult for me to initially engage with other but eventually after random players being very kind and respectful iv honestly broken out of my personal shell more and it's amazing. Everyone will have a different experience in this game and it's about what you make of it. Everything can be bought with currency while your also able to obtain everything by gameplay also so noone is ever left out behind a paywall. The microtransactions are there for people who don't want to play and just get nice looking stuff fast, no overall advantage over anyone except for time.
As a Trove veteran, with some thousands of hours in, who quit a while back, I have a few things to say. Trove used to be very, very great - but the point of the game, if you wanted to look for one, is getting stronger. That's all there is to all the items, dungeons, classes and builds. Everything used to be obtainable for free, tradeable, spending money was just getting it faster and right away. All you had to do is level. That was not the point of Trove. It never was meant to be. My fondest memories of this game are of building my club world with friends, throwing pinata parties, I used to use the game as a chat, as I would use discord now, and my friends would too. It wasn't uncommon for us to /sit in our club world and just talk, whether through text in Trove, or through voice via Skype and later Discord. That's what it was for Trove. I have met some very great people on this game, I thank them for the time they have spent in my life, it seems very silly to say that about a game that looks like this, but anyway. Trove was ruined the moment it was sold off, and everyone really knew that. Servers became slow, the game became extremely laggy and buggy, very poorly optimized, suddenly everything was becoming untradeable - you can still get all you need for free, there is no mechanic locked away behind a paywall, just cosmetics - but the pure amount of grind you have to spend without paying! When level 30 first came out, honestly, you could level five entire characters in Lost Ark from level one to level 50 in the same amount of time it used to take to get a character from level 26 to 27, and the amount of XP increased exponentially. Everything became RNG based and the RNG is worse than Genshin - and speaking of, leveling from 29 to 30 before the XP buff felt like going from AR 59 to 60 with chests! That all sounds like it would feel very hellish, but it did not. The gameplay requires zero brain power, its all mechanical, and what I was actually doing was spending time with friends, talking and having a laugh. When everyone was offline, it didn't really matter how close I was to a goal or what I did today as far as progress in the game goes. It was easy to quit, and really once there were no people, it's like the game encouraged quitting with how boring everything gets. The game relies on people wanting to exchange money for time. To me, it felt like a social media that didn't want to keep you hooked - it wanted you to pay to play less, and hang with people. I miss the times I was on this game all day with my heart, though it won't be coming back for good. It's the group of people we all met and lost at some point, and maybe it's the reason I look through this with rose tinted glasses, but Trove was one hell of a game for it's time, I can call it the best one I've ever played, but not for the game itself. It's quite shitty at being a game - and all this ended up longer than expected, haha. Goodnight, y'all.
The second MMO you've played that i have experience with. Its basically a party mmo, pick it up, play for a few hours, forget for a year until you're bored with your mates but don't want to get off yet. There is literally no story, just go dungeon by dungeon until you reach high enough level to go to the next "world." I remember a lot more starting classes though, like the Revenant, an AOE dps with a lifesteal mechanic.
There is... it's just paper-thin. In a nutshell there's some gods, the Sun goddess provides the world uh... existance, the Moon goddess tries to take over, gets jealous of the Sun's brightness, makes some mean shit and then the Sun sacrifices herself to make the hub and give Trovians their power of some shit. That's it.
You know that feeling when you actually have a good day, everything is going swimmingly but then you remember Gamigo exists? Knowing Gamigo exists is like knowing how a public restroom on a scorching summer day smells.
I played Trove in his first years, it was amazing, in that time not everything was p2w, you could buy characters with the money you gained in game, the dragon coins where obtained by daily and weekly quest, there where a better tutorial that gives you a purpouse in the game. There where so many features for f2p gamers that you never get bored, but when they added the feature that makes the characters p2w or crafteables, the game started to die. I really loved this game, it help me to understand english and learn to talk with people in english, it make my days get more happy, now I wanted to go back to this game, but with sooooo many things new and irrelevant (theres literally another game in the game), and obiously the p2w system, I really don't want to get back to this game... So many good memories :C
its still not p2w at all, everythign except skins are free. just slightly time gated if you want to learn how to play the game f2p look up LateCom now im not saying play like that madman. but its possible which literally proves its not p2w he did in 15 days and 3days in game. in what i did in 8 years. because im lazy he's not you can easily get to highest of mmr (now you are gonna win no leaderboards for mastery since no skins for mastery) but hey you can do u11 thats more than i can say you just said p2w or craftable. THE FUCK. wait so if you can craft a character easily mind you. its still p2w cause you can buy them? holy fuck man i wont tell you about warframe. you know WoW you have to pay 20-40$ bucks a month to play the game with also having to buy the game? until the last 2 weeks ive only ever put 20$ in the game. you know what i bought with that 20$. a boat and the pirate captain. not because i wanted to skip to instantly own him. but because ive played the game for 2 years they gave me a cool boat skin (when boats first came out) and wanted to support the devs. recently i put another 40$ in like 6 years later. and just on credit pouches cause i wanted mroe flux and didnt want to work on it. (also bought solarion with it cause i wanted him and again cool skin didnt have to kinda he's hard to grind til u11. but completely possible)
This game really was "What if we tried to turn Minecraft into an MMO?" I'm not sure if it still does, but the game used to have the "Infinite landscape" mechanic that Minecraft had. You would open up a new "world" with a few other players, then go complete some auto-generated quests or overarching gameplay quests, hopping from randomly-placed-fanmade-dungeon to randomly-placed-fanmade-dungeon across various themed biomes (Including candy, ice, cyberpunk, grasslands, undead, and magma), collect loot, maybe have some more players join into the "world", then the "world" would stop allowing new players to join (unless they used the friend system), and the "world" would eventually delete itself after everyone in it left. The hub world of a server was originally just a huge area full of a few "main" buildings that you would find in every hub, alongside many, many, many base plots where users could put their mobile base. It really did look like a Minecraft server. At the edge of the area with these base plots, it would open out into the same kind of dungeon-filled biomes you could find in the infinite worlds, expect that they weren't infinite. I remember that there was this guy in the server I joined who just made some 3d Super Mario Bros. pixel art on his plot (a question mark box above a green pipe) who just placed his base on one of the plots near the middle of the hub, and then he managed to keep it there for more than a week. It was iconic.
I remember that when I played it way back with some friends. I remember just mindlessly running in one direction killing anything we could find for an hour.
@@McFwoupson You can't build things in cube world. You can't in most of Trove, either, but there are some places you can build. It does look really similar aestheically, though, so maybe it was inspired by it in that way. Actually, now that I'm thinking about it, I'm pretty sure there are a couple of other things in trove that are very similar to things in beta cube world, like wings/hang gliders & healing flasks, so it probably was, after all.
20:00 There is a creation loop to Trove when I played it a long time ago. on your home you have the ability to make a block crafting station. And this can make various environmental blocks or functional blocks (mag rails, music blocks, boosters, ect). While your house might be on the smaller side, there are guilds that get the ability to make their own world as they please. And Ive seen some really impressive worlds back in the day and thats what the game play loop felt like it was supporting; you wanted more blocks and mats to build better world with your guild, so you wanted better gear to go and get more resources faster.
a few things. the dungeons don't reset, and you can't walk to higher zones directly without the atlas. when you join a zone, it generates an entirely new random map with that biome at the start and others around it. and puts you in with a few other players who joined at the same time as you. if you wait in a single world you'll notice that no new players come in, and eventually you're left alone until you swap worlds. also you can get most stuff in the cash shop like classes and dragons and potions and emblems without paying, it's just really slow. you can use the ingame coins or crafting for the classes.
he didn't played long enough to understand that the cashshop is not filled with P2W stuff but is just provoking the player to buy something when every pack pretty much just has items that are obtainable by just playing, this game is about mastery and every item gives mastery so everything needs to be obtainable by just playing the game
@@Rex87 he already mentioned that it is p2w if you can take 50 hours grinding for it, or spend 1 minute buying it, so i dont think that would change his views, unless all the items there were very easily obtainable, but i somehow doubt that
@@brunobruno-c1d this game is designed to waste your time, most of the time you grind for stuff that's it, I know you can buy lots of stuff but this takes the fun of getting it yourself and when it is not necessary to spend money to get something I'm completely fine with this, he didn't played this game long enough to understand how this game is really played and why grind in this game is actually good compared to other games when something can be just tedious to get while this game has lots of options for the player
Well, there are basically 2 Goals you have in Trove: you have these different classes, when you pick the first starterclass you can bring the Power Rank up till currently around Power Rank 45.000. So there you goal is to increase the Power Rank of the Class by clearing the normal Overworld dungeons, which gives you gear like Hat, mask and your Class weapon type. There are Chests you gain, which are meant for your gems, which gives you a significant boost, you have to craft ourself a ring, there are different allys-like pets, so yeah, everything is supposed to give you stats here and stats there. Increasing the Power Rank is your first goal. The Second one would be your Mastery Rank. You could say, that you will gain Mastery points to lvl up your Mastery rank by simply play the game, but there many different things, that give you the mastery points, you can unlock veeerymuch, so this seems overwhelming, when focusing on that, because sometimes you need Mastery to maybe gain access to something, but that's only at the Start. And yeah, devs don't give a shit about the game, you cam't reach them, they don't do anything, besides updating the game, giving patchnotes and so on and so on. I do love this game very much, since I like it to be OP, I have a total Playtime of 57 days and 18 Hrs, where the days are actually red in hrs, so I am over 1000 hours. But like Josh says it. It is a game and I think will always be, where you have a phase of playing it very much intensively and then after 2- 3 months, you think, time for another game, I need a break of Trove. Still, it's good and I can just recommend to play it for a few days and decide for yourself, if it's good or not, since even by wtaching this video, I can't make an opinion out of that. The game is free on steam, you can connect it to Glyph, which is another thing, basically like a launcher for certain Gamigo games, but if I remember correctly, you can also start and play the game by just having it downloaded on steam. Idk, my words are like a review, so read it or read it not :D
Man I remember Trove being one of the main games I played back in 2015, even taking place above borderlands 2 in my priority list. Played so much I became a top 50 lunar lancer. Looking at it now, it saddens me greatly because I know I will never be able to enjoy it again in it’s current state.
Damn, I remember playing the game when it just came out and it looks so so different from what I remember. The Minecraft mechanics gave you much more freedom, there was actually stuff to do and I barely remember there being dungeons but they were vastly different than this. I don't know if the game was really better or if I was just happy back then, but whatever this is, it isn't trove. Damn
8:30 As someone who who has played trove on and off since 2017, I can confirm the tutorial has been around since then. It seems to have been expanded with the shadow area, but remains mostly unchanged As for the tutorial plates, I’ve got no idea I’ve never payed to much attention to them 10:48 All of these currencies (Except credits) are non premium, and have ways to obtain them without buying them off other players/The store 13:46 You can mine/place just about anything, just not in dungeons Overall I’d say I agree with the points expressed. It’s a game you play for awhile, then just move on. You might circle back once in awhile, but by the end of that cycle the flashiness wears off, and the gameplay feels hollow. The main objective of trove is to just watch numbers go up. Most of the actual entertainment lies in the community, not the game itself. The gameplay might hook you for a week or two every so often, but it’s the people that will keep you coming back.
you can also buy credits with flux. it uses the same system wow uses, one buys it for real money and sells it in the shop for flux. grindy as heck but it is an option.
I Wholeheartedly agree with all your points. I used to play trove many years ago, on and off, played a lot over the pandemic as well. within the later stages of the game it is essentially just doing the same events, grinding the same few dungeons, and working on the gems and masteries for your characters. Some of my best memories within Trove is honestly just the times which I ran through the world soloing dungeons and chatting with friends in VCs, rarely about the game but just life in general. The creativity and potential for expression and experimentation was also a really fun part of the game, finding the right setup or making the best cornerstones, etc.. I do have to add though since you didn't really mention it, I never really felt like the pay to win was really shoved down my throat in the game, I feel like the game establishes itself as a grindy game early on and almost everything within it can be obtained simply through a long and tedious grind, whether or not the grind was worth it in the end never really mattered because in reality you still may have learned something new like a new way to gather, a new route for any dungeon, a better understanding of the value of items and if all else fails then a funny story to tell to your friends. The game definitely made people aware of the pay to win options but nobody in the community really encouraged or despised it, it was just an option that some people might have had and wanted to go with.
i started playing this game in 2016, right around the mantle of power update. it's always essentially been "speedrun dungeons to get better gear to speedrun dungeons faster to get better gear: the game," but i found it a blast because of 1. the fact that the devs were always introducing cool new stuff - new biomes, classes, systems, etc. - and 2. player clubs and the community in general. i was part of a club called "the ganja guard" (only found out what ganja is like a month after i joined lmao) and we were always building stuff, holding club events like building competitions and scavenger hunts, doing bomber royale and pvp matches together... it was great. one of my favorite parts of the game, though, was the fae trickster class. it's a fragile dps that deals high damage with its basic mouse-click attack, but getting hit heavily reduces that damage for a few seconds. its gameplay centers around teleporting away from enemies and leaving an illusion of yourself behind as a distraction. it was considered one of the worst classes in the meta (probably didn't help that its class gem was poorly designed, so you'd just continue using a regular gem instead), but i loved it to death. i was even top fae on the leaderboard at one point because so few people were playing it at high levels compared to most other classes. i stopped playing for a few years & came back at the time of geode topside, and at that point i found i really loved the geode caves. slingshotting yourself through a cave system with a grapple hook and a jetpack was awesome. (everyone insisted the ability to lay down a tile that makes you run faster & jump higher was better, but that sounded so boring in comparison i never actually tried it.) alas, as soon as delves came out and gave an alternate source for geode cave materials, their prices dropped. kinda killed the point of farming the caves. and i hated delves sooo i quit.
man, I remember when I was super into this game, the grinding was like months on end for certain things like dragons, but the old devs (before trion was bought by gamigo) were generous with the class coins at one point, so I managed to unlock the rest of the classes (minus Vanguard and Bard, since they weren't introduced back then) without credits or grinding. The one thing that would keep me playing towards my endgame days were the shadow towers; giant buildings with a boss at the top of each floor. The shadow tower still exists, but they give out less rewards due to the delves being the new way to grind out the time gated materials. Nowadays, there are a ton of microtransactions and other useless garbage polluting the in game store, not to mention the devs "fixing" classes, only for them to be worse than what they were originally. I still like the game, but without the community and the shadow towers being the main weekly dungeon, I just can't bring myself to come back. its a shame as well, as I have put 1.2k, almost 1.3k hours into Trove.
The economy got ruined around the time the Revenant got added, it was when they added the PvP stuff and shifted to pure freemium and grind Before class coins where even added Back then you just earned normal qubits trough daily quests and got a class every 3 days or so, leveling said classes was it's own thing tho
Have to say, it was good. Before the pay and time walls, before the "content" that split the game into multple distinct parts. It's still one of my highest time played games to this day, and yet I don't even think of touching it anymore. This episode of Worst MMO Ever is deserved, Trove is the living definition of content bloat. R.I.P Trove, the community loved you, the companies working on you did not.
I used to love this game. I loved the character customization, I loved the classes, I loved the levels, I loved the building, I loved everything. I found it refreshing that I didn't have to commit to a single class, I could just play for a few days and buy a new one and swap between the classes I owned freely. Yes, you could buy the classes with money, but that didn't matter. With the exception of purely aesthetic items, there was nothing you couldn't get by simply playing the game. And then, out of the blue, everything changed. Now some classes became pay only. I was LIVID. I hated the change with a passion, because I knew newer classes would be overpowered to force their players to pay. I quit the game and never touched it again.
