I also think the RoS is a great idea. I probably wouldn't have tried this game if RoS was not available.
The only issue I have with RoS (versus the game play) is that RoS is not representative of the mainland in terms of questing. Questing allows rewards, whether monetary, items, materials and/or experience. These are nice little bones that are fun to recieve in addition to the storyline, plot, etc. They also allow alternatives to the proverbial grinding that I hear complained about in mainland chat daily. Since I enjoy this aspect of the game, had I not been aware of this significant difference ahead of time I might feel duped when I transfer to the ML.
Just to toss out a couple of my review points about the game, I think for a low budget MMORPG (compared to games like SWG, EQ, FFXI, WoW, Lineage, etc) it is impressive. The crafting system is sophisticated enough to make it fun to dabble in. There is reward for killing certain creatures (at least on RoS) to get better materials to make better items, which help with grinding to the next level a bit easier as well. Crafting would be worthless to me if I was not able to make at least some of my own armor and/or weapons for my own use for progression. Without a proper reward for progression, I personally would soon be bored.
Stanzas also make it fun to gain additional experience points to spend, to gain better abilities and make some interesting combinations for crafting and/or combat. They are fun to play around with and learn, plus they add a component that keeps combat and harvesting from being overly routine.
Just a couple of issues that come about almost daily (and if I am wrong and there is away around it, then /hugs ahead of time
):
-I think at least on RoS combat is so short it is hard for my real life friend and I to group for experience gaining. By the time either of us attempts to cast a spell or heal the other the creature is often dead. The melee person gets all the experience and the caster gets none. Experience is simply not distributed in a way that makes grouping enjoyable from 1 to 50. The one time where we have found grouping beneficial for the last two weeks is for questing, or killing named mobs. But those are fairly limited; it is shame as I see it.
-Why is it when I am in a group there is a bar that is about 2 x 5 cm showing the name of a group member, but the group members health/sap/sta bars are so small I can hardly see them? I was told you can not change the UI, and I didn't see anyting off hand to change this.
-Why when I click a special melee attack does it automatically move me to face the creature I am attacking and move closer to it? Very annoying when I am trying to act as an affective tank and move around a couple of creatures to keep them off my casting friend. Along the same lines, why does the avatar stop in game when a spell is cancelled (another pain) or you finish/drop loot from a creature? This starting and stopping is annoying, not to mention it takes away from a feeling of submersion (sp) in the game, almost like the game wants to play my avatar for me.