#I have invited 2 completely new players to the playtest ... here is their feedback

5 messages · Page 1 of 1 (latest)

ocean ibex
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Player 1 - new to directional combat, played various games before, knew a little about the game beforehand

  1. the tutorial does not explain that muose-directional combat is one of the options (that movement-directional or keybinds are an option)
    1a. when the "directional" settings are updated, the tutorial tooltips stay the same
  2. "almost all interfaces are ovestimulating"
  3. inventory management could use some improvement to make it easier/faster
  4. "I don't know why there are the same things done over and over in the tutorial questline" -> repetitive gather wood / gather mushrooms / kill animals / open boxes
    4a. "I don't enjoy doing the same thing over and over again" ... questline is too long and repetitive
  5. there is nothing about food management in the tutorial
  • played after the tutorial, somewhat likes the overall game and combat (but as expected is bad at it) ... does not like the "jankyness"
  • why is the tutorial questline so detached from the actual game?

notes:

  • "gathering sounds are earrape compared to the rest of the sounds"
  • "the game feels like jank"

Player 2 and My notes in the following message(s) ...

#

Player 2 - new to directional combat, mostly plays WoW, knew nothing about the game beforehand

  1. started as "Scout" -> the game did not say that medium/heavy armor drastically reduces the damage of bows
  2. there was nothing in the tutorial explaining blocks or how they work
  3. the mini videos in the tutorial were not explanatory enough
  4. meaningless and repetitive quests
  5. did not notice the "blunt against heavy" notification as there was way too much text
    5a. why are there mobs which have artificially different stats to boost their blunt damage taken?
  6. NPCs move inconsistently ... sometimes they are slow sometimes very fast ... hard to judge if they can or cannot reach you
  7. a lot of UI is not explained (... you need to deliberately look through UI to find why green stuff is still locked and such)
  • quit before ending the tutorial questline...

notes:

  • center dot could be more visible (was hard to spot in the ismir snowfall)

My notes

  • no mention in the tutorial about throwing weapons
  • 'kick the dummy' ... but no explanation why and when to use kicks
  • no mention of attack cancelling
  • no mention of chambering or how it works
  • no explanation of how ammunition works (this is less of an issue as anyone who reads through the talents gets the idea ... but still)
  • tutorial could point players to the arena, where they can freely practise vs NPCs or learn to use siege weapons outside real sieges
pallid hamlet
#

more victims of the tutorial rip

acoustic tree
#

RIP. As usual 60%+ of players trying the game quit during tutorial
Old devs preferred spending their time implementing unneeded changes like logistics and better tree graphics, rather than fixing more key aspects of the game that were simply not working as intended (tutorial is the best example)
Lets hope new devs do not make same mistake

past cape
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Yeah the new player experience needs a lot of work, it's paramount to the game's success if they really want to attract truly new players.

Some really important stuff in this post