Being involved in the creative side of the community was a big part of the game for me. A lot of fun in Trove was making voxel weapons and dungeons then seeing them appear in game after they got approved. Sad to see what it has become, but I still appreciate that credit is still given to the community for a lot of the creative designs you see in the game.
The sheer amount of nostalgia I felt while watching with was insane, I loved this game for exactly what you said, a few weeks and then forgot about it, then played a lot again when reminded of it's existence.
Thats pretty much how i felt in ESO. In dungeons i were just killing monsters didnt know why im here or why im fighting them but i still had fun for like 300h.
My problem with this game is that once you do the first dungeon you have pretty much seen what the game has to offer. It's just doing the same dungeons over and over again.
Played this quite a while ago. Back then the main use for the magrider seemed to be community built stuff. To either get around or listen to music with it (similar to how you get those Minecart music things in Minecraft)
I remember really enjoying this game back in like 2017. It's one of the few MMOs I think I've actually played regularly. I haven't touched it in a long time though, but it's changed a ton in the past few years. You used to have to work for the wings (I remember working for weeks to get to that mastery rank) and they gave you a greater choice of classes at the start. The tutorial was different, the tutorial world only covered combat and everything else took place as quests. I abandoned it for a while or so and picked it back up for a bit around when the pandemic hit. It had been greatly overhauled at that point and I didn't find myself playing it for nearly as long as I used to. I think most of it is feature creep and the gamingo acquisition. While I've never heard of gamingo before this video (I'm not huge into MMOs), and while I do recall there being plenty of push for the shop even back then, it was not nearly as complicated as it is now.
I remember being so happy to get my wings and I spent so long flying around because I looked forward to it for so long and it was a really nice ambience when flying around
@@sukaikitsune you are looking at it from the standpoint of someone who puts to much time in the game. Yea you need to try but there is no point in trying if it near to impossible to even try at that point, so yea, you might aswell quit
"Gems, another currency!" Actually, no.. They are something you can obtain through normal gameplay (Fairly easily) and can be upgraded with dust from different worlds. They contain stat buffs that may or may not be useful to your character. also, you can craft new characters and earn class tokens. Everything here gameplay wise can be earned through normal gameplay. Its mostly a new player trap to spend money.
How does that mean it's _not_ another currency? It may not be one you have to buy with real money, but it's still another currency, and as such contributes to the intended confusion of multiple currencies.
@@Wolf-ln1ml let me get nerdy for a second for basic economics: A currency is a universally agreed upon item that denotes value, as deemed by the people who use it. If I came into a store with a few hundred Yen in America, people would look at me like I was insane, as most people haven't even seen a yen, and people don't accept yen in America as their currency. In trove, there isn't a single place where you will ever buy things with gems, or gem dust. It's an accessory to your character. These accessories (gems) have stat buffs that may or may not benefit your character, and there are three or four different slots, all for different elements of gems. It is more complicated than that, I just dumbed it down for the sake of time. Edit: while yes, you can buy gem boxes, it's a waste of money and you usually get garbage from them anyways. As I said in my original comment, new player trap.
While the gems themselves are not another form of currency, I'd say the dust absolutely is. Worse yet is the change of failure-to-success rate that increases each and every time to an astronomical amount of dust for mere attempts. I speak from experience from someone trying to max out all my gems, the dust is never good enough unless you are spending the entire day grinding on fire, water, air, or cosmic worlds. Never mind the new level added that requires all sorts of stuff including mountains more dust. Now, while the grinding is tedious, it's also predatory enough to loop back to the shop in the for of Ninth Lives and the other luck boosters. Yes, you can earn them through playing for free weekly, but really now, with the new cap level added demanding Ninth Lives to give you even a fair chance at a successful power-up attempt, it plays heavily back into doing everything you can to grind more luck boosters. I think the plain gems themselves are fine, outside of the min-maxing that comes way later, but for sure the dust currency itself is abysmal to grind, even at top level. I guess I'm not entirely defending his point, but the gems themselves are an entirely new level of insidious, especially once you have to start pearling, or get the unholy luck needed that a class/regular gem with all three stats heavily buffed on the first try. 90% of my time playing as a gunslinger heading into paragon was still just trying to farm dust outside of the delves, and it never feels like I'm making progress, no matter what Uber I'm running.
crystals are actually a regular currency you get all the time in Geode, and Gems are basically equipment, not a currency (though you did say so later). The only currencies are Cubits (gained for free) and Credits (the rainbow squares that you have to buy), and Clubits (also gained for free by converting Adventurine, and they're only used by clubs {guilds} to give every member passive stat bonuses). i do agree that the store is really overwhelming for a new player though. you can also mine any blocks that aren't part of a dungeon as well as place any blocks anywhere (it's just laggy af lol). Functional blocks can only be placed in a cornerstone or club world so players don't lose them when adventure worlds regenerate.
Thanks for covering this one :). I had about 300 hours into it over the years (played it on and off, especially since cube world let us all down), and gotta say that it has gotten way worse than it was. I won't go too into specifics, but I'll mention that there was a specific method that players found to basically level up to level 30 in about 5 minutes, called "Invader Farms". It involved using the cornerstone house that you got, and you had to place a bunch of traps and wait for a Invader thing to spawn, and you also had to bring a "outpost npc" quest giver to your location. Its a bit hard to explain but in any case, it was kinda ingenius. You know, spending the time to use the creation tools and mechanics of a sandbox game to reap the rewards was an awesome feeling. Long story short, the devs started banning people for doing this, even though if i recall (could be wrong) it had been a thing in the game for years. They took something creative and just butchered it. Not that I'm surprised since you can buy level 25 boosts with real money. And then they introduced Geode and Delves into the game which noone asked for, and they forced you to play it because that's the only end game content. And that's where I quit, because delves suck real bad. Such a shame really, the foundation for the game is pretty good but the horrible monetisation and devs killed it for me.
The Mag Rider was actually part of a really cool feature for player made worlds, where players can literally place down tracks and your can ride along them on the mag rider. It can be used to make fast travel in a player world, create a roller coaster type effect or other cool stuff.
I used to play trove. A long time ago. Sometimes, I get back into it, play a few hours until I remember how bad it is. That's the kind of game you play when you have nothing else to do and you just want to remember "the good times", "when it was good"
I just started Trove last night. I've been avoiding it for years but every game I play isn't fun to me anymore. I played a lot of fps games competitively before my 20s and in my mid 20s. I'm turning 32 this year, if you guys find a game that's fun just have fun don't take things too seriously. It'll be a bit hard since the gaming industry builds games around their marketing team and how they can turn us into dollars not just players. Thanks for the vid I'll play this for as long as I can but everything you're saying is absolutely right it feels like a shell of something that used to be amazing.
I recently started a couple of games that I always kind of avoided as they didn't look like my type of game. Instead, I ended up really liking them, and it was a really refreshing experience. Sometimes, you've just got to put yourself out there and/or go into a game blind to see if you like it. Playing the same Call of Duty or Madden game copy and pasted for the 50th time can get super boring.
I played this game for quite a while. I quite liked how it was all action and had a nice community. To begin with they had weekly updates which was nice, but unfortunately quality of life went down and bugs came in. They then began to take longer on updates saying that they were doing it to increase QoL. That turned out to be a lie and instead they were working on console ports. Updates started to get even rarer until eventually gamigo bought out Trion and sacked pretty much the entire dev team. One of the neat things about the game was the club worlds people made with all sorts of art or made music tracks out of note blocks (RIP Google Translate). Props to those who remember Avarem's "Apple juice".
As a 6 year trove player, I can say that almost everything you said about the shop is incorrect. The crystals are crafting materials and the gems are equipment. Any of the stuff that costs credits in the shop, you will probably never use, apart from the classes, which can be crafted for a very cheap price. The vampiric emblem is... bro this is literally the first time I've heard about it, absolutely no one uses it. I also forgot about the golden key, as it is very expensive and the rewards aren't actually that valuable. No, each class doesn't cost 3000 credits. Only vanguardian and Bard does, which you can also craft. The only real advantage p2w players have over f2p is a bit of mastery from the stuff in the shop and patron. Everything else can be obtained really easily. Also, the beginning is very easy, as you said "doesn't feel rewarding as it doesnt require effort". But when you get into midgame/endgame, it sometimes takes weeks upon weeks to get better gear. And the part when trove was really good then became really bad? Well yes, because you know, Gamingo stuff... "This game is really fun for a tiny bit, then you slowly start to forget about it..." It has some daily rewards and weekly rewards and stuff, which are the only source of the cubits and some other materials. We need those stuff to progress further, so we keep coming back everyday to get the rewards. Do I recommend this game? Well, If you are willing to spend 25 hours a day grinding to get a tiny bit stronger, then sure.
@@colinzoffel9183 but a lot of the things in the shop are useless. the only ones that are actally useful are vanguardian, bard and solarion classes, which you can just get from buying credits with flux,
i used to play this game A LOT a few years back. me and my mates would play it almost as much as we played fortnite, it was definitely really fun, but once i got to the Jurrasic Jungle world, the difficulty just increased by a million making any further progression impossible. you can enter the boss tower at any point of the game, and the final boss was easier than the average dinosaur. there was still a lot of other stuff to do, and i spent like a year of doing other things in the game instead of progressing, but eventually i just couldnt find anything interesting enough to do anymore. the last thing i did before i left was completely crashing the economy by harvesting sunlight bulbs for a week and then selling them off for a tenth of the usual price. i logged back in a few years later to see that it had still made a lasting impact.
that's because of max crit hit starts, bassicly get good gems than make sure it has 3 stats from the beginning & those stats are: physical/magic damage (depending on ur class), crit hit, & crit damage, this basically 1 shots everything & if u don't know about this strat it makes the game seem like it has a difficulty curve
@@flyingduck91 oh alright thanks. ive actually been replaying the game recently so thats very useful! tbh back when i played a lot i didnt know about gems at all.
That moment when i remember every dungeon you showed in the video and it's been almost 4 years since i played meaning there been no change to the terrible dungeon system and no change to the starter classes
I loved the times when you had to actually FIND a shadow dungeon and invite all the people at your map for help. Very beginning of Trove - love my memories and miss the old times.
2 роки тому+27
Aight right off the start. Trove is not a game that is inspired by Minecraft but by Cube World. Resolution issue on launch did not happen to me since late 2013 in its alpha and it also did not happen for like 99.9% of the accounts registered there. When it comes to the tutorial only one thing I and everyone could agree with is "It's not intuitive" but saying that loot collecting something does not make you feel like you help yourself or get something by doing it shows a clear lack of testing, because anyone playing the game for thirty minutes would understand that loot collecting gives both ressources and collection points. For the Mag Rider/Camera controls you won't see any use of this in later gameplay or even very early gameplay, this is mostly used for fun interractions with music trails/mazes and sometimes races. For its actual use it has been becoming useless with the overgearing that we have had over the years, it was useful up to 2016 to move faster to another dungeon for example (wings). TLDR: Only the argument of the camera being messy in close environement is valid. Right after the tutorial is "done" you get thrown out into the game, that I agree with, is kind of bad since the tutorial itself is not intuitive BUT there is a whole continuity to the tutorial that you could have done for about 4 hours to understand the game better, that tutorial follows you around for every new system that you encounter. Classes are absolutely not paid for nor premium besides maybe the bard or KIND OF the vanguardian. They are all craftable. Probably the only argument being super valid in this video: The game is not oriented towards a serious story it is rather just about you having fun or ranking without thinking too much unlike in popular mmos (slowly becoming less and less popular over the years because of that) where you need to focus on TOO many things that you, at some point, consider being chores. But in Trove they are not which is a good point and thing for the game. +1 for you. When it comes to rewards by pressing "L" it's not the game not wanting you to leave, it's simply giving you common ressources for the game that you will need as time goes on. Trove is not produced by Gamigo, it's taken over by Gamigo, it was made by Trion back in 2013 November and the fact that this game has in game transactions should not be a surprise since EVERY free game has some. Staying on the shop subject, there is indeed a lot of pointless items that cost too much when they're easy too get in game which does not help the game in being intuitive once more. But most of the items that you can buy are still VERY easy to get in the game or simply time gated. Annoying ? Yes. Making it the wors MMORPG ever ? Absolutely not, else every MMORPG in the entire freaking world would be garbage. Simple example: Golden Key can cost you credits to get a garanteed rare item in adventure caches, aight sure that is annoying but you could also just farm for barely fifteen minutes and get enough ressources to buy the item dropping from those caches without worrying about bad RNG or spending money. When it comes to building and mining, it's a NON EXISTANT use for gameplay and dungeons. It's literally another category of players who get use out of that, it's just made for people who like to build in club worlds for example. It's not at all the game's selling point, it's by far the most under valued thing for Trove, nobody or almost nobody cares about that building mode except to open some delves and invite friends in them. If you want a long lasting MMORPG Trove is one, it's completely false saying that it's not. I have over 8000 hours with breaks and I know a bunch of people at around 15 000-16 000. So again that shows a lack of testing from your hand. When it comes to getting dopamine by doing something difficult, it won't come from dungeons, it'll come from increasing your numbers, your gear, getting better items, dropping rare powerful ones, farming a bunch of ressources to spend it on ONE single expensive thing. It also comes from doing hard things like deeper delves or leviathans for example. Again showing a clear lack of testing and a close minded approach. When you talk about current players on steam, Imma say that: Trove used to be top 2/3 most popular Steam games. It no longer is for different reasons that are not ONCE spoken about in this video because again of a lack of testing and invest. Though when you look at the amount of players that are there, PLEASE keep in mind that Steam is not the main downloading point for Trove/Trion/Gamigo games, people mostly get them from their websites. The fact is that Trove still has over about 10k-15k players active daily, but that is not public information. Now having an overview with notes about your video, all I gather is information that I have already gathered from tons of content creators and it often comes down to the same conclusion: You are not looking enough into the game, you are not wondering why this and why that enough, you don't spend enough time testing stuff, you stay in your own point of view and try the game as a Second Person Shooter instead of as an actual MMO which ALL leads into you not having fun and producing a subjective feedback. Besides that, I can always agree on some futile/relevant details such as the tutorial not being intuitive enough, the game not being absolutely perfect (example of the shop having useless items). I would really have loved to test out the game with you after releasing this video and show the game another way, explain the game in a more MMORPG oriented way. I wonder what your opinion on the game would be after doing so. Anyways, I appreciate the video whilst I can't agree with it because it brings interest into our game, I am and always will take care of this game and therefore I appreciate you very much for testing mmorpgs out, but please try to look more into it and spend more time. Interract with people, gather opinions instead of the acting like a sheep following what the mass critiques say such as steam evaluations which are always bad for mmorpgs and even other really popular games. Gather content creators, gather devs, gather community managers, gather members of the community itself. Get INTO it instead of summerizing.
@@uovo Nah I would not say it's horrible, but what I can tell is that the man probably thought of himself pretty highly since he is used to doing that kind of video, which I respect and yeah he has clear critical thinking skill, but he does not apply it there cus he is probably too confident in himself saying the truth. Therefore he didn't look to deep into it and just made the game look bad for stuff it should not look bad for
i'm already weary from listening to his first impression rambles for 8 minutes i don't feel like he's qualified to critique anything about trove but at least he has created a place to gather actual criticism of the game, this comment section disclaimer: i didn't watch past 9 minutes, i like reading the comments more
Man, is it just me or does it seem like almost every MMO can be summed up as "It used to be good, now its just a vehicle to push excessive monetization and/or loot boxes."
Difference between studios centered around people who actually help build the game vs studios led by financial executives. In german its called BWL or Betriebswirtschaftslehre, basically studying how to make the maximum amount of money. Thats ruining games and studios.
