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TMC Player Reviews: Akanbar


Review Submitted By: Curlay
Author Status: Player
Started on Akanbar: 2-2.5 years ago
Submission Date: Feb 5, 2007
TMC Listing: Akanbar

The following review is the opinion of the review's author [Curlay] and in no way represents the opinions of this website or its staff.

Where to begin...

Akanbar has achieved EXACTLY what it intended. It's providing an 
outlet that is not Avalon. Clearly it has some of the basics in common 
with Avalon/IRE games, the affliction based combat, the 
skills/skillsets, methods of learning, etc. It does excel in bringing 
a fresh, new light to this series of games. It succeeds in making a 
game that's equivalent to a VERY BASIC version of these other games 
with a much smaller monetary requirement.

With that said, however, I believe that it has failed in the following 
aspects:

1) Updates. Major updates come few and far between. The merchant 
system was introduced after almost a year of waiting, only to continue 
to be tweaked and re-tweaked to this day. 

2) Merchants. Merchants have a handful of interesting skills, if even 
that many. Most of them require completely dull, standing, aliasing, 
triggering or mindless command-entering. Luckily, they are good at 
making gold. Unluckily, you can't really do anything with said gold. A 
merchant pays for guards to protect them, but they could still never 
stand toe-to-toe in PK against another non-merchant player. Nor are 
the expected to, sure, but when there's nothing else to do, life as a 
merchant quickly gets very, very boring, evidenced by the fact that 
there are very, VERY few merchants. 

3) Premise. The premise is your generic good vs. evil vs. shadow 
(balanced). There's no room for growth, no room for anything else. 
Good will always be good, and they will always do no bad. Bad will 
always be bad, and do no good. Shadow appears to be the place to be, 
with the most active players in that realm, and understandably, too. I 
believe that it's much better to be able to have a choice than to be 
locked into a role, ad perpetuity. 

4) Administration. They try, it's clear that they try, and care about 
the game, but every new system that they've put into place in the past 
few months have led to nothing but monotonousness and repetition. They 
arbitrarily decide policy, which of course is their prerogative, but 
they never tell anyone besides those who are involved, and it is never 
proliferated through the ranks of the other players. Helpfiles are 
rarely, if ever, updated and the policy files are loose and left up to 
interpretation. Of course, that interpretation could be very wrong and 
you will receive some form of punishment from the administration. They 
enjoy contradicting themselves, as well. In the new herbal system, 
you'll find that all of the apothecarists know what the new herbs do, 
but are unable to share. The administrators have decreed that 
information is not to be shared between people regarding skills. Being 
completely unable to regulate this outside the game, of course, has 
diminished the capacity of those who do not talk outside of the game. 
It's understandable that they want us to learn, but the system is 
inadequate to provide even that without an extraordinary amount of 
time and effort. It passes the point of becoming 'fun' and enters the 
realm of 'work'. In my opinion, games are more meant to be fun, with 
some work, but not from scratch and certainly not with information 
asymmetry that affords certain players and even certain organizations 
advantages over others. In the new herb system, you don't get a 
message if you use it the wrong way, or use the wrong herb to try to 
cure an affliction. The only time you receive a message is if you cure 
it. This isn't enjoyable, this is a guessing game. There's a large 
difference between using logic to figure something out, and increase 
brainpower, and playing guessing games. It would seem that the 
administration confuses the two.

All in all, Akanbar is a good escape in the short run, but if you 
expect to spend any significant amount of time there, lower your 
expectations. The players are a good batch, for the most part. You'll 
find your occasional fool (but you'll find those everywhere) and 
you'll find your gems, and I'd say there's an even smattering of each.  
Those gems, however, are what keeps Akanbar running and moving 
smoothly.

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