1.The first boss felt like a great challenge and it was satisfying to overcome, however I think it would be better placed if we'd encounter the boss at a slightly later stage, once you were likely able to at least acquire your basic skillsets of 3-4 skills per weapon. Right now, especially as a melee player, it feels a bit too frustrating given you have basically no options to really defend yourself or get good dps in as you will likely stumble upon it at like lv 3-5. If the intention was to force players to learn the combat, make them learn their skills as well.
2.please change the weird numeric system you used for shop prices etc. I had to look up what these even are to be able to read shop prices etc. I don't know if it was supposed to be like something tied to lore but it felt odd.
3.There needs to be some clarification on what benefits life skills even give, e.g. I got to Lv. 4 in mining and didn't notice any real difference and didn't know what benefit I got from that at all.
4.The game would likely benefit from having a minimap, as is I had to constantly look at the worldmap as the compass felt very unreliable - and having to check the worldmap constantly feels more immersion breaking than having a minimap in ther corner to see your mapmarkers or current quests nearby.
5.Active / Shown quests shouldn't just be limited to 4 in total, I was quite confused by it,suddenly not seeing the quests I activated/followed earlier only to realize they were overwritten by newly accepted ones. If there are concerns about the questlist taking up too much space on the screen either add a scrolling function to it or make a minimalist-option where only the active questnames + the assigned number show up.
#My feedback / suggestions after ~45hrs of playing the CBT
6 messages · Page 1 of 1 (latest)
6.Gear progression feels a bit too railroaded / directly tied to your level. First of all it feels unsatisfying how lower tiered gear becomes immediately outdated once you reach the next level milestone, I think the gear tier/color shouldn't be strictly tied to your level, but simply a rarity option of a certain gear peace. So e.g. you should be able to find lv15 gear that is gray, green, blue or even purple, but also gear that is of any level, so gear with a Lv11, Lv17, Lv23 requirement should also be possible to find. With the current system everyone just ends up running around with the exact same gearset.
7.Tied into the last point, loot also needs improvement, given that lower tier colors become immediately irrelevant once you unlock the next one, so does the loot you can find from bosses etc. There is no point in doing an early game dungeon or fieldboss anymore once you have acquired the next tier gearset.
8.Ranged classes overall seem to have a way easier time to deal with bosses, there should be some more moves bosses would use to specifically attack players that are far away so they aren't overly safe.
9.The completely unlimited character creator is contrary to the games overall tone/setting, it's very immersion breaking seeing some absolute otherworldly abominations running around. I can't take the game seriously this way.
10.Laybrinth felt super underwhelming and boring to me, levers feel annoying to operate and take forever and the movement inertia makes parkouring unnecessarily annoying to deal with. Probably the weakest pieces of content in the game.
11.The dynamic world events felt quite underwhelming most of the time. Most of them were just generic ambushes of a couple of mobs for a loot chest. There needs to be more happening in the world and more compelling at that. Especially with NPCs involved, talking about the event or taking part in defeating a foe or scouting an area - this makes the world feel more alive even if no other player is currently nearby. Also the few events I encountered that were interesting (e.g. Giotto at the Waterfall) we're instanced which kicks you out of the MMO feeling, these kind of events should be designed to work in the mmorpg overworld without instancing. Make them occur like every 30 Minutes or so, the player nearby get to experience something interesting and tell others about it that haven't seen it yet, so people have a reason to stick around certain areas. Especially if these kind of events could lead into long questchains and have some big boss and reward at the end which only occur if people participate.
12.The UI needs a rework or some toggle for pc users, especially navigating inventory/equipment felt annoying with mouse/keyboard.
13.Make the party system easier to use and not hidden behind multiple menu tabs and clicks. Pressing E on an nearby player should have an "Invite to party" option. Same for Guild invitations.
14.Right now collecting ore/wood just feels too slow, there needs to be more ways to increase speed or have more tiers of gear in general so the gap isn't so big. Trying to chop tier 4 wood shouldn't take forever with tier 3 axe. It's just time you wait unnecessarily and can't do something more interesting.
15.Fieldbosses need more distinctive loot from each other for players to have a reason to even seek them out. The only fieldboss with something unique dropped which I noticed was Titania, but I think every fieldboss should have a chance for some exclusive drop so they always stay relevant for new players and aren't ignored once you got the item somewhere else already.
16.Some mechanics like equipping jewels should have a little tutorial quest to guide the player how to do it, took me forever to find out you can do it from the inventory and not from some npcs like everything else involved with upgrading gear.
17.Sometimes you can get kind of stuck between the legs of a boss and can't get away at all or e.g. there were situations where I was stuck between a boss and a summon - this should be reworked.
18.Server sizes are too small, even with the very limited space we had in the beta the world felt mostly empty as you didn't encounter that many players overall unless there was a Fieldboss or Quest nearby. A megaserver structure would be very beneficial here to fill up every space of the map dynamically so there is always enough people around.
19.Getting leather was way harder than the ore material types like ore or wood for crafting, this should be adjusted so more relevant mobs dropping them can be encountered.
20.When someone is chatting it should appear over their head so you know/see it - general chat was and felt really dead because of the lack of visual. Also add a "region" chat, so e.g. all people within a certain region of the map can read your message
In general I agree with most of the stuff. 3 comments though. 3) it was actually listed what the collecting jobs give. The proficeny was there. Collecting time = Score / proficiency. you get proficiency by skill / tool / tool bonus / rings & chain perks. -> Crafting Skills actually need a description though 14) I totally disagree. higher tier mats should be either completely gate keeped or the time should be even increased. but hitting above you tier should be something special and meaningful. killing the last boss with starter gear would also be a bad idea. 20) Area chat was most likely disabled due to toxic ppl. Just reading the DC chat showed that there are more than enough of those. But in general a solid list. I probs would add some stuff about crafting, because blatenly it's hyper basic. Solid foundation but has to be improved A LOT.
- Guess I just wasn't able to find that then, it wasn't obvious to me at least and I specifically looked for it.
14.) Okay I can see higher tier gear needing to be hard to get that's true, hence my suggestions for more tiers or "In-between" tiers in general, have a 3.5 tier axe which is significantly harder to get than tier 3 but as a rewards allows for faster chopping, something like that.
I usually like gathering in these kind of games but it felt a bit tedious here.
it was kinda fun actually having to scour the whole place to find the rare blue trees but then waiting there for minutes while essentially doing nothing wasn't really helping the game. - makes sense I guess,
And yea crafting is super basic, especially when looking at the hard level gated tier systems, it felt a bit overpowered overall as I basically outclassed any gear my friends got from dungeons etc. by simply crafting everything