Destroy capitalism -> Get eternally good games.
@@benni5541 Wait a minute... I go to university for BWL
capitalism has a tendency of making things worse.
@@SeppelSquirrel No, destroy capitalism and get no games.
There's no utopia. No perfect system. But at least we do have stuff now.
I remember this game from a long while ago. It got pushed out to fill the empty void that was left when Cube World went silent during its early periods. And to that extent, it was very good as a replacement to tide people over. It was also very much community driven. Each class outside of the few starting classes, was thought up of, and created by the community, voted on, and then out into the game. If I remember correctly as well, it was either the person who created the class and/or those who voted for it, got it for free or something. Community was immense for this game. Pretty much every zone, mob, class, Dungeon was made by the community outside of the starting one's. However, eventually people started seeing microtransactions layered on microtransactions and left, harming the community aspect they built up. When a game is built around community and you drive away the community, you are left with nothing.
RIP what cube world should of become 🙏.
what ever did happen to cube world?
@@Tyler-og6hj I think there was just nothing for years and then they changed a lot of stuff in it that made the game no fun. I don't remember much more
@@couch9416 No, you're pretty much spot on. Developers did a beta everyone loved. Went silent for *years* and then popped out the game suddenly that was nothing like what was previously showcased.
@@Tyler-og6hj it's eventually got released on Steam but with really bad choices of the gameloop which killed whole game completely. Only few things left from previews on official dev-blog.
Tldr:
It's on Steam
And it's not worth it
(Can be fixed with mods thou)
This game was absolutely amazing at its peak. I’ve never been a part of a more loving community. Greed killed the game
Yeah I used to love this game but I was never invested in the story and never progressed that far sadly
yea it was rly cool but the developers added very little content apart from more opportunities to make money
I must not have played at it's peak then, because the trove I remember had big guilds getting other guild's clubs shut down by reporting them to staff until they would cave, saw this happen numerous times whenever some smaller guild club started getting attention.
yea when trove first came out and the beta was great till they started stacking the cash shop with everything should have made it cosmetics only
Fr
You could tell he hadn’t played it much when he said there was no lag and it was smooth. The lag is quite possibly the worst part of the game when it really hits. Not to mention the countless crashes you experience whilst playing
God and they ALWAYS came at the worst times
I just started today so thanks for telling me about that
Bro it once crashed and just fucking bricked my PS4 💀
@@Papi_Buzz Hello??? ☠️☠️☠️
@@eagletgriff ?
The game WAS GOOD, it really was, and it wasn't a honey moon phase, it just didn't have paywalls back then. Paid things were mostly just skins and pinatas to hopefully get a mount from breaking them. I was a tester for the game, I still have good memories with it.
If I had a dollar for everytime I've seen a comment in similar tone to this on this channel, I'd have about $60. Sucks to see that the #1 killer of ambitious new MMOs is the nearly suicidal drive to over-monetize.
Used to love Trove, now, it's just that ex-gf you cant forget because of good memories and when you try to reconciliate it's not the same thing and the taste is bitter
I used to play Trove back then, as new classes and biomes came out and discovering things simply took time. Ah the Candy Barbarian release was fun. What a shame
back in the day when gunner and the knight were the default classes you could choose. good times, oh yea and the fun of grinding shadow towers early on (which are now pretty much useless)
The game is still kinda good just annoying
If the devs didn't go the greedy route and made everything untradable This game could've been one of the best online games ever
This game feels like something you would see in a movie being played by the main character's son.
t r u e
LOL
what does that mean?
@@marvelinopanjaitan6076 in movies they don't want to get strikes/law suit for using someone's product or game so they make their own with cgi and it usually looks like a mobile game mixed with a shitty forgotten mmo of the 2000s
@@jkeebla true
"Trove feels like a game that's already been completed." You're right. Sadly, you're right. When it was still just the game creators running things, it was FUN. You would see devs in game, they would throw random parties, you could actually get general assistance and talk to them directly. After it was bought by that accursed German holding company, all the spirit was sucked out of it. Then half the studio got fired and everything that made Trove special disappeared overnight. All the fun that could have been had is long since gone. I held on so long that not even the good memories remain untainted. Yes, Trove is finished. It just needs to fade away and die.
I wish i could thell the original trove developers: "ay, go work with veloren"
It's better open-source cube world
@@guilhermedalazen1366 whats veloren
@@strong541 a open-source project with tons of voluntary developers trying to achive what cube world didn't
@@guilhermedalazen1366 i looked it up using my pea sized brain idk why i didnt google it thanks for the info though
@@strong541 try playing It, you might see me around
I’m shocked josh didn’t experience the infamous server lag and end up rubber-banding to hell and back or having to wait 30secs every 5secs for chunks to load
The one thing Trove does really good is something the tutorial didn't really explain: the Loot Collector. It breaks down gear you don't have equipped and if you dont have the appearance of the item in your collection it gets added. Basically allowing you to get a ton of skins for your gear that you can change whenever you want.
That was like the end game for me, collect every “skin” in the game and repeat whenever new designs were added in the next patch
just like in GW2, love that mechanic, totally stealing the idea for my wannabe mmorpg minecraft server.
u missed the part when u realize that all skins are reallly bad... and dont match together at all. (except maybe chaos chest skins)
Yeah, and finding unique loot is a way of progression cause you can get notable rewards and a bit of extra stats
@@TZARpixelforge I'd say that's subjective
"Trove feels like a game that's already been completed, and you're just exploring the slowly fading embers of a finishing world"
You've heard it, ladies and gentleman!
Trove is the Dark Souls of MMO's - Josh Strife Hayes, 2022
This is exactly how this and wakfu feel
@@j-lo2098 Man, Wakfu makes me depressed. It could be such a good game (and it feels like it used to be), but it would require the devs to actually listen to people or play the game themselves.
@UwU DahWholesome Sadly, it's ptp (and it had some ptw elements, but i don't how is it now)
@@j-lo2098 It's a Shame that there's not a Lot of wakfu content besides low quality tutorials
cubeworld ugh never talk about that game and its devs
This game is a husk of what it used to be. There used to be Shadow Towers! Massive multi-floor dungeons that you could team up with 7 of your mates to clear, only to be greeted at the end by a massive raid boss! The spike walker, the eldrich weeping prophet, the piñata god, the shadow hydra, the nuke-launching dreadnaught, and the goddess of the moon herself! All amazing experiences, and some of my best memories, gone, replaced by just another tedious grind and cash grab in the form of delves.
And you didn’t even touch on how predatory the cash shop is. There’s another ranking system called mastery rank, you level it up by colllecting new gear and loot collecting it, crafting new mounts, costumes, pets, etc. every new collect is more mastery. And more mastery is more power. In order to reach top mastery, you NEED to buy EVERYTHING from the cash shop. All the potions, all the emblems, all the costumes, all the pet, all the mounts, all the classes. Not to mention that there’s mastery rank locked behind a “Patron points” you get one patron point for every $ spent, and you need 1000 points to max out the mastery for that system. You literally cannot hit max unless you spend AT LEAST $1000.
And on the classes that can be bought. They are not all balanced. There are definitively best classes. Chloromancer or Gunslinger are the highest DPS. Dino Tamer and Neon Ninja are the best at farming dungeons as they go the fastest in move speed, to the point where mounts become redundant.
All classes can be crafted, yes, but it’s heavily based on RNG weather you can get everything for all of them, while vanguardian and bard are SOOOOOO grindy, that the only options are spend 100hrs for half of what’s needed to craft one of them, or spend $50 per class for those 2.
I love this game, it has a near and dear place in my heart alongside Wizard101 and RIFT. But it’s hollow. Gamigo is doing what they do best and just holding it on life support. This game is dying, and it’s sad watching what you used to love go so far downhill.
Sincerely -a long time player with a little over 20,000 hours played
They removed shadow towers???
Wtf they removed shadow towers? Havent played since like 2015-16
No more shadow towers?! That actually sucks, it was so cool hopping into one with lots of random people and just having a blast killing the bosses
I replayed this game a few months ago, the shadow tower is still in the game but it is not randomly place in the world map. You have to queue up in the shadow tower map and choose the difficulty.
@@muffy_bunny They replaced shadow tower by delves. iirc shadow towers were a lag fest they couldn't fix so they removed it and redesigned the feature
I have 3000 hours on trove and used to be one of the larger Twitch Streamers back when the game was in it's prime.
A lot of the late-game came from min-maxing the RNG gear to speed run the bosses faster for leaderboard spots and a purple name. The clubs and communities held together the playerbase and added so much depth that wasnt in the actual gameplay. Shame that it didn't last.
Yeah i just quitted trove
it was amazing
Which streamer?
@@teamemrakul2550 i dought they are still streaming it, he was talking about in the prime days
can u give me flux then lol
Ooof I used to be addicted, I can see why it's here though. Can't wait
Oh boi, the people at GAMIGO are at it agian!
@@elonleon4452 oof, true
I remember getting myself and roommates addicted to this game back in the day...I think I was the real villain 😬🤣🤣
Same
@@elonleon4452 Actually, they're probably all bots. This wouldn't be surprising.
So what I've learned from this series is to never, ever, _ever_ sell my creative visions to any corporation because they _will_ ruin it. Kinda already knew that, but good to see it writ large over and over.
easy to say, harder to do when a soulless corporation is offering you enough money to never have to work again and you get to retire in a big pile of cash. it's really just a problem with our current economic and political systems where we're all living under the constant threat of homelessness and starvation if we don't play the corruption game.
Why do that when you can get rid of capitalism instead? Would be easier too.
@@joshbull623 no better alternatives
@@videoms1271 Democratic Socialism.
@@joshbull623 Lol funny
I used to love Trove, it had a great progression scheme for gear where it went Shadow Lvl 1-5, then Radiant gear. They later added Stellar gear, which was mostly okay, only difference was if it was upgraded you couldn't trade it anymore. THEN they had the great idea to add Crystal lvl 1-3 gear, gear that is untradable at all, and easy to get the low levels of it, even crystal 1 was better than stellar gear, making it all useless now, especially considering you couldn't upgrade stellar gear to crystal like you could with all the previous ones by using souls from the same level.
Speaking of the souls, they used to be a good way for new players to make Flux, by farming lvl 1-3 shadow gear to loot collect them, since the souls actually had a decent demand back then; now they're practically worthles, even radiant gear / souls are pretty much worthless now. Typical issue of power creeping stuff out of existence. It's a shame really.
The old hub used to be so much better IMO, when you came in, you had a tower with all the world portals lined up in order of difficulty (Lowest difficulty at the bottom, highest at the top), and with some of the higher difficulty ones, you had to actually craft the portals to get there, which gave more value to collecting the ore in the world.
The big gameplay loop back when I used to play revolved around Shadow Towers, the endgame content at the time, basically a weekly large raid dungeon with 8 players, and then fighting a powerful boss at the end.
The community was worried when Trion Worlds (the original devs) got bought out by Gamigo, and well, looks like things haven't exactly improved at all since they did.
Ya i remember playing back in the day. Endgame farming was fun to me. Kill boss, get good loot, get good stats, reroll stats. Then you could do it on other characters. Simple but effective and fun. Now its all about run super fast to the end of a dungeon, kill big boss, repeat. It sucks
ya and what got me was just repeat till you get better while getting nothing but junk.
i think crystal gear was the worst thing they ever did like i remember if you saw someone with stellar gear you know that they knew what they where doing now you cant even tell if someone has c4 gear cause its so bland
I played before Trove and what you just write about crystal gear idea sound awful. Stelar gear should remain the Endgame gear. What about they thinking?
The tutorial was so much better back then like everything was explained/done in the world you would play in and it gave you a simple direction to get to the next portal in the tower which meant interesting your power level then the next and so on until you got to the end game
the way you described the game as quite enjoyable for a bit, then forgetting about it for a long while only to maybe pick it up again months or years later for the same thing to happen again is EXACTLY my experience with the game. it’s quite enjoyable to hop on with a friend or two every few months, kill some stuff, build in our private club world, maybe play for a few days, then not pick it back up for another few months. all i can do is be grateful gamingo hasn’t run the game completely into the ground, it’s still actively updated, and isn’t completely p2w.
13:52 it was designed like that so people dont mine their way into boss rooms, however you can still break those blocks using a crap ton of bombs, or using a dragon
that is waht i did back when trion still ran it
theres also a mount called turtle tank that shoots minibombs like dragons
I played this game every day for YEARS. I had so much fun with people I met in the game, made massive statues in clans, fought my way close to the top, and it felt amazing. I got tired of the cash-grab nature that started cropping up, though, and I quit around 5 years ago. I still miss it sometimes, but I think it's mostly my memories clouding my judgement.
Clouding your judgement that is was better than it actually was? Its better now, and quitting for that reason? Kinda weird cuz you dont need to buy anything 👌🏻
@@sukaikitsune well you either need to spend literal thousands of hours getting the new classes, or 50 usd. How is that balanced? I mean, the cash shop is not pay to win, it's pay to win faster. That, and there's some mastery items that can literally only be purchased for real money.
@@thehaveninthehand you dont need Max Mastery
@@sukaikitsune sounds like a new player xd
@@sukaikitsune don't buy anything and grind 200 years for a 10 minute content, yeah sure.
"If you're after a serious, long-time MMO, this probably isn't it."
I agree, but the game devs don't seem to think so. Some of those classes you looked at can be earned in-game by aquiring specific materials, but the process of earning those classes takes MONTHS of playing the game and hunting down what you need. I used to play the game a long time ago, back when all the classes could be bought for in-game currency (and relatively cheaply, too) but when Gamigo got their hands on it they started shoving monetization down our throats. Sure, you COULD grind for months to unlock this class, OR spend like $50 USD and get it right now!
Also, this game is mostly made for kids. Sure you can have some fun with it from time to time, but if you're treating it like you're treating your normal, teen/adult mmorpg then you're gonna be disappointed. It's like going to McDonalds and complaining that it's not as good as Beef Wellington or something. Kids don't like complicated stuff, they would rather eat nuggets than a michelin restaurant's course meal. It's long time, but not serious, and I think it's good for what it is.
Considering I had played for years (on and off) when I found out you can craft classes. Easily was able to pump out all the basic classes and 2 or 3 of some from the other tiers.
Though, the high tier classes looked like they would take forever.
Took me like 100 hours to get all The classes exept The bard
I remember I was full F2P and had all classes maxed out with BiS equipment, had a big ass guild and it was really fun, stopped playing a bit after they released lunar lancer
The only classes that took me months to get were the Bard and Vanguardian. The rest took me only a few weeks for most of them, and about a month for the rest.
Trove for me was fun for the collecting of items, skins and mounts. I didn't really ever have to touch the store too much and there are loads of stuff you can't get from the store. Also i enjoyed building in a guild island, because you have the freedom to do whatever you want there. I've never seen the building really be useful/fun in the main world unless you're trying to cheese a boss with a ranged class.
a woah dont single me out XD. shadow hunter sniping through walls
As someone who played this game when I was younger, I definitely see the problems from a critical lens. However, I'd also like to say that you were receiving blocks, you just weren't setting them to your hotbar. It sorts different blocks by color.
trove doesn't explain it really, it just drops the few "primal" colors so building mode doesn't fill up with them. then theres the cube factory that actually lets you change the type of block and the color of it.
@@normundsozolins2391 mhm, it’s all self exploration
16:30 this depresses me so hard, because I remember, as a kid, finding and attacking some massive dungeons for the first time. Attacking the fae temple and Q’bthulu and the huge pirate island and my first Shadow Tower while undergeared because I didn’t understand how the gear system worked (thought more green meant better so my stats were all over the place) are childhood memories I legit hold very closely. It sucks that that sense of adventure has been extracted out of it by bloat and needless ‘streamlining’.
