Something that's not been mentioned yet is the "new player" experience.
I tried to get my wife to play the game half a year ago. And she did for a while, but also needed help, all the time.
The game is hard to get into. And my biggest wish, after most of the bugs are fixed, is for this game to get more players. Here's a few suggestions based on what we ran into.
1. Consider adding more tutorial to the game. Not many questions are answered when you create a new character. How does all your stats work? How does combat work? How do you know that you'll beat a monster? How does stamina work? What uses stamina and how much? What should you do when your inventory is full? What's the goal of the game? What happens if you're carrying 5.000.000 gold while being almost naked and level 7? Little to none of this is explained to new players. They have to figure it out themselves.
2. Consider hiding/locking a lot more content away for new players. It doesn't take many minutes to hit level 2, 3, 4 and 5. But at these levels you have no idea if you should put your stat points to attack, defense or HP. You have no idea which buffs are good, or if you should save your points for level 25. And you don't have a clue about all the options you have in the menu. Crafting? Hell Forge? Blacksmith? Bounties? Consider hiding these things until level 10, 20, 30 something. (OK don't lock the blacksmith, explain that one instead!)
3. Grinding is how you play this game. Quests give you XP, which is a bonus. But quests are just that. It's a bonus to your XP, but now how you progress in general. Problem is that you added so much stuff in the low level areas that you removed the need to grind entirely. You can get the first many levels by just doing quests. My wife got good at doing these quests. But all of a sudden there were no quests left, and she had no idea what to do. There was no mission and she was "stuck". Grinding hadn't been introduced to her as a concept. It's understandable that you can't quest your way through almost 5.000 levels of content. But with grinding being an essential part of the game, a tutorial should be given, showing that you can and should in fact just kill things until you ding the next level. The concept should be fed in slowly, so that you have to grind just a little already in the beginning of the game, more and more, until it's a regular part of what the player does in between quests. To that extent I would suggest litterally moving some of the low-level quests to higher level areas, or nerfing the XP rewards. It's ok on the lower levels if quests are 75% of the XP. Just as long as there's a little grind necessary between levels.
4. Speaking of low-level areas, they are the most complex areas in the whole game. Think about it. First real area you encounter is Mountain Path. And there's so many places to go, and so many things on the map. Compare that to a random level 1234 map which has two waypoints and a shop. You're throwing new people out on the deep end first. I would suggest that you move some of the fluff out of Mountain Path (And possibly other low-level areas) and put it elsewhere. Furthermore, consider adding a few more tutorial areas before you introduce Mountain Path. You go from a teeny tiny 6x6 map to a huge 18x18 map, and that's overwhelming. How about a 10x10 in between or something like that.
In essence it's all about making sure that you get to explain important concepts to new players while not overwhelming them. Right now, if you start the game from scratch you're thrown out on the deep end and there's not much to help you. It's pretty much just Kate Winslet being fat on a floating door, and it's impossible for you to get up.
- RebornJedi, Windbattle, BadPenny and 3 others like this