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Returning \ New player feedback

 
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8/4/2020 19:21:28   
sknthelisper
Member
 

So to start with, some background. I'm a returning player that played these games many, many years ago. Last time I played this was probably some 2-3 years ago(got to somewhere around level 30), stopped much for the same reason I'm having difficulty jumping into it right now.



The first thing I notice(this applies to all the games, really) is how unorganized everything is. From the perspective of a new player, I know no one, or anything in the world, and the Inn keeper(Assume it is the inkeeper, considering he is standing behind the counter!) is talking as if we've been buddies for decades? This doesn't make any sense. I also have no idea on what quests to do, when to do them, or if I've done any quests(as there is no sort of market to indicate a quest is done), making it feel like I'm expected to open up a spreadsheet next to the game, with a list of all quests I've done.


This is just in the first town, a huge amount of quests, features and just a lot to take in. It's very obvious the game has underwent many content updates over the years, and for someone that's been playing of and on it'll all feel organized enough, but for a new player? It's overwhelming, confusing and just a nightmare to navigate.



The worldmap is sligthly better, as it locks locations based on your level, which to a certain degree gives some sort of progression path, and limit the content for a new player, however you simply level too quickly, causing you to overshoot and end up unlocking too much, too quickly, creating the same situation. Where you have no idea what you should be doing(what made me quit last time), or what you'd like to do.



So to summarize the exact 'issue\feedback'. There's simply too much content, thrown at the player from the getgo, and too much assumption on their knowledge(it assumes 'some' knowledge, which a new player doesn't have). This makes the new player feel like they've skipped something they shouldnt' have, make them second guess what they're doing(should I have entered the inn and talked to this person? Should I have gone to the mogling forest?).



The solution to all of this, is to create a clearer quest progression path, mark completed quests, and instead of level-gating locations\places, quest-gate them instead. Once you've done a certain quest(or quest chain) in a certain location, unlock another(or multiple locations, to continue to providing choice). Especially with pretty much everything being levelscaled, this just feels like the correct path to go. This is what's making me question returning to the game(and thereby repurchase a new x-guardian). There simply is too much content thrust upon me, with too much assumption of me knowing what to do, when to do it, and how to do it.



Should I go into The Devour Saga at level 2? How about the warrior tower? or Dragonbane? I'm sure it wasn't designed\meant for me to jump into these things at level 2, but there is nothing stopping me, no clear paths stating; "this is something to do later", all paths are essentially telling me; "This is all content you can now swallow as a new player, at level 2, not having done anything else in this game". It feels like a barrier of entry to an otherwise great game, and I imagine something that absolutely could be keeping some peopel from actually investing the time this game deserves.



This again, is an issue in most of Battleon's games(Dragonfable, Mechquest), but in at least those other two, it's far less of an issue, compared to this one(primarily because DF has a more structured mainstory path through the different locations).
Post #: 1
8/5/2020 16:55:21   
System_Data
Member
 

I agree that the game quests system is disorganized, especially for players who don't know where to start. I've played the game on and off during the years and never really delve into much of the lore until recently. Mostly, because i just had zero clue of what was going on.

Having the need to open up a forum post and/or a google spreadsheet about which quests to do and in what order isn't a solution, it's a band-aid. Level-locking quests and area is a way to guide progression, but not enough. I think locking progression behind quest-gating is a good idea. We already do it for classes, so why not for quests? For example, if you want to be a paladin, you have to be x, y and z class before you can. If you want to do a quest, you need to have x, y or z done as prerequisites before being able to.

Another idea is to have a library of sorts detailing quests and order to do them in. Insert said library in Warlic's shop, have Twilly recommend those interested in the lore to visit the library.

< Message edited by System_Data -- 8/8/2020 21:08:47 >
AQ  Post #: 2
8/7/2020 21:37:32   
puyan
Member

I recently gave the game a try again after a 4 year hiatus and so much has changed, many gears have no info in forums and most stuffs are outdated it's hard for a returning player (2002-2016 player) to get used to the game again what more a new one.
AQ  Post #: 3
8/8/2020 7:01:09   
joac1144
Member

quote:

many gears have no info in forums and most stuffs are outdated

Most items do have info, but you have to search for them. Try this on Google: [item name] site:forums2.battleon.com
AQ  Post #: 4
8/13/2020 15:47:53   
  The Hollow
AQ Lead


Thank you for taking the time to share your feedback! We are always trying to improve the game and I really appreciate getting the perspective from a returning player. I know the game can feel overwhelming without a sense of direction or structure you see in most games. Once the tutorial is complete, you are pretty much turned loose on the world. With AQ being updated every week, the problem has only become worse over time.

We have discussed solutions to make gameplay in AQ more organized, and here are some of the initial improvements that we are looking at:

  • A library filled with books to all the major sagas of the game. Opening a book, Devourer Saga for example, will have pages of quests for that saga along with a brief summary.
  • Level suggestions for all quests.
  • Reorganize the Travel Map and add more map options ie. a way to see which quests a player has available at their level.


    Player feedback and suggestions have always been a big part of AQ, so please feel free to list any other improvements you'd like to see!
  • AQ  Post #: 5
    8/16/2020 1:02:28   
    Istar_Magus
    Member

    I have played this game off and on for 15 years, and I can appreciate the frustration that some new players might have coming into this game because it is not nearly as hand-holdy as modern games. What can you expect from an RPG that has been running since 2002? Recently, I started streaming this game on Twitch, and it has been my privilege to have Lorekeeper Cray in my chat and on my Discord walking me through content - I certainly don't think that is the experience that every gamer will have playing AQ. Sure you could play an MMO that has a quest log which tells you exactly where to go, and I appreciate the desire for a streamlined approach to exploring the narrative. Having said that, though, I don't know a single game that doesn't eventually pull you into a YouTube page for tutorials on optimal builds or some other external guide like this game has with the forums/wiki/Reddit/Discord.

    I do think that having a sort of library area which gives you immediate and streamlined access to various major sagas would be helpful, but this game does have an inherent design feature