Bro ur making me feel soo old, I'm 25
@@franciscopereira5760 yup. I was out of university for 5 years before this even came out.
easy answer is dont listen to him. he didnt play more than 10 minutes
when i was a kid i played this for 25 mins got hella confused my adhd kicked in and quit
ikr like i just wanted to remember having fun on this game but here comes random generic british dude that cant be happy with anything besides like elden ring or smth
Now I remember this game, played when there was a tower for Uber worlds and not an atlas. It was actually a good idea for an mmo. Can manipulate blocks to build or destroy, random generation, mobile bases, and even club worlds for more permanent projects. Sadly the game's content was next to nothing and the grind was bound to lead some folks into insanity. I guess I had a good run at it.. it's just a bad sad to see a game's opportunity like this getting dumped because of heavy monetization.
Reminds me of Star Trek Online and their monetisation techniques.
But yeah sometimes I don’t do well if I’m tossed into an open world with insufficient instructions on where to go. The Hinterlands in Dragon Age Inquisition was one and I know there have been more but I scant remember which one.
Ah, Zelda breath of the wild was a big one.
@@mikoto7693 The difference is an open world has to encourage exploration. Here, it seems like there's very little reason too, but in BOTW you can run into like 7 different shrines to collect stamina and health boosts on your way to see the main quest, or you can just talk to npcs and see what they tell you to do.
Also you do get a quest marker in BOTW as soon as you get off the plateau. Tells you to go to hateno village, which has a few people who ask you for stuff, and a place to buy some nice gear. After that you get 4 big quest markers, one for each quadrant of the map, and again plenty of stuff to do along the way
Yeah, the grind was the main killer for me. Like warframe it felt like most places where either a cake walk or beat-you-down-till-you-quit hard. Rarely in between.
i remember playing this with 3 of my friends long time ago. A year ago we decided to download it and see where we left off only to find my account was deleted while my friends werent. Trove support ticket said they sold the game to another company and they had to port over the game which resulted in some lost data. Shame Lost my money and time.
I remember when i played this some years ago i was honestly almost exclusively drawn in by the aesthetic, almost everything just looks.. satisfying, and going around the areas was just inherently fun.
Close, there is one minor inaccuracy: The game was originally made by Trion Worlds. The same studio/publisher behind Rift. As the company folded, they had to sell off their IP to the highest bidders and Gamigo got Trove. Most of the changes since have been pushing MTX and a slap-dash effort to restructure the game around the MTX. To be fair, much of the MTX currently there was already there from the start. Most of the unique currencies were there from the start. However most of them are actually useless... or were. IDK if they still are. The game turns into a gear-boosting Korean-MMO-esk game but without failures. You just need orders of magnitude more powerful boosting materials. It got... annoyingly slow very quickly regardless of whether or not you spent money.
Sounds like Warface :/
Cubits are literally useless. cuz classes (i don't know if the old ones can still be get via cubits) but the "super hero" one and the dino tamer can't be bought but crafted i think at a ridiculous amount of resources.
I also wanted to add that it was cube world inspired and not minecraft inspired.
@@squidbluie6813 I would say it combines the two concepts. Visually and in terms of combat it's very CubeWorld while also adopting Minecraft's building and terrain manipulation.
Ah, my old addiction. I played this game from its early Beta period, up until last year, when I finally decided to quit. I put thousands of hours into Trove. It really was once a great game, but the original dev team, Trion Worlds, had a bad habit of ignoring their community. There was a time when every week, we would get a cool new event or balance changes here and there, and new worlds and characters every now and then, but, little by little, they would add in horrendous changes that the entire community hated, and they would rarely reverse those changes. Trion was bought out by Gamigo after they went bankrupt, and it's been for the better, and for the worse at the same time. The big hitter was them losing 175 of their total 200 person development team, which was spread across all of their titles. The most recent updates finally did it in for me, as this game was already becoming a chore as an end-game player, trying to keep my Chloromancer in the top 100, keeping up with weekly grinding to stay relevant, and keeping myself in the top 2k for mastery, all while focusing on my career and my life. The game was such a huge time sink, and it prevented me from wanting to play lots of other games because of how dedicated I had to be to Trove. This game genuinely used to be so fun, but in the last few years, it's been so sad watching it die, trying to relight the once passionately burning flame it held. The dev team was always lazy after the game gained a lot of popularity, ignoring what the community was asking them to add or fix, and even went back on their words on some occasions, adding in content that they would swear up and down they would never add. Once they realized the game became a good money grabber, that's all they focused on, and that led to their downfall eventually.
similar experience here i loved trove so much before and now it feels like a sad mess, i used to go around helping new player getting gear/lvl and adding them just to powerboost them a bit, made some great friend, some i still play other games with. i stopped playing a year ago and whenever i see video about the game i lose the will to go back
used to play trove as well (yes, a thousand hour in steam), only discovered it in end of 2015, although officially started playing in 2018 before geode was here (in march), mained dracolyte that i got from the starter class coin thing after initially giong for the tomb raiser, ive made new friends but most of them are just abyss for now
i quitted trove live in 2019 or 2020, going to pts (idk why lol it seemed more fun for me), and then literally quitted trove this year
god i will remember the good memories i had such as dragon hunting and pinata parties
Explained pretty much my experience
Addicting, but not in a bad way, until the "addiction" became an horrible experience, the addition of crystal gear and whatever hell that new space biome was killed it for me, the game used to have its biome and its world, that update was a new start, only 10 times worse
In the end it was for the better i think, it was just grind, it got too slow and too inorganic and therefore i quitted it, and played objectively better games, alltho i kinda miss the level ups and the improvement of my characters
I remember playing this, I was grinding so much in order to get a flyable pet dragon only to get paywalled. It killed all my passion for mmo's, I still hate it to this day.
same dude! i played to the point where the only way to continue progressing was to pay lol
I got like 5 dragons, too much grind
you can get them without paying (I've done that, own like 40 dragons now), but it takes forever.
@@nykom yea i got one and have to agree, the coins are so much of a pain lol. its sad cause it didnt used to be like it from memory... i remember back in the early days when you could earn coins and souls and stuff from hourly challenges. i still got a soft spot for this cause this is game got me through my school years without eating a bullet but yea.... its a grind fest
I feel the pain.
I didn't expect to stick around in a video with a title like "worst mmo ever?", however, the fact that it's not all bad things, like actually points out the benefits. Also how explaining why things are bad, going well into detail with it. its not "oh the tutorial is bad", it's "Let me show you the tutorial and here's the reason why [it's not good]". I appreciate this format, and the way you present it. You don't tell people to stay away, you explain what you'll get directly.
The house-plot mechanic is my favorite element and I wish other games would use it in MMO/shared environments. I like the idea of creating a customized house that's save and can be "summoned" at these house plots scattered across the map and then, as you move on, you just need to find the next empty plot to summon your house again in the new area you are hanging around. It reminds me of a spell in Dungeons and Dragons where you enchant a door (or summon a free-standing door?) that leads to the interior of a cozy cabin that exists in the same sub-space as whatever the bag of holding uses. You can use the cabin to rest/recharge, craft in and do prep work before then stepping out again to where ever you just were. When I say this idea in Trove I was both excited to see it finally implemented in an MMO, but also confused why it continues to not be used very much. Letting players create a customized "home" they can bring along with them adds a feeling of ownership and investment. I liked summoning my house when in a party and then seeing the other players interact with it. The idea just makes more sense of MMOs then renting a house in a set location; most games have a heavy focus on traveling along as you level up and to only circle back to major cities for the auction house.
So given this mechanic isn't wide spread, I guess I just wanted to ramble about it here to ask; Please, if you are a game dev, consider this!
I love that spell you're thinking of. That, Magnificent Mansion, and that one that summons a ethereal castle full of knights and servants who follow your orders are some of my go-to spells in a D&D campaign.
That's a really great idea. It would also promote the usage of "spaces that have mismatched interior and exterior sizes" thing that old games (like Banjo Kazooie for example) used to do. I miss that, it's a neat little thing that's easy to do in a game, but [obviously] impossible in real life.. and it just makes it feel that much more foreign/magical!
@@vahlok1426 Cozy Cabin is actually a spell in Pathfinder 2e and it's closer to tiny hut
@@MachineWashableKatie It must be more then, because Tiny Hut just makes a climate controlled safe zone. No extra-planar space or anything fancy.
@@vahlok1426 Cozy cabin in pf2e just summons a normal 20x10 cabin that lasts 12 hours
I played this a few years ago quite actively (2016) and it used to be such a wonderful and F2P friendly game... until the devs decided to sell it
Sell it? The devs basically _went out of business_ and Gamigo scooped up the remains.
@@Ithirahad With the way Trion handled things, that's probably accurate
@@MadjGB its 100% accurate, im almost certain trove was their cash grab to try and keep themselves afloat, unfortunately between their contant server failures and the fact its nothing more than a dungeon crawler not a forever game it just wasnt enough
The devs didn't sell it
The game was fantastic until the gem update and while yes the gem update did add a lot of new things it was also the update that made and started the cannot be traded items era which killed Trion worlds and Trove.
@@huskar_6 they did sell it. The original devs sold it to Trion Worlds which was later sold to Gamigo
I worked at trion when this was in development, and before gamningo bought us out. This game... was something. We GMs would multi box 4 or 5 accounts on our lunch break, crush a shadow tower, the loot duped for each toon there up to 8, and you could just drop your alt loot to your main. Was kinda fun.
Trion employees openly exploiting features 💀 that's funny.
At least you guys had passion and played your games unlike most companies lol.
Bringing your own alts is still a thing if you play from the Glyph launcher. (You can have several game windows open with different accounts on the same computer)
Love it. Got a buddy who does it still now lol. He keeps trying to get my old account. We used to box realm of the mad god HEAVILY. Till we got #1 guild out of memes 😂. Good times.
I will admit, I abused the simple client/server communication system and built a followbot system. You'd once or twice see 10 players walking with
Trove thrives when you yourself have a goal and are working towards it. Problem is, no direction is given so it is really easy, or inevitable really, that you’ll eventually get bored or lost in the waves of things you can do and just sort of… fall away. I’ve often said something it could really use is a catch that makes you actually want to be part of a group. They kinda were getting there a few times in the past, but always turned away at the last moment. They introduced the traditional RPG triangle at one point (healer, tank, and DPS) buuut never gave you anything that required you to use all three at once. Then just before they DID introduce Bosses (located in the shadow tower) that required knowledge of mechanics and seemed like a diverse team might have been needed… they removed the class types and just made it so everyone was capable of doing everything. They also used to have a capture the flag PVP which actually required you to use specific classes and abilities in unique ways and roles… however they removed that in order to implement bomber royal… which doesn’t care what class you are, and just has you use generic abilities only available in that “mode”.
There is also a storyline buried in Trove, but it’s soooooo small and info so scattered, not surprised no one knows about it… honestly this game is fun to f**k around on for a while before moving on to more serious games, but it could be and is SO CLOSE to being waaaaaaay better! Wish I could just dump some ideas on the devs man, I bet I could make trove a number one in no time haha
Back then I had a weird goal, I was obsessed with sonic so I wanted to try and get the highest movement speed on my character, think I mostly succeeded and stopped playing.
Trove was my first "serious" game... it's sad to see it now in such a disastreous state, riddled with paywalls and pointless grind.
As someone said before, this game is a husk of it's former self... and sadly it happened to other games too - Robocraft, World of Tanks, just to name a few
robocraft was crazy
Yeah
Robocraft have since removed the P2W transactions, but it'll still never be as good as it was before.
Trove was the first game I played seriously too. It’s definetly not the best or worst mmo ever but it was a really good game at its peak and will forever hold a place in my heart
agreed
trove is like when you finish all the fun quests in skyrim and now you're just sort of doing stuff like enter random dungeons to keep playing the game
Skyrim had fun quests?
who the fuck wants to finish ""fun quests"" skyrim?? wtf??? like just play morrowind????
@@rusm5710 no, but you get the point they're trying to make
@@rusm5710
Yes or else it won't be the highest selling elder scrolls game.
This made me realize a quit moment I've experienced in several games but just never quite recognized. That tagalong moment, in online games I'll have lots of fun playing on my own but then eventually the game will have something that requires me to join a guild or something. Then I go from feeling like a badass fighting for every inch (or a blade of death cutting through the Grineer like in Warframe) to that unwanted little sibling calling out "Sorry! Wait, I'm coming!"
Especially in Warframe since on multiplayer maps they have doors that require two players to open so if I'm with one high level player they have to watch my name haul the slowest of ass after them. Those people are usually very nice, they want to help, want me to love the game like they do and I appreciate the help but...and this feels terribly ungrateful to say but: they take the fun out of it. I've seen high level players joking about bringing a friend through a level, "Don't worry, buddy, you'll get to play once we get your mastery ranking up!" and laughing it off when their friend is annoyed they're just running through level after level after level to extraction, never even seeing a fight much less the bosses. I do still sound ungrateful, don't I? I'm just venting.
you are 100% correct and oh boy does that resonate.
You deserve your awesome space ninja moments and metagamers/high mr players ruin it for a lot of new players just by existing. When you see us, 99% of the time we are there to get one of x resource, not to do the mission or enjoy it, it's a 3 minute chore we do to play other missions. It's a sad state of affairs and taking time out of your day to play with people isn't what warframe encourages, sadly.
I stopped helping people solve shit in WF, feels shitty being the jackass who solves everything for others and just making it all about me, me, me and always being best. Mind you a lot of entitled players scream at me i should solve the puzzlesfor them. I just refuse to. I explain to them how to have a 100% solve rate and just encourage them to fuck it up instead so more gameplay happens. Not everyone is happy about it but made a lot of people say thank you too. I've become more of a mentor than a player these days, it's more fun that way seeing people see interesting stuff the first time around than just breezing past it all since i have already done and maxed it all.
Playing with people far more fun than playing "for" people.
Low ranks is where the fun is, honestly, i'd never abandon my achievements and gear i collected but i also can let lot of it rest now, i don't NEED to max every stat every time, but it's a hellish attitude adjustment you need to undergo to get there.
Well, unless it's my personal idiotism project of getting a gun that i know will not work out for me have 6 forma on it just to make people cry "why would you do this".
I'm probably down and loss of some 3k platinum i could have sold this year just giving people free mods and gubbins and vaulted relics so they can do what they want to do better without me telling em "that's bad" or "it won't work" even tho i objectively know that it won't make em best.
Slow rolling the game has made it feel alive again too, and a lot more social which is a saving grace for a mr30 vet who was laser focused on being the "best" for a good while there.
Upon reaching that status, i quit for four years, i came back and started taking it all on humor and fun evolved out of it. It was strange coming back to a game where the hardest on-going difficulty (steel path) was my mr8 test to be part of my guild years ago. Kind a underlined how hard i went on being super good at it. I wish i did not.
It honestly does fuck up the game and your own experience trying to meta it and i can't really blame the playerbase running after the rabbit, that's what everyone presents as gameplay.
It's just not what game's good at being, imho.
Looking back at it, i should have just enjoyed it calmly, being a stupid space ninja and screwed stuff up more and bashed my head harder at the puzzles instead of looking up guides.
Main issue with WF is that the community is fractured as heck, doing all the sixteen thousand different separate things at once, there's no line of progression and nobody plays the same game from the same position towards same goals. Even if you do find same mastery rank dude, you will have so wildly different progression you aren't doing the same things or might not even understand what they are doing.
You HAVE to actively choose to take part in others progression and skip yours to get the fun out.
Is that a bad design or is the game better for it, dunno. Fun is back on the menu tho.
Lowkey grateful there's no explanations in-game so I can help people be surprised. But there damn well should be a long goddamn read-me in-game you can reference instead of relying on wiki's and having phone open constantly while you play.
This is too real stop.
I make a conscious effort not to fight actively if I'm tagging along with new players because I HATE this kind of thing, it takes away so much of the experience of the game for them.
I'd much rather share the *idea* of the game with them, and if they like it enough to play it themselves, I'll help out where and when I'm wanted.
I have also been the noobman tagging along with my 1 or 2 top level buds clearing every enemy and leaving me oblivious to the effects of my abilities in practice. It's never fun, it just makes it hard to learn (which is something super important to do and key for a lot off MMOs)
That's understandable. I think you should get matched with people around your level so you wont get carried through the dungeon/instance and have no fun. But if the game does it right (like Guild Wars 2) then it's amazing. I personally love group content, that's why I play mmorpgs, otherwise I'd play single player games. Are you disappointed about being carried or about playing with other players? Because if it's the latter I wouldnt recomment mmorpgs. Tgere's a few you pretty much play solo, like BDO or Warframe. Otherwise there's a lot of great games that have group content and you're gonna have a lot of fun without feeling like the younger brother since people are around the same level.
Yeah a similar thing happened in Phantasy Star Online 2 (not new Genesis). When Episode 6 released, it changed the meta that you had to grind mobs that had greatly reduced HP in dedicated level-up quests for hours and hours before "the good stuff". That said new players could actually score hits on the dedicated level up quests provided they knew about their own (not explained by the game at all) gap-closing skill, but it was still deathly boring for everyone.
I probably would have quit if I joined at that time, but I was lucky enough to join when getting to the "endgame" was actually fun.
(Then New Genesis came out and it was my quit moment.)
the thing is, speed in warframe actually has almost nothing to do with your mastery rank. if you learn to use the mobility tools effectively, you can go through levels just as fast as anyone else. of course, any boss without an invulnerability phase will still die instantly because there is no combat balance in the game. this is a classic case of what the video points out: two totally competing elements, one being a mobility-based game centered around farming items as fast as possible, and the other being one where you have to aim at and engage bosses thoughtfully. it's nobody's fault; it's just poor design
I had a ton of hours and remember vividly how the game slowly turned into a cashgrab. Around the time Shadow Caches were added, the game started turning into something more... sinister... You had various loot aspects in the game but there were some resources that were more efficient to get when you used Shadow Caches... Then after a good while, they added dragons, which were really cool initially, except when they started selling the stuff for getting the dragon faster on their shop. I also remember the day where they added Radiant gear as an upgrade to Shadow 5 gear and you basically had to go to hell and back in order to get them. I mean, you already had to farm pretty hard for Shadow 5, but Radiant was seriously hard...
I loved this game. I owned a club, tried to submit a skin through the sub-reddit, and even defeated the Daughter of the Moon. But i stopped because there was nothing left to do. The update that worked on clubs was just released, which added dailies, but you needed multiple people to do. The club I was in was just some friends and 1 or 2 randoms. I stopped playing and a newly added mechanic made it so that i lost the ownership of the club and someone else took over. I looked back at the game about a year ago so see whats still standing. The club world was griefed with a single sign, "I hope you like my remodeling", I never looked back
wait even if you are the owner you can still lose ownership?! also yea i pretty much did the same thing, it got too boring and it felt like nothing was challenging other than leviathans which are boring and i slowly just left ( this is from an ex. top 1.5k neon ninja in pr )
@@Forsefire It's so bad, me and my brother owned a club world with both of us as the admins. Precious memories ruined by this new shitty system that assigns ownership when you're inactive to someone active below your rank, if the club officer is offline then it could be A MEMBER. Holes in the buildings, bomb scars. You can turn it off in the club settings AFTER your new "owner" is also inactive and you reclaim it.
@@gimbly8801 Club Permissions > Rank > Presidential Candidate
well how about spending 2 months to grind PR like i did hahaha.... :(
@@itsmeadam_ laughs in 28k pr before leviathans released
i was lucky enough to play this game in its hayday, AS a young teenager. it was a fantastic experience that made me fall in love with the mmo genre. its sad to see how far its fallen
Honestly the best thing about the game for me was getting wicked speed on Neon ninja and mastering its movement. Kept me playing for a long while.
For me it was building a candy barb class that couldn't be killed
Literally 1:1 with my experience. Was about to quit the game when i decided to try ninja and that kept me on there for a while.
Maxed out its energy and speed. Lost account with 2015 limited items
...
I played the game back when I was young, I loved the game cause it was all I wanted. A MMO RPG where I could play solo, defeat massive bosses and fought screamed and yelled, even crying at times. It was the only game that truly made me think I was this Adventurer going off to unknown lands that he could get stronger. I played it religiously and eventually got to a stone wall where I could no longer progress, lag became unbareable and paywalls where every where. So I eventually lost interest and quit the game. Even still now, I look back on Trove and still wonder, will there ever be a successor that can replicate that Adventurer feeling I got so long ago-
I doubt it, But I can wish cant I?
When will "Best MMO ever?" become a series, it would be fun to see Josh's personal favourite mmos and games over the years.
No good mmos anymore its a dying genre for now
@@siluda9255 well, I think Lost Ark is a good MMO, and I dont think its going anywhere… well, NA EU release might if Amazon ruins it, but KR and RU should stay around for a long while
@@brokendoop none
@@siluda9255 FFIV would like to know your location…
@@gamingmoyai3950 there is a item shop but you have to access it from the website. Stop spreading misinformation
I find predatory monetization like this especially egregious and disgusting when specifically aimed at kids and other mentally vulnerable people.
I wish they'd at the very least make confusing currencies illegal, and demand that the cash shops use actual real currency to let you buy items outright.
Also making it so that no game with in game purchases can be rated for everyone would be great! Just gotta make sure that implementing monetization post release will be punished/illegal.
That's a pretty good idea. As it stand now, the rating system is mostly useless anyway.. but if they made it so that micro-transactions made you get some sort of "secondary" rating type thing, that'd be neat. But then again, I don't think the kinds of kids who are using their parents credit cards on these games have the type of parents who care about ratings in the first place, ya know?
Honestly, I think we should just make the whole loot-box thing classified as gambling (and thus 18/21+), because that's what it is. Doesn't fix everything, but it's a start!
@@idontwantahandlethough just make microtransactions a hard R18+ rating. Parents will happily give out M and MA, but only the most negligent parents would allow little Timmy to buy something in an R18 game, and at that point, I think Timmy kinda deserves to empty his parents bank account anyway...
@KOTNW yes, and?
@@theapexsurvivor9538 Microtransactions arent nescessarily bad, and in some cases the only way some games keep maintanence and updates coming. It all depends on how its integrated, and making sure its not P2W
It is possible to play Trove at a high level without spending any money.
I used to pay for Patron but not any more, its not essential. I bought the Sweet sixteen pack a year or 2 ago so I could unlock the Vanguardian but I didn't have to, it was my choice. Many of the classes can be crafted quite easily, though not the Bard. I'll probably buy the bard eventually if the game doesn't die first. Buying the Bard isn't essential, you don't have to have it.
Sometimes I go for months without playing Trove and to be honest when I return it never seems to have changed much. I think P2W in Trove only gives a slight boost, you can play Trove perfectly well for free.
I have 500 hours in this, and I met one of my best friends by overhearing him talk about it at our archery class. I'm biaised, but I love the game for what it brought me.
Nevertheless, there's a reason why i'm not playing anymore. It's just too time-consuming if you wanna progress without paying.
I also want to state it wasn't always like this: You used to be able to select any class when you started, not simply the "starter" ones, as they're now called. The game would hand you out a few tokens to unlock two more for free, and the rest could be bought using the yellow currency, not the premium rainbow one that is now the only mean. Technically, you can still craft classes, but it involves a whole lot of RNG as one of the main components drops randomly from daily-capped chests.
The endgame experience used to be very nice, with the Shadow Tower providing raid bosses and group content up to Ultra difficulty, that was really challenging. Now it's all been replaced by the grind that is Delves and ennemies having a "darkness stat" functionning as armor, pierced by a "light" stat on your gear. That effectively turned any piece of gear of a rarity other than "light" useless in a single update.
Used to be a great game, got some amazing memories and dear friends out of it, as well as a lot of fun, but it's gone very, very far downhill.
Dude, I've also got 500hrs in the game so far... your comment just sounds like a nostalgic lense, rather than the games current existence...
Yea shadow towers are gone but Delves are literally the same thing just a different map and more generous, I did play the game in 2016 as well I remember shadow towers, they weren't as different as you remember just a bit less repetitive than delves are...
Also yea the Bard is impossible to craft (the trading market doesn't even have enough Bardium for one person to craft the class), that's basically the one class you are forced to buy... and Vanguardian annoyingly takes like 2 months, or less, to collect the materials for (still did it tho')...
@@Aquabrandon44 delves absolutely killed my joy for this game way back when they were added
@@kyros1283 This. The whole delve update and having to essentially replace all of your gear and gems yet again was the end for me. Sounds like they did that again with the light stat too, which wasn't a thing when I quit. It definitely peaked just before the delves.
I have palyed since beta, and basically left the moment the game properly released. I have checked out the game like 5 times since then. The shadow tower has gone through so many changes, and I honestly think all of the versions should have stayed.
Shadow Towers used to be in the main open world. But, not the dungeon. No, you would rarely get materials to make a shadow key (I have no memories of how exactly this worked, but it was the qthulhu stuff, either that or that was the reward and you straight up got the key, it has literally been years) and that would create a portal. And often times after that due to the value of shadow towers everyone would jump in. It would normally be an instanced dungeon with multiple floors that was randomly generated and was quite difficult. Sometimes it would even be a wave based arena.
This was eventually replaced with the same exact system but you had to place down the entrances yourself; the shadow towers would no longer spawn in the open world.
They then eventually overhauled the entire ass system. I played this probably once or twice so this is bare memories, but this is half improvement half ruination. The dungeons I believe were still accessed the same way, but everything mechanically was generally changed. First: the dungeons were now somewhat tailor made. The randomization still existed for most of the system, but the final floor had a special boss, not just a random enemy out of the pool. You know what the boss is going to be before you even enter. Second: No keys required anymore. You just access them, but I believe you had to be in a guild (or whatever they're called in Trove) to really get in. This system was actually pretty neat as the game improved some of the grind for the first couple hours by making it more unique compared to the rest of the game. But less randomization means it gets a lot worse with grind.
And apparently now the towers don't even exist.
Really should've kept every single version of this system, each had its own merit and own fun.
i used to play this game too,i started as a warrior,got myself a necromancer and them the Undead one that looked like a dullahan,i dont remenber well his name, the costume stuff that was destroying items and getting the looks was cool,i found a nice looking dragon head for my dullahan,i made my cornerhome a HUGE Skeletal Skull of a demon,and inside i haved like 4 floors or something like that. i remember that at least 2 newbies through that it was a dungeon.but it was my home. man it was a good game,i played it for months,sadly that it die by microtransaction,like a thousand of games.
Trove was one of the last games I played with my friend group short before we cut contact from each other. It was so fun waking up every morning and getting on Trove and playing a bit. The drive of unlocking new weapons and worlds just… had something different, it was very, very fun! With friends and finding new people all the time it was always something new. We always upgraded our homes and gear. Someday we all laid our money together to buy a clanworld from a guy we met a few days earlier. We built many houses, invited people, and our clan grew. Until… the passion slowly died. The progress got slower, friends were playing less, and in general it felt slower than before. A few weeks after, and we dont play it anymore. It truly was a great and fun experience that is now sadly over.
Back then the servers didnt have issues, or we just luckily always joined good ones, and there were very few bugs, so it was overall just great.
I remember enjoying Trove back in the day, but I fell out of the loop for a long while, and when I came back I didn't really research any changes, but I did notice something pretty big. I remember you could create your own private world and build whatever you want, so long as you had the resources, and could share them with the public, and check out other players worlds and see what the community builds with a lot more freedom, I got a pretty scarring memory of getting lost on a triple-jump reliant maze and endured just because I wanted to see more of the user's builds. Now... the custom worlds seem to have vanished or got hidden deep in the menus.
I enjoy this game, but removing or hiding such a fun and amazing feature is quite a turnoff.
If you mean clubworlds then those still exist. Its just that they are way more expensive to make now. Its like 200 golden souls and 25k flux.
Actually Golden Souls arent that bad, i used to farm them in the Dragon fire peaks, theres usually massive underground shapestone veins all over for thousands of blocks far apart, 1 in 5 shapestone ores there tend to have golden soul and sometimes you get two or three per ore. In an hour id get about 45-60, and id sell them on the marketplace for a thousand each, make lots of flux and buy everything else i needed, was fun messing around with the marketplace
They are in the corner of the map…
@@shawnhiggins1005 Really? I'll have to check the next time I log on. Thanks!
@@zzzdarkcloudzzz4233it's not bad if you're really willing to spend an hour just pure grinding, doing nothing but mining, listening to the repetative march of the sound track, the repetative sound effects of that laser and of blocks and random in world mobs exploding, the ring of you getting every block, knowing you will not experience anything new sure
I used to love this game, mostly because I played the bow guy and found it so fun to stack my jump up to like 67 and just pew pew from a tree 2 miles up
yeah that just opened so many memories man
I used to be addicted to this game, it's always kinda sad to see how much it's gone downhill. It used to be a simple game, but they kept adding too many systems, currencies, and so on. They tried to turn it into a "hardcore" game even though imo it really wasn't designed to be that.
I loved how players could make custom models for weapons, costumes, mounts, etc and submit them to potentially be added to the game. I even got a couple of my weapons added, the Chaos Cleaver and Kitbashed Carver.
this game has changed so much, the atlas stone replaced the portals and i had no clue
The most hilarious thing about trove is that it's Raiding scene is INSANLY hardcore.
its very hard
that is kinda funny
Yea spent years grinding but end up stopping after finding out i cant transfer my ps4 stuff to pc
@@Litwolf9 you can? What about from pc to ps5?
@@Zioni21 cant my bad
I used to have a lot of fun in this game when I was younger. Had a high level Shadow Hunter. Then when the Neon Ninja was introduced I tried him out for a bit and quit the game. I didn't come back to Trove until after the Geode expansion. When I returned I realized that I lost my Shadow Hunter, Gunslinger, and other classes. Leaving me with just the Neon Ninja unlocked. The game took away all my progress and for that, I will not ever recommend Trove.
A slight correction:
Neon Ninja was added way way way before Shadow Hunter. It's one of the characters introduced in beta versions of the game.
Same. Tried out the game last year and it had deleted my progress on all characters. Wrote to support and was told they were currently looking into it. Still haven't fixed it.
wait really? i had a candy barbarian that was decked AF and tons of flux, are you telling me all tahts now gone??
That happened to me too! I was maxed in beta, came back for delves and stuff and my stuff was gone. Opened a ticket with support and they DID resolve it relatively quickly. Logged on a few days later and my stuff was back to the way it was.
Lol i’ve just relogged after years and my stuffs didnt disappear
Yeah the magrider is mostly a thing in clan instances, absolutely no use in normal gameplay, even in the very few dungeons where you have rails, but some pretty nifty community tracks around.
Ohhh yeah, Trove is currency and crafting hell.
The endgame is also spreadsheet hell, the stat game actually goes pretty deep later on.
And the game never actually had any graphical consistency or story, most of our negatives in the game nowadays are just from the *much* more aggressive monetisation, you are either a veteran, a new player who *literally* grinds like its a second job or you spend money.
