Video summary
Как прошел запуск AION 2
Main summary
Key takeaways
Storyline (Prologue + Setting)
- After login and server selection, the player starts a short prologue as an unknown character, setting up the game’s story foundation.
- Later, the player finds their hero inside a capsule with a stylized “low-poly” look, which acts as the entry point for character setup.
- The prologue is quick and does not end with a boss fight. After it, the game guides you to another location, then releases you into the open world for standard progression.
- The speaker emphasizes that Aion 2’s plot has no meaningful connection to the original Aion and feels largely template-like (with low “artistic value”), even though the world and characters look impressive.
Gameplay Highlights (What You Do)
Character Creation / Roles
- You choose appearance and class in a capsule scene.
- Factions are chosen earlier, but the speaker claims both sides are visually identical, with no real faction differences.
- A gender swap option is available (boy/girl).
- The class list mentioned includes:
- Gladiator
- Guardian
- Assassin
- Marksman
- Wizard
- Caster
- Healer
- Sorcerer
- The character editor is described as very detailed and highly flexible.
Leveling Experience (Core “Auto” Design)
- Leveling is described as heavily automation-driven:
- Click quest objectives; your character runs on its own to the tasks.
- During dialogues, the character approaches NPCs and opens dialogue; you click through.
- Combat automation is described as partly restricted late in the leveling flow, but overall the experience still feels mainly “auto-like.”
Auto-Driven Quest Issues (Criticized)
- Some quests require you to collect an item when there is effectively only one object—yet the game expects you to “collect” it multiple times.
- The speaker argues this suggests the developers didn’t implement enough variety (e.g., properly scattering multiple objects), leaving automation to do most of the work.
Dungeons + “Key” / Affix-Style Endgame Loops
- Main repeatable PvE content centers on group dungeons similar to:
- WoW Mythic+
- New World Mutators
- Dungeon “keys” with affixes
- Difficulty is said to be average, but you run them often due to arcana drops used for enhancing power.
- World bosses are described as having little to no strategy.
- 10-man raids exist for gear but are characterized as very easy because of progression systems.
- A corridor/currency zone is highlighted:
- A ~5-minute clearing activity for special currency
- Accessed via the Abyss, creating a bridge between PvE and PvP contexts
PvP / Large-Scale Conflicts
- Abyss is presented as the primary open PvP battleground:
- Two factions fight for outposts that grant access to the corridor (where currency matters).
- Battlefields use a tug-of-war style.
- Ranked arenas:
- 1v1 and 4v4
- The speaker says these modes aren’t very popular due to balance/progression problems.
- Rifts:
- Players can invade another faction’s world and fight others in PvP mode
- At launch, it reportedly worked differently; later changes altered how it functions.
Strategies / Key Tips Mentioned
The speaker doesn’t provide a clean “how-to strategy guide,” but several practical points are implied.
- Use a VPN/region access workaround (they reference the need for VPN access in their region).
- Expect progression to revolve around:
- Group dungeons (Mythic+-like)
- Arcana farming
- World activities tied to PvP currency, via Abyss/corridor
- For PvE: automation reduces mechanical difficulty, so players mainly focus on following objective/quest flow and clearing dungeon loops efficiently.
- For PvP: success is framed as heavily influenced by progression imbalance and itemization, not just mechanical outplay.
Launch / Technical + Economy Issues (What Went Wrong)
Access & Login Problems
- The game was delayed multiple times shortly before launch.
- NC servers were described as unstable (“potato” metaphor), causing:
- Connection failures
- Later huge queues
- Players could be kicked after waiting and could be disconnected if idle too long.
- The speaker claims many early paid-access (founder pack) players still couldn’t log in properly.
Monetization / Progression (Economy Focus)
- Monetization through progression is a major theme.
- Trading limitations discussed:
- Auction house mostly tied to subscription
- Free direct player exchange disabled in the global version
- The speaker claims this was intended to fight bots/RMT on Asian servers, but argues it mainly shifts the cost to players (with auction commission cited as roughly ~40%).
- They also mention Kin (in-game currency), arguing bots and whales can progress quickly by buying currency.
Featured Gamers / Sources (End)
- LakeKeeper (sponsor; described as providing a game booster and Steam account benefits)
- Steam (referenced for player/viewership context)
- Twitch streamers / Western streamers (unnamed; described generally as being “bought for launch”)
- Purple’s official launcher (referenced; no specific named creators)
Notable Claim
- No individual gamers/streamers are clearly identified by name in the subtitles.
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