Hi all,
I've noticed some feedback about some people getting stuck in places and wonder how many of you have experienced bits where you either got stuck or struggled.
Examples from the top of my head:
- 1 People getting stuck at the basic magic tutorial, learning spells
- 2 People struggle to find shops/repair/selling
- 3 Dragging and dropping (have improved this based on feedback for phase 2 of the beta)
Here's some of the things I would like to know more about from the testers:
- 4 What was hard to pick up when you first started playing, why was it hard and do you have any suggestions to improve this
- 5 Did you get stuck anywhere?
- 6 How was the tutorial (void realm) for you?
- 7 What are your opinions on the "extended" tutorial, i.e.: Othalo and the basic quests (Basic Melee, Basic Archery, Basic Magic)
- 8 How are you finding the current tutorial tooltips, are they clear enough?
Things we are not able to do much about currently:
- 9 Viewing angle, the game was never designed to support first person view and we are unlikely to implement it or give you more camera control until we implement hardware acceleration (Graphics Card).
- 10 Right click menus, the game was implemented from the ground up to use them. We can potentially let you use a modifier + left click to execute the default options (i.e.: Drink/Eat/Use/Equip/Sell).
Please keep feature suggestions to a minimum, rather focus on problems related to usability.
If possible state how much experience you have with similar games/other Massive Multiplayer Games.
1: no issues here
2: this is correct,. all shops share the same "anvil" icon on the map - if shops had a more distinct icon i feel this will be less of an issue. Also, the minimap should allow zooming in more than it can currently due to shops being quite close to each other.
3: Ctrl+click from inventory to bank still does not work however. Very annoying.
4: No, though it quickly became apparent that being able to track only a single quest at a time is a major flaw / limitation. Up to 5: would be much more convenient. Or, 1 main line to track using a purple arrow, and up to 5 "near" quests which automatically track would certainly help.
6: Short and boring. Too much of a hassle to go "into the tower" "up 1 floor" "talk to the mage to open the door" "go down a floor" AND then finally "click door to exit tower" - just,. too much hassle to even get to the realm, only to be sent out again after 1-2 minor steps. Either make a long quest in there, or make it easier to access the plane.
7: Helpful, but rather spread out. It didn't really feel like it was part of the tutorial anymore because you could pick up so many quests in between that you lose track of what you were doing. Also, see #5 Due to quests always "accept and set as active", it is very distracting.
8: What tooltips? There are a few quest descriptions that could be better,. but on overall they're fairly ok so far.
9: The viewing angle IS annoying though. Rather than make it go first person (which is too much i agree), it'd be nice if we could at least pan the camera to look farther ahead. The camera should also "snap back" after it automatically adjusts, be able to zoom out farther, and above and beyond ALL other suggestions, the keyboard A and D buttons need to be inverted !!! Not sure which crackhead decided they should be like this, but it's very unintuitive. Which is always bad form in a game.
10: This took some getting used to, tbh, and a few quests were very confusing at the start due to this (e.g. opening the safe). I feel they should be better explained in the tutorial.
On top of that,
11: inventory space rather lacking. We need more space, more readily available without having to resort to the shop. (look at path of exile for example). My point being, inventory space wouldn't be lacking if crafting items could stack higher. 10 per stack is really really really low and frustrating. If items could stack up to 20, and 50. that'd save a lot of space already. Also, wood stacks up to 5 when processed, and takes up 2 slots - that drives me crazy. A lesser alternative would be to have vendors give a more fair price for materials,.. ~1 copper per basic item is pathetic.
I realize this is a f2p game, and pay2win at that,. but going the pay2win road is not a good way to earn lots of customer loyalty. The more you limit the game for non paying customers the more you make it harder for them to like and advertise the game. (again, look at Path of Exile they've done it SO very well)
12: Chat is rather limited,. we don't have a wts/wtb channel, and the forum is only "trade here", no separate areas for wts or wtb, so it gets messy rather quick. An ingame auction house might prove useful as well.
13: Due to #5 and #7, a lot of quests seem like you get sent halfway across the country, while you could be doing quests nearer to you. This makes it feel like the game is deliberately "keeping you busy" by having you do poitless walking. Once you get into that mindset, boredom and frustration set in real quickly.
14: In regards to resources, you need 2 wood + 1 wood sap to make a board. However, when chopping trees you get on average 10 wood and 3-4 wood sap. This is unbalanced, and leather as well as crystal has the same issue. This needs to be addressed.
15: leatherworking should have craftable bags. Smaller than are available in the "shop" i suppose, but at least it would offer an alternative to getting more inventory space. (inventory space is a big issue to me, can you tell?)