"a new player who literally grinds like its a second job" the entire game has always been grind, it just happens that the grind used to be fun and they have made it infinitely worse not just through monetisation but also simply expanding it with every major update. The main part of the game once you have a piece of gear you like is increasing the rarity and god knows how long it will take you to get a full set of max gear
Literally today, Hbomberguy dropped one of the best and most interesting
Game Reviews not made by Josh Strive Hayes.
@@divineholinessjr Yeah, it's a scale, expanding the grind = more opportunities for monetisation.
Mag rider is for music! not a true vet of the game unless you mention this.
ua-cam.com/video/tT9DXJtwcOw/v-deo.html .
When you have to stretch "it's ok" into a 30 minute video:
To be perfectly fair, maybe picking the class that involves sending waves of minions against enemies and watching them attack each other instead of you was not the best way to experience the game. That said, it doesn't excuse the class for making it feel so detached from the experience, but still.
I've played the gunslinger and swordsman classes, and can confirm that the combat can be difficult when you don't have a constantly regenerating stockpile of meat shields at your disposal. The swordsman felt like dice roll when it came to dungeons and large groups of enemies. The gunslinger was a relatively safe option, provided you could keep your distance and watch out for enemies that had projectiles.
@@magnatcleo2043 I used to play a shadow hunter (until they decided that classes people had earned should be taken away and put behind a paywall...) and you can kind of play shadow hunter as like a bow-wielding stealth sniper. You build up this special arrow by shooting regular arrows, and you can also charge the shot with the special arrow to do more damage. The amount of damage that class can do from a single fully built up and charged shot is staggering, and I often managed to oneshot bosses before they even aggrod on me. It was both hilarious and super boring but my 14 year old brain was like 'big damage number go brrrr'
I'm glad you pointed this out, though from the class description which I couldn't read, I assume it probably didn't outright say "no combat, just watching"
100% agree though, most likely didn't give the best experience for someone looking for combat depth.
I loved playing Tomb Raiser. The minions constantly spawning is new though. As in, within the last two years new. You used to passively build up souls, and you still do front what I see(the purple things going around Josh) and then use them to make minions. Souls were also collected by killing enemies. 3 souls at one time, so you could make 3 minions in one go max iirc, but killing enemies allowed spamming them. Then you could combine them to make the big guy, sho scales off how many minions were combined. Capped at 4 or 5. You and your minions healed off the damage you inflicted with the left click attack, and you could become spectral to get out if a bind, gaining 90% damage reduction, movespeed, and increased healing. Very fun to manage the minions and get the max power golem+5 minions.
@@magnatcleo2043 Gunslinger can kill anything with enough jumps, stalling in the air.
I remember amassing so many hours in this game that it's still one of my most-played titles on my Steam account, and that's not something I'm proud of. Trove used to be fun, and enjoyable. Something my school friends and I would kick back and play. Trove was simple to play, easy to understand. The classes were fun, and unlocking other classes didn't take any expensive currencies or grinds to unlock. Once the power gem system and the Vanguardian class were added however, I feel like that was the moment when the game became extremely pay-to-win. The crystal system prevented you from advancing to higher-leveled worlds even if you were able to access them before the new system was implemented. As for The Vanguardian, it was the first class that you couldn't buy straight-up with the in-game daily login currency. Which is fine, but then they changed how you could unlock other classes by making them have the same grind process as Vanguardian for unlocking. I stopped playing around the time the Geode update came out, and they added yet another power gem of sorts. It's a real shame that Trove ended up like this. My friends and I amassed so much time and resources into making our own club world, and unlocking the Sky Portal before it became painfully easy to obtain. We had all the crafting tables, and classes unlocked, and all these perks. We all stopped playing when this game gave a middle finger to its audience and got rid of any enjoyment we had. Last time I checked, Trove was recently added to Switch, and a new Bard class was released. Bard is the first new class since Vanguardian's inclusion in 2016. My friends liked this game because they grew up liking Minecraft. I liked this game for its RPG aspects. Would I play this game again though? No, I don't think I ever would. Trove is a bittersweet memory now.
Yep geode was a total kill, but like an idiot I kept playing lol. Got maxed C3 gear and new gems. But then delves happened, FCK that.
I remember finding this game randomly (I think it was Steam that recommended it to me) and going "Wait a minute, is this just cube world but developed?" and, yes that's the vibe I sort of got and I absolutely loved it. Played 100 hours in about a little over a month. Then, I got to the beginning of the "endgame" and everything went to shit. I started running around with no idea what to do because I felt soft-locked at my power level, and the things I was told to do to progress were so hard I basically had to beg stronger people to come carry me through them. This was in 2018, and the game had been good for so long that I'd been lured into paying 35 euros for some nice things and a class, but then I just had to stop playing because it felt like I was wasting my time
Yeah, it was really fun at some point, my brightest memories with this game were running around behind the streamer doing endgame content and vibing with guildmates but at some point it just became boring and I dropped it. I tried to get back into it a few times after I left but there was so much new stuff that I was always completely lost on what to do so at that point I'd either have to start a new account and lose all my mounts and stuff or just stay at hub and chat. Shame it turned out this way
Mate I’ve just downloaded it back fuck the haters, a disgusting amount of hours on the shadow dungeons and fishing in my club world
I personally started playing Trove at its launch. With the loss of Cube World and just the idea of a kind of MMORPG Minecraft I was in. Launch was a mess, crashes and queue times hours long. Didn't matter to me much, I played as much as I could when I could and I loved it regardless of the mess. I can forgive a game a bad launch when interest is so clearly high and hyped. Grinded myself a Sky Portal, built my own club world and hand designed giant swords jammed through a fae forest. Worked my way through earning every class, designed a weapon for the gun users, a pair of wooden pistols (took them over a year to get them in the game for some reason). But then things got more pay to play. Grinds were removed and paywalled instead. I ended up dropping Trove because work kicked up and the pay for play changes were too much. I just checked that Bard class and, of course, the thing is paywalled and the trial doesn't give you a real experience with the class because the ult is integral to every ability it has so you can't even do proper testing to see if you want it thanks to their level locked trials.
Edit: Did more digging on a new account to check how classes can be earned without money as I thought I might be missing something. Looks like bards aren't entirely paywalled, just grindwalled. With a big grind. Still a stupid trial level though considering.
Nothing will beat doing the hardest floor of the shadow (or was it Moon?) tower right after Revenant came out. Nobody knew it's potential besides it's players, so when everyone besides a singular Revenant was dead on the final fight, all of us were losing it seeing this one person solo that boss down. It was amazing, both the spectacle and the popcorn I got to accompany it. Sad to see what happened to this game.
... since the Shadow Towers died out and all their loot confiscated to be placed in another biome the game's staleness has moved from the tower; the ST remains only to collect the titles after boss defeats, no other reason.
@@fieri-malum I never played shadow tower, is there TOTALLY no reason to go there?
@@thazmania120 yes and no. No as in there is no significant loot in it as of 2023. Yes because if you're "collecting" badges, there are several like example Defeat Darknitk Dreadnaught on hard 300 times.
@@thazmania120 back in the day stellar weapons uses to hit hard 😢
I was once one of those people who had to slowly whittle down the last Revenant's health bar while everyone else was dead. Playing on the Archer with like 30+ jumps made it very hard for anything to hit me since I was basically flying. Took me like 15 minutes since my damage was shit but I managed to do it a few times. Man, Trove used to be so fun...
I think you should bring in someone who plays the games you review to get an idea of what the game becomes once you're past the new player point. It'd be a lot of insight for both you and your viewers.
The best episodes of this was the tera and Neverwinter ones...because Josh play it before. It know how's it used to be, and can tell us.
We could see more episodes of this whit guests, or whit an interview
But then you're getting the perspective of someone who obviously enjoys the game. Creating a heavy bias.
@@anactualloaf8134 The goal of bringing someone in isn't to get their opinion on whether or not the game is good. The goal is to get an idea of what content looks like when you've invested 10, 100, 1000, 10,000 hours into a single game.
Even if you were to get their opinion it doesn't mean they're going to have a positive review. If Trove is the example, most people will honestly tell you that the servers are not great. All you have to do is go on steam and you'll find negative reviews where people have thousands of hours in a game and continue to play.
@@Clobek oh you mean as a collaborater
Best idea from this MMO is how you can bring your home with you on exploration. You don't need to teleport back somewhere if you need to craft something, just find empty place and your house will spawn before you
The house isnt useful in this game anymore since you can press ctrl A to travel anywhere now (Which is so much better) its just a pot refiller
Before you had to craft and place portals in your cornerstone (house) or club world
@@Alx56 well not really most of the portals have always spawned in the hub.
the crafted portals the only one was i think u8 which was the highest i believe at the time. and radiant skys. all the others could be found in the hub. since like 2015 when i started. unless you started in like alpha.
I remember playing this back in the days too, and even though the gameplay was almost as "braindead" back then, I remember how the community made the game amazing. You would make a lot of friends, and grind together all day. There was also the speed-killing parts where you got a purple name for a week if you killed a boss in top 10 (speedkill) or what it was.. Not to talk of the mount collecting, skin collecting and all of that.. It hurts to see how they ruined Trove, it was a game that had a lot of potential..
"Its the chaotic imagination, of a Minecraft loving child, who used to watch they parents talk about Warcraft, made into a game"
Bro made the best resume of a game I ever seen
8:40 in the chat : "Havent played in ages what's new?
"They added condoms"
As someone who played this game for a good few years (starting in 2015), the best part of this experience by far was the community and creative aspects. It was so cool to be able to design and submit items and even dungeons to the game and have them actually get added in and made playable if they made it through the review process (incidentally, they actually paid you in premium credits for this so it also functioned as another way to buy shop items). The game also had a substantial cosmetic modding scene, which I got very into once I got bored of the very repetitive and grindy main gameplay (my handle was Jusiv, if anyone recognizes it). It was the first internet community I ever got involved with, actually. The devs were even kind enough to accept player mods into the game if they caught their eye (and now have a more formalized process for mod submission too). It doesn't look like Gamigo has totally killed these aspects off even after acquiring the game from Trion, so that's nice at least.
As far as being able to acquire some blocks and not others, that doesn't actually prevent you from acquiring the cool props you see around altogether. There's a special type of lair that gives you random crafting recipes for props, and these let you construct and place your own decorations at will (this is also a category of player-submitted items, so many of them are community-designed).
And on the subject of building, some players got DEEPLY invested in making expansive, intricate club worlds (and cornerstones to a lesser extent). You mentioned mag rails not having a point in the main game - while this is largely true, they really shine here, especially since they can interact with the craftable music blocks to make actual songs that play as you ride. I highly recommend taking a look at the club worlds if you want to see more of the creative and building side shine.
Also yeah as others have mentioned the shop used to be completely pay-optional. Just about everything you could purchase there for credits was either craftable in-world or buyable with the main currency. Many of the other "currencies" you looked at are more specifically crafting resources for a specific type of item (ex. Dragon Coins are used to progress along the tasks for acquiring dragon mounts & allies & items, and the various luck-related items are used with the gem upgrading system to improve RNG chances). I guess that still makes them currencies in a way, but I will note that those predated Gamigo and were gradually added to the game as they expanded the range of systems and features.
But yeah, what ultimately killed the game for me is that (like you noted) it gets incredibly formulaic and has very little combat depth. It's not a game you ever go to for any semblance of narrative. The coolest thing about it always was that its content was so deeply collaborative between the community and the developers. I don't think they could have achieved that level of creative freedom if they tried to lock the aesthetic down harder and made it more cohesively focused (tho to be fair, players did usually have to submit items with a specific biome in mind and follow some simple style guide rules to keep things feeling reasonably Trove-y). As I got increasingly bored with the actual gameplay, it was entirely the creative side of things that kept me with the game, and ultimately I probably logged close to as much time making stuff for Trove as I did actually playing it.
If you ever played this and used loot or costumes or mounts or mods by the user Jusiv, thank you!
Thank you for your contributions!
He just looked at the game for 2 minutes, he thought gamigo made this, do you really think he knows anything deeper than that🤣
@@sukaikitsune bruh, he has an entire video about how gamigo buys declining MMOs and destroys them for profit. he knows gamigo didn't build this game
@@DavidJCobb he said "made by gamigo" are you shitting me rn?
Oh I loved your mods, I was one of the heavy mod user that had hundreds of mods installed since the old "override>.blueprints file" days, it was very nice to see your mods actually made it into the game. Really a shame of what the game is now.
I remember playing this quite a bit a few years ago with one of my friends when he was into it. But then progression slowed down to an absolute crawl and the only way I could get anywhere was to pay in the cash shop. Needless to say I dropped the game.
I played it on Xbox, and definitely was my quit moment too.. Also, I hated the PvP loading screen.. Just static image and makes you question "Did... Did the game just freeze?" without any indication of the match loading.. No Loading bar or moving graphics.. Just boring static image.. Oh and the hit detection was miles off and was more of a guessing game of where the hitbox is compared to the player model.. Usually I spammed bombs/AOE for reliable results.. Precision attacks and melee was more Spray'n'Pray/Flail Wildly and hope you clipped their hitbox..
I played Trove for a long while and i never quite figured out why i'd get so bored sometimes while having massive fun. This video points out the flaws i never could put into words. Thank you
Iv played this game when it first came out and dropped it after a few months. Now in 2022 iv gotten back into it and have explored the mechanics more and the overall experience can be overwhelming at times but eventually you get accustomed to it like every other game. Trove has some unique gameplay features not found in other MMOs which I personally favor for. Base building gets amazing after awhile, Clubs are a must also! Being nice and social is very key to this game and having anxiety in physical situations made it difficult for me to initially engage with other but eventually after random players being very kind and respectful iv honestly broken out of my personal shell more and it's amazing. Everyone will have a different experience in this game and it's about what you make of it. Everything can be bought with currency while your also able to obtain everything by gameplay also so noone is ever left out behind a paywall. The microtransactions are there for people who don't want to play and just get nice looking stuff fast, no overall advantage over anyone except for time.
As a Trove veteran, with some thousands of hours in, who quit a while back, I have a few things to say. Trove used to be very, very great - but the point of the game, if you wanted to look for one, is getting stronger. That's all there is to all the items, dungeons, classes and builds. Everything used to be obtainable for free, tradeable, spending money was just getting it faster and right away. All you had to do is level.
That was not the point of Trove. It never was meant to be. My fondest memories of this game are of building my club world with friends, throwing pinata parties, I used to use the game as a chat, as I would use discord now, and my friends would too. It wasn't uncommon for us to /sit in our club world and just talk, whether through text in Trove, or through voice via Skype and later Discord. That's what it was for Trove. I have met some very great people on this game, I thank them for the time they have spent in my life, it seems very silly to say that about a game that looks like this, but anyway. Trove was ruined the moment it was sold off, and everyone really knew that. Servers became slow, the game became extremely laggy and buggy, very poorly optimized, suddenly everything was becoming untradeable - you can still get all you need for free, there is no mechanic locked away behind a paywall, just cosmetics - but the pure amount of grind you have to spend without paying! When level 30 first came out, honestly, you could level five entire characters in Lost Ark from level one to level 50 in the same amount of time it used to take to get a character from level 26 to 27, and the amount of XP increased exponentially. Everything became RNG based and the RNG is worse than Genshin - and speaking of, leveling from 29 to 30 before the XP buff felt like going from AR 59 to 60 with chests!
