Azan
Member
|
After playing some days in the Beta, I have a bit of feedback. I have to say, despite all the new great things like the new dungeons, items, craft system and all, I'm of the opinion that this game is not as fun as it was previously. There are several factors to that, some of which have already been mentioned by others: First, the monsters' power level. It's alright in the Intro and OK in Greenguard, but from that point monsters get way too strong for what they should be. I've stopped counting the dozens of times that, despite being level 8, I've died to a level 11 skeleton despite taking multiple HP potions. It's even worse for dungeon mobs - I understand that you're supposed to be fighting in groups of 3, but most of them have too much HP and some of them are too strong - I'm thinking Crimson Mages from the Heartwood dungeon: the concept of spell-casting enemies is awesome, but their spells pack an awful punch and their mana is practically unlimited (which gives the same result as them not using it at all). Second, the XP curve. I wholeheartedly agree with jerubal's point: you need too much XP to hit the right level ranges. You have to farm, farm and farm again. Third, the drop rates. Most of them, even those who I think are supposed to be common, are insanely low. Despite having farmed Cave Sneevils for hours, I haven't found one Cave Sneevil Dust. Same thing goes for quite everything. Even from a logical standpoint, it's difficult to understand why it's so rare to find a large log on a Lurking Behemoth's body (from Whitaker Forest Dungeon) - they're literally MADE of large logs. These drop rates make equipment tedious to get. Fourth, and I'm aware this is something that will probably not be changed since it's a core function of the game since the beginning, the combat system itself. Auto-aim makes everything hit- even what should not. A good example of this is when we're running past agressive mobs: they target us and land one hit on us before chasing us. That one hit is always done, even if we're running past them so fast we're out of their reach in a second (aka Shadow wolf transform). A Sneevil should not be able to strike me with a dagger if I'm five meters away. The auto-aim also makes RL skill completely useless in fights: you can't move around to avoid enemy attacks, they'll just hit anyways. It feels less like the player fighting an enemy and more like a bunch of stats with triggerable skills fighting a computer-controlled bunch of stats. It's my opinion that it would be more pleasant to have attacks affect a certain area instead of auto-aim. A sword swing could hit whatever enemy (or enemies) is on its path, the Big Bones's mace strike into the ground could deal massive damage to the small area where it strikes then moderate shock damage around, Mage's blasts could aim to where the enemy is standing when they are fired (meaning that if the enemy moves it's not affected), and so on... this would add realism and immersion. My two cents. Now, this game has a big potential. Very big. It can be fun to wander around, explore, fight classic and new AE monsters, discover new, fascinating stories. I know it's still in a testing phase and nothing is final, which is awesome because it means things can be changed! That's it for the feedback I have. Keep the awesome work!
|