That all sounds like it would feel very hellish, but it did not. The gameplay requires zero brain power, its all mechanical, and what I was actually doing was spending time with friends, talking and having a laugh. When everyone was offline, it didn't really matter how close I was to a goal or what I did today as far as progress in the game goes. It was easy to quit, and really once there were no people, it's like the game encouraged quitting with how boring everything gets. The game relies on people wanting to exchange money for time. To me, it felt like a social media that didn't want to keep you hooked - it wanted you to pay to play less, and hang with people. I miss the times I was on this game all day with my heart, though it won't be coming back for good. It's the group of people we all met and lost at some point, and maybe it's the reason I look through this with rose tinted glasses, but Trove was one hell of a game for it's time, I can call it the best one I've ever played, but not for the game itself. It's quite shitty at being a game - and all this ended up longer than expected, haha. Goodnight, y'all.
grinding in this game is worse than trying to survive off the stock market and 50€ for a year
@@adam-lz9jo true
I could have grand kids before hitting lvl 30
Very well put together and very true. It was fun while it lasted in the very beginnings of the game and I will hold onto those memories of it.
The second MMO you've played that i have experience with. Its basically a party mmo, pick it up, play for a few hours, forget for a year until you're bored with your mates but don't want to get off yet. There is literally no story, just go dungeon by dungeon until you reach high enough level to go to the next "world." I remember a lot more starting classes though, like the Revenant, an AOE dps with a lifesteal mechanic.
There is...
it's just paper-thin.
In a nutshell there's some gods, the Sun goddess provides the world uh... existance, the Moon goddess tries to take over, gets jealous of the Sun's brightness, makes some mean shit and then the Sun sacrifices herself to make the hub and give Trovians their power of some shit.
That's it.
The mastery rank collection system was and still is very unique and I think that’s what grabbed peoples attention
You know that feeling when you actually have a good day, everything is going swimmingly but then you remember Gamigo exists? Knowing Gamigo exists is like knowing how a public restroom on a scorching summer day smells.
I played Trove in his first years, it was amazing, in that time not everything was p2w, you could buy characters with the money you gained in game, the dragon coins where obtained by daily and weekly quest, there where a better tutorial that gives you a purpouse in the game. There where so many features for f2p gamers that you never get bored, but when they added the feature that makes the characters p2w or crafteables, the game started to die. I really loved this game, it help me to understand english and learn to talk with people in english, it make my days get more happy, now I wanted to go back to this game, but with sooooo many things new and irrelevant (theres literally another game in the game), and obiously the p2w system, I really don't want to get back to this game... So many good memories :C
its still not p2w at all, everythign except skins are free. just slightly time gated if you want to learn how to play the game f2p look up LateCom now im not saying play like that madman. but its possible which literally proves its not p2w he did in 15 days and 3days in game. in what i did in 8 years. because im lazy he's not
you can easily get to highest of mmr (now you are gonna win no leaderboards for mastery since no skins for mastery) but hey you can do u11 thats more than i can say
you just said p2w or craftable. THE FUCK. wait so if you can craft a character easily mind you. its still p2w cause you can buy them? holy fuck man i wont tell you about warframe. you know WoW you have to pay 20-40$ bucks a month to play the game with also having to buy the game?
until the last 2 weeks ive only ever put 20$ in the game. you know what i bought with that 20$. a boat and the pirate captain. not because i wanted to skip to instantly own him. but because ive played the game for 2 years they gave me a cool boat skin (when boats first came out) and wanted to support the devs.
recently i put another 40$ in like 6 years later. and just on credit pouches cause i wanted mroe flux and didnt want to work on it. (also bought solarion with it cause i wanted him and again cool skin didnt have to kinda he's hard to grind til u11. but completely possible)
This game really was "What if we tried to turn Minecraft into an MMO?"
I'm not sure if it still does, but the game used to have the "Infinite landscape" mechanic that Minecraft had.
You would open up a new "world" with a few other players, then go complete some auto-generated quests or overarching gameplay quests, hopping from randomly-placed-fanmade-dungeon to randomly-placed-fanmade-dungeon across various themed biomes (Including candy, ice, cyberpunk, grasslands, undead, and magma), collect loot, maybe have some more players join into the "world", then the "world" would stop allowing new players to join (unless they used the friend system), and the "world" would eventually delete itself after everyone in it left.
The hub world of a server was originally just a huge area full of a few "main" buildings that you would find in every hub, alongside many, many, many base plots where users could put their mobile base. It really did look like a Minecraft server.
At the edge of the area with these base plots, it would open out into the same kind of dungeon-filled biomes you could find in the infinite worlds, expect that they weren't infinite.
I remember that there was this guy in the server I joined who just made some 3d Super Mario Bros. pixel art on his plot (a question mark box above a green pipe) who just placed his base on one of the plots near the middle of the hub, and then he managed to keep it there for more than a week. It was iconic.
If you want a Minecraft MMO Wynncraft already does that *in* Minecraft.
I remember that when I played it way back with some friends. I remember just mindlessly running in one direction killing anything we could find for an hour.
It wasn't really inspired by minecraft but by cube world.
@@McFwoupson You can't build things in cube world. You can't in most of Trove, either, but there are some places you can build.
It does look really similar aestheically, though, so maybe it was inspired by it in that way.
Actually, now that I'm thinking about it, I'm pretty sure there are a couple of other things in trove that are very similar to things in beta cube world, like wings/hang gliders & healing flasks, so it probably was, after all.
20:00 There is a creation loop to Trove when I played it a long time ago. on your home you have the ability to make a block crafting station. And this can make various environmental blocks or functional blocks (mag rails, music blocks, boosters, ect). While your house might be on the smaller side, there are guilds that get the ability to make their own world as they please. And Ive seen some really impressive worlds back in the day and thats what the game play loop felt like it was supporting; you wanted more blocks and mats to build better world with your guild, so you wanted better gear to go and get more resources faster.
a few things. the dungeons don't reset, and you can't walk to higher zones directly without the atlas. when you join a zone, it generates an entirely new random map with that biome at the start and others around it. and puts you in with a few other players who joined at the same time as you. if you wait in a single world you'll notice that no new players come in, and eventually you're left alone until you swap worlds.
also you can get most stuff in the cash shop like classes and dragons and potions and emblems without paying, it's just really slow. you can use the ingame coins or crafting for the classes.
Literally today, Hbomberguy dropped one of the best and most interesting
Game Reviews not made by Josh Strive Hayes.
he didn't played long enough to understand that the cashshop is not filled with P2W stuff but is just provoking the player to buy something when every pack pretty much just has items that are obtainable by just playing, this game is about mastery and every item gives mastery so everything needs to be obtainable by just playing the game
@@Rex87 he already mentioned that it is p2w if you can take 50 hours grinding for it, or spend 1 minute buying it, so i dont think that would change his views, unless all the items there were very easily obtainable, but i somehow doubt that
@@brunobruno-c1d this game is designed to waste your time, most of the time you grind for stuff that's it, I know you can buy lots of stuff but this takes the fun of getting it yourself and when it is not necessary to spend money to get something I'm completely fine with this, he didn't played this game long enough to understand how this game is really played and why grind in this game is actually good compared to other games when something can be just tedious to get while this game has lots of options for the player
@@Rex87 yea either he is dumb or didnt really play 8 hours.
Well, there are basically 2 Goals you have in Trove: you have these different classes, when you pick the first starterclass you can bring the Power Rank up till currently around Power Rank 45.000. So there you goal is to increase the Power Rank of the Class by clearing the normal Overworld dungeons, which gives you gear like Hat, mask and your Class weapon type. There are Chests you gain, which are meant for your gems, which gives you a significant boost, you have to craft ourself a ring, there are different allys-like pets, so yeah, everything is supposed to give you stats here and stats there. Increasing the Power Rank is your first goal. The Second one would be your Mastery Rank. You could say, that you will gain Mastery points to lvl up your Mastery rank by simply play the game, but there many different things, that give you the mastery points, you can unlock veeerymuch, so this seems overwhelming, when focusing on that, because sometimes you need Mastery to maybe gain access to something, but that's only at the Start. And yeah, devs don't give a shit about the game, you cam't reach them, they don't do anything, besides updating the game, giving patchnotes and so on and so on. I do love this game very much, since I like it to be OP, I have a total Playtime of 57 days and 18 Hrs, where the days are actually red in hrs, so I am over 1000 hours. But like Josh says it. It is a game and I think will always be, where you have a phase of playing it very much intensively and then after 2- 3 months, you think, time for another game, I need a break of Trove. Still, it's good and I can just recommend to play it for a few days and decide for yourself, if it's good or not, since even by wtaching this video, I can't make an opinion out of that. The game is free on steam, you can connect it to Glyph, which is another thing, basically like a launcher for certain Gamigo games, but if I remember correctly, you can also start and play the game by just having it downloaded on steam. Idk, my words are like a review, so read it or read it not :D
Man I remember Trove being one of the main games I played back in 2015, even taking place above borderlands 2 in my priority list. Played so much I became a top 50 lunar lancer. Looking at it now, it saddens me greatly because I know I will never be able to enjoy it again in it’s current state.
Damn, I remember playing the game when it just came out and it looks so so different from what I remember. The Minecraft mechanics gave you much more freedom, there was actually stuff to do and I barely remember there being dungeons but they were vastly different than this. I don't know if the game was really better or if I was just happy back then, but whatever this is, it isn't trove.
Damn
8:30 As someone who who has played trove on and off since 2017, I can confirm the tutorial has been around since then. It seems to have been expanded with the shadow area, but remains mostly unchanged
As for the tutorial plates, I’ve got no idea I’ve never payed to much attention to them
10:48 All of these currencies (Except credits) are non premium, and have ways to obtain them without buying them off other players/The store
13:46 You can mine/place just about anything, just not in dungeons
Overall I’d say I agree with the points expressed. It’s a game you play for awhile, then just move on. You might circle back once in awhile, but by the end of that cycle the flashiness wears off, and the gameplay feels hollow. The main objective of trove is to just watch numbers go up. Most of the actual entertainment lies in the community, not the game itself. The gameplay might hook you for a week or two every so often, but it’s the people that will keep you coming back.
you can also buy credits with flux. it uses the same system wow uses, one buys it for real money and sells it in the shop for flux. grindy as heck but it is an option.
I Wholeheartedly agree with all your points. I used to play trove many years ago, on and off, played a lot over the pandemic as well. within the later stages of the game it is essentially just doing the same events, grinding the same few dungeons, and working on the gems and masteries for your characters. Some of my best memories within Trove is honestly just the times which I ran through the world soloing dungeons and chatting with friends in VCs, rarely about the game but just life in general. The creativity and potential for expression and experimentation was also a really fun part of the game, finding the right setup or making the best cornerstones, etc..
I do have to add though since you didn't really mention it, I never really felt like the pay to win was really shoved down my throat in the game, I feel like the game establishes itself as a grindy game early on and almost everything within it can be obtained simply through a long and tedious grind, whether or not the grind was worth it in the end never really mattered because in reality you still may have learned something new like a new way to gather, a new route for any dungeon, a better understanding of the value of items and if all else fails then a funny story to tell to your friends. The game definitely made people aware of the pay to win options but nobody in the community really encouraged or despised it, it was just an option that some people might have had and wanted to go with.
i started playing this game in 2016, right around the mantle of power update. it's always essentially been "speedrun dungeons to get better gear to speedrun dungeons faster to get better gear: the game," but i found it a blast because of 1. the fact that the devs were always introducing cool new stuff - new biomes, classes, systems, etc. - and 2. player clubs and the community in general. i was part of a club called "the ganja guard" (only found out what ganja is like a month after i joined lmao) and we were always building stuff, holding club events like building competitions and scavenger hunts, doing bomber royale and pvp matches together... it was great.
one of my favorite parts of the game, though, was the fae trickster class. it's a fragile dps that deals high damage with its basic mouse-click attack, but getting hit heavily reduces that damage for a few seconds. its gameplay centers around teleporting away from enemies and leaving an illusion of yourself behind as a distraction. it was considered one of the worst classes in the meta (probably didn't help that its class gem was poorly designed, so you'd just continue using a regular gem instead), but i loved it to death. i was even top fae on the leaderboard at one point because so few people were playing it at high levels compared to most other classes.
i stopped playing for a few years & came back at the time of geode topside, and at that point i found i really loved the geode caves. slingshotting yourself through a cave system with a grapple hook and a jetpack was awesome. (everyone insisted the ability to lay down a tile that makes you run faster & jump higher was better, but that sounded so boring in comparison i never actually tried it.) alas, as soon as delves came out and gave an alternate source for geode cave materials, their prices dropped. kinda killed the point of farming the caves. and i hated delves sooo i quit.
man, I remember when I was super into this game, the grinding was like months on end for certain things like dragons, but the old devs (before trion was bought by gamigo) were generous with the class coins at one point, so I managed to unlock the rest of the classes (minus Vanguard and Bard, since they weren't introduced back then) without credits or grinding. The one thing that would keep me playing towards my endgame days were the shadow towers; giant buildings with a boss at the top of each floor. The shadow tower still exists, but they give out less rewards due to the delves being the new way to grind out the time gated materials. Nowadays, there are a ton of microtransactions and other useless garbage polluting the in game store, not to mention the devs "fixing" classes, only for them to be worse than what they were originally. I still like the game, but without the community and the shadow towers being the main weekly dungeon, I just can't bring myself to come back. its a shame as well, as I have put 1.2k, almost 1.3k hours into Trove.
The economy got ruined around the time the Revenant got added, it was when they added the PvP stuff and shifted to pure freemium and grind
Before class coins where even added
Back then you just earned normal qubits trough daily quests and got a class every 3 days or so, leveling said classes was it's own thing tho
Have to say, it was good. Before the pay and time walls, before the "content" that split the game into multple distinct parts. It's still one of my highest time played games to this day, and yet I don't even think of touching it anymore. This episode of Worst MMO Ever is deserved, Trove is the living definition of content bloat. R.I.P Trove, the community loved you, the companies working on you did not.
I used to love this game. I loved the character customization, I loved the classes, I loved the levels, I loved the building, I loved everything. I found it refreshing that I didn't have to commit to a single class, I could just play for a few days and buy a new one and swap between the classes I owned freely. Yes, you could buy the classes with money, but that didn't matter. With the exception of purely aesthetic items, there was nothing you couldn't get by simply playing the game. And then, out of the blue, everything changed. Now some classes became pay only. I was LIVID. I hated the change with a passion, because I knew newer classes would be overpowered to force their players to pay. I quit the game and never touched it again.
Being involved in the creative side of the community was a big part of the game for me. A lot of fun in Trove was making voxel weapons and dungeons then seeing them appear in game after they got approved. Sad to see what it has become, but I still appreciate that credit is still given to the community for a lot of the creative designs you see in the game.
The sheer amount of nostalgia I felt while watching with was insane, I loved this game for exactly what you said, a few weeks and then forgot about it, then played a lot again when reminded of it's existence.
Man I used to love this game. Nostalgia hitting so hard, I still remember farming up for mounts and new characters. Stuff was amazing.
Shit was fire bro, game was great for what it was and wish it hadn’t died
i still play it unfortunately
Thats pretty much how i felt in ESO. In dungeons i were just killing monsters didnt know why im here or why im fighting them but i still had fun for like 300h.
In dungeons i "WAS" just killing monsters.
My problem with this game is that once you do the first dungeon you have pretty much seen what the game has to offer.
It's just doing the same dungeons over and over again.
Played this quite a while ago. Back then the main use for the magrider seemed to be community built stuff. To either get around or listen to music with it (similar to how you get those Minecart music things in Minecraft)
I remember really enjoying this game back in like 2017. It's one of the few MMOs I think I've actually played regularly. I haven't touched it in a long time though, but it's changed a ton in the past few years. You used to have to work for the wings (I remember working for weeks to get to that mastery rank) and they gave you a greater choice of classes at the start. The tutorial was different, the tutorial world only covered combat and everything else took place as quests.
I abandoned it for a while or so and picked it back up for a bit around when the pandemic hit. It had been greatly overhauled at that point and I didn't find myself playing it for nearly as long as I used to. I think most of it is feature creep and the gamingo acquisition. While I've never heard of gamingo before this video (I'm not huge into MMOs), and while I do recall there being plenty of push for the shop even back then, it was not nearly as complicated as it is now.
If you are not even trying, then yh it might be complicated then, but maybe try asking, watching UA-cam vids, but nah quitting is way better💀
I remember being so happy to get my wings and I spent so long flying around because I looked forward to it for so long and it was a really nice ambience when flying around
Can i have ur flux then ;)?
@@sukaikitsune you are looking at it from the standpoint of someone who puts to much time in the game. Yea you need to try but there is no point in trying if it near to impossible to even try at that point, so yea, you might aswell quit
The game has changed alot n ive never had the loading zoom glitch. I love the game bc theres no ending
"Gems, another currency!"
Actually, no.. They are something you can obtain through normal gameplay (Fairly easily) and can be upgraded with dust from different worlds. They contain stat buffs that may or may not be useful to your character.
also, you can craft new characters and earn class tokens. Everything here gameplay wise can be earned through normal gameplay. Its mostly a new player trap to spend money.
Yea also about the golden key and flasks acting like you can’t get them for free from just logging in pretty much, it shows the time he’s played tbh.
this commment should be pinned, that's common knowledge for player that have a fair amount of hours into the game. thank
How does that mean it's _not_ another currency? It may not be one you have to buy with real money, but it's still another currency, and as such contributes to the intended confusion of multiple currencies.
@@Wolf-ln1ml let me get nerdy for a second for basic economics:
A currency is a universally agreed upon item that denotes value, as deemed by the people who use it. If I came into a store with a few hundred Yen in America, people would look at me like I was insane, as most people haven't even seen a yen, and people don't accept yen in America as their currency.
In trove, there isn't a single place where you will ever buy things with gems, or gem dust. It's an accessory to your character. These accessories (gems) have stat buffs that may or may not benefit your character, and there are three or four different slots, all for different elements of gems. It is more complicated than that, I just dumbed it down for the sake of time.
Edit: while yes, you can buy gem boxes, it's a waste of money and you usually get garbage from them anyways. As I said in my original comment, new player trap.
While the gems themselves are not another form of currency, I'd say the dust absolutely is. Worse yet is the change of failure-to-success rate that increases each and every time to an astronomical amount of dust for mere attempts. I speak from experience from someone trying to max out all my gems, the dust is never good enough unless you are spending the entire day grinding on fire, water, air, or cosmic worlds. Never mind the new level added that requires all sorts of stuff including mountains more dust.
Now, while the grinding is tedious, it's also predatory enough to loop back to the shop in the for of Ninth Lives and the other luck boosters. Yes, you can earn them through playing for free weekly, but really now, with the new cap level added demanding Ninth Lives to give you even a fair chance at a successful power-up attempt, it plays heavily back into doing everything you can to grind more luck boosters.
I think the plain gems themselves are fine, outside of the min-maxing that comes way later, but for sure the dust currency itself is abysmal to grind, even at top level. I guess I'm not entirely defending his point, but the gems themselves are an entirely new level of insidious, especially once you have to start pearling, or get the unholy luck needed that a class/regular gem with all three stats heavily buffed on the first try. 90% of my time playing as a gunslinger heading into paragon was still just trying to farm dust outside of the delves, and it never feels like I'm making progress, no matter what Uber I'm running.
crystals are actually a regular currency you get all the time in Geode, and Gems are basically equipment, not a currency (though you did say so later).
The only currencies are Cubits (gained for free) and Credits (the rainbow squares that you have to buy), and Clubits (also gained for free by converting Adventurine, and they're only used by clubs {guilds} to give every member passive stat bonuses).
i do agree that the store is really overwhelming for a new player though.
you can also mine any blocks that aren't part of a dungeon as well as place any blocks anywhere (it's just laggy af lol). Functional blocks can only be placed in a cornerstone or club world so players don't lose them when adventure worlds regenerate.
Thanks for covering this one :). I had about 300 hours into it over the years (played it on and off, especially since cube world let us all down), and gotta say that it has gotten way worse than it was. I won't go too into specifics, but I'll mention that there was a specific method that players found to basically level up to level 30 in about 5 minutes, called "Invader Farms". It involved using the cornerstone house that you got, and you had to place a bunch of traps and wait for a Invader thing to spawn, and you also had to bring a "outpost npc" quest giver to your location. Its a bit hard to explain but in any case, it was kinda ingenius. You know, spending the time to use the creation tools and mechanics of a sandbox game to reap the rewards was an awesome feeling.
Long story short, the devs started banning people for doing this, even though if i recall (could be wrong) it had been a thing in the game for years. They took something creative and just butchered it. Not that I'm surprised since you can buy level 25 boosts with real money.
And then they introduced Geode and Delves into the game which noone asked for, and they forced you to play it because that's the only end game content. And that's where I quit, because delves suck real bad. Such a shame really, the foundation for the game is pretty good but the horrible monetisation and devs killed it for me.
The Mag Rider was actually part of a really cool feature for player made worlds, where players can literally place down tracks and your can ride along them on the mag rider. It can be used to make fast travel in a player world, create a roller coaster type effect or other cool stuff.
I used to play trove.
A long time ago.
Sometimes, I get back into it, play a few hours until I remember how bad it is.
That's the kind of game you play when you have nothing else to do and you just want to remember "the good times", "when it was good"
I just started Trove last night. I've been avoiding it for years but every game I play isn't fun to me anymore. I played a lot of fps games competitively before my 20s and in my mid 20s. I'm turning 32 this year, if you guys find a game that's fun just have fun don't take things too seriously. It'll be a bit hard since the gaming industry builds games around their marketing team and how they can turn us into dollars not just players. Thanks for the vid I'll play this for as long as I can but everything you're saying is absolutely right it feels like a shell of something that used to be amazing.
I recently started a couple of games that I always kind of avoided as they didn't look like my type of game. Instead, I ended up really liking them, and it was a really refreshing experience. Sometimes, you've just got to put yourself out there and/or go into a game blind to see if you like it.
Playing the same Call of Duty or Madden game copy and pasted for the 50th time can get super boring.
I played this game for quite a while. I quite liked how it was all action and had a nice community. To begin with they had weekly updates which was nice, but unfortunately quality of life went down and bugs came in. They then began to take longer on updates saying that they were doing it to increase QoL. That turned out to be a lie and instead they were working on console ports. Updates started to get even rarer until eventually gamigo bought out Trion and sacked pretty much the entire dev team. One of the neat things about the game was the club worlds people made with all sorts of art or made music tracks out of note blocks (RIP Google Translate).
Props to those who remember Avarem's "Apple juice".
As a 6 year trove player, I can say that almost everything you said about the shop is incorrect. The crystals are crafting materials and the gems are equipment. Any of the stuff that costs credits in the shop, you will probably never use, apart from the classes, which can be crafted for a very cheap price. The vampiric emblem is... bro this is literally the first time I've heard about it, absolutely no one uses it. I also forgot about the golden key, as it is very expensive and the rewards aren't actually that valuable. No, each class doesn't cost 3000 credits. Only vanguardian and Bard does, which you can also craft. The only real advantage p2w players have over f2p is a bit of mastery from the stuff in the shop and patron. Everything else can be obtained really easily.
Also, the beginning is very easy, as you said "doesn't feel rewarding as it doesnt require effort". But when you get into midgame/endgame, it sometimes takes weeks upon weeks to get better gear. And the part when trove was really good then became really bad? Well yes, because you know, Gamingo stuff...
"This game is really fun for a tiny bit, then you slowly start to forget about it..." It has some daily rewards and weekly rewards and stuff, which are the only source of the cubits and some other materials. We need those stuff to progress further, so we keep coming back everyday to get the rewards.
Do I recommend this game? Well, If you are willing to spend 25 hours a day grinding to get a tiny bit stronger, then sure.
ngl i had the same gear for years now lol. Im not even that high level i just couldnt find any better gear while i was playing
@@Clamps you go to higher levels of geode topside, u11 difficulty & delves can drop crystal 4 gear, currently the best gear in the game
Totally agree it’s not for everyone but a lot of the things in the shop can be easily grinded out except some classes lol
@@colinzoffel9183 but a lot of the things in the shop are useless. the only ones that are actally useful are vanguardian, bard and solarion classes, which you can just get from buying credits with flux,
i used to play this game A LOT a few years back. me and my mates would play it almost as much as we played fortnite, it was definitely really fun, but once i got to the Jurrasic Jungle world, the difficulty just increased by a million making any further progression impossible. you can enter the boss tower at any point of the game, and the final boss was easier than the average dinosaur. there was still a lot of other stuff to do, and i spent like a year of doing other things in the game instead of progressing, but eventually i just couldnt find anything interesting enough to do anymore. the last thing i did before i left was completely crashing the economy by harvesting sunlight bulbs for a week and then selling them off for a tenth of the usual price. i logged back in a few years later to see that it had still made a lasting impact.
Oh my god, you absolute legend!
that's because of max crit hit starts, bassicly get good gems than make sure it has 3 stats from the beginning & those stats are: physical/magic damage (depending on ur class), crit hit, & crit damage, this basically 1 shots everything & if u don't know about this strat it makes the game seem like it has a difficulty curve
@@flyingduck91 oh alright thanks. ive actually been replaying the game recently so thats very useful! tbh back when i played a lot i didnt know about gems at all.
@@idoblenderstuffs yeah, watching gem guides is useful, I would recommend scyushi's videos
@@idoblenderstuffs so the game is shit because of your Lack of knowledge, i get it now thanks💀
I come back every so often just to feel the glee of meeting you once again, only for me to feel the pain of my loss.
That moment when i remember every dungeon you showed in the video and it's been almost 4 years since i played meaning there been no change to the terrible dungeon system and no change to the starter classes
no they just don't change old dungeons in the old world's, for newer ones u gotta go to newer worlds
I loved the times when you had to actually FIND a shadow dungeon and invite all the people at your map for help. Very beginning of Trove - love my memories and miss the old times.
Aight right off the start.
Trove is not a game that is inspired by Minecraft but by Cube World.
Resolution issue on launch did not happen to me since late 2013 in its alpha and it also did not happen for like 99.9% of the accounts registered there.
When it comes to the tutorial only one thing I and everyone could agree with is "It's not intuitive" but saying that loot collecting something does not make you feel like you help yourself or get something by doing it shows a clear lack of testing, because anyone playing the game for thirty minutes would understand that loot collecting gives both ressources and collection points.
For the Mag Rider/Camera controls you won't see any use of this in later gameplay or even very early gameplay, this is mostly used for fun interractions with music trails/mazes and sometimes races. For its actual use it has been becoming useless with the overgearing that we have had over the years, it was useful up to 2016 to move faster to another dungeon for example (wings). TLDR: Only the argument of the camera being messy in close environement is valid.
Right after the tutorial is "done" you get thrown out into the game, that I agree with, is kind of bad since the tutorial itself is not intuitive BUT there is a whole continuity to the tutorial that you could have done for about 4 hours to understand the game better, that tutorial follows you around for every new system that you encounter.
Classes are absolutely not paid for nor premium besides maybe the bard or KIND OF the vanguardian. They are all craftable.
Probably the only argument being super valid in this video: The game is not oriented towards a serious story it is rather just about you having fun or ranking without thinking too much unlike in popular mmos (slowly becoming less and less popular over the years because of that) where you need to focus on TOO many things that you, at some point, consider being chores. But in Trove they are not which is a good point and thing for the game. +1 for you.
When it comes to rewards by pressing "L" it's not the game not wanting you to leave, it's simply giving you common ressources for the game that you will need as time goes on.
Trove is not produced by Gamigo, it's taken over by Gamigo, it was made by Trion back in 2013 November and the fact that this game has in game transactions should not be a surprise since EVERY free game has some.
Staying on the shop subject, there is indeed a lot of pointless items that cost too much when they're easy too get in game which does not help the game in being intuitive once more. But most of the items that you can buy are still VERY easy to get in the game or simply time gated. Annoying ? Yes. Making it the wors MMORPG ever ? Absolutely not, else every MMORPG in the entire freaking world would be garbage.
Simple example: Golden Key can cost you credits to get a garanteed rare item in adventure caches, aight sure that is annoying but you could also just farm for barely fifteen minutes and get enough ressources to buy the item dropping from those caches without worrying about bad RNG or spending money.
When it comes to building and mining, it's a NON EXISTANT use for gameplay and dungeons. It's literally another category of players who get use out of that, it's just made for people who like to build in club worlds for example. It's not at all the game's selling point, it's by far the most under valued thing for Trove, nobody or almost nobody cares about that building mode except to open some delves and invite friends in them.
If you want a long lasting MMORPG Trove is one, it's completely false saying that it's not. I have over 8000 hours with breaks and I know a bunch of people at around 15 000-16 000. So again that shows a lack of testing from your hand.
When it comes to getting dopamine by doing something difficult, it won't come from dungeons, it'll come from increasing your numbers, your gear, getting better items, dropping rare powerful ones, farming a bunch of ressources to spend it on ONE single expensive thing. It also comes from doing hard things like deeper delves or leviathans for example. Again showing a clear lack of testing and a close minded approach.
When you talk about current players on steam, Imma say that: Trove used to be top 2/3 most popular Steam games. It no longer is for different reasons that are not ONCE spoken about in this video because again of a lack of testing and invest. Though when you look at the amount of players that are there, PLEASE keep in mind that Steam is not the main downloading point for Trove/Trion/Gamigo games, people mostly get them from their websites. The fact is that Trove still has over about 10k-15k players active daily, but that is not public information.
Now having an overview with notes about your video, all I gather is information that I have already gathered from tons of content creators and it often comes down to the same conclusion:
You are not looking enough into the game, you are not wondering why this and why that enough, you don't spend enough time testing stuff, you stay in your own point of view and try the game as a Second Person Shooter instead of as an actual MMO which ALL leads into you not having fun and producing a subjective feedback.
Besides that, I can always agree on some futile/relevant details such as the tutorial not being intuitive enough, the game not being absolutely perfect (example of the shop having useless items).
I would really have loved to test out the game with you after releasing this video and show the game another way, explain the game in a more MMORPG oriented way. I wonder what your opinion on the game would be after doing so.
Anyways, I appreciate the video whilst I can't agree with it because it brings interest into our game, I am and always will take care of this game and therefore I appreciate you very much for testing mmorpgs out, but please try to look more into it and spend more time. Interract with people, gather opinions instead of the acting like a sheep following what the mass critiques say such as steam evaluations which are always bad for mmorpgs and even other really popular games. Gather content creators, gather devs, gather community managers, gather members of the community itself. Get INTO it instead of summerizing.
Yeah this video is horrible
@@uovo Nah I would not say it's horrible, but what I can tell is that the man probably thought of himself pretty highly since he is used to doing that kind of video, which I respect and yeah he has clear critical thinking skill, but he does not apply it there cus he is probably too confident in himself saying the truth. Therefore he didn't look to deep into it and just made the game look bad for stuff it should not look bad for
Triggered
i'm already weary from listening to his first impression rambles for 8 minutes
i don't feel like he's qualified to critique anything about trove
but at least he has created a place to gather actual criticism of the game, this comment section
disclaimer: i didn't watch past 9 minutes, i like reading the comments more
Oh man, I'm sure this MMO isn't the best, but this review is 99%outof topic jokes and 1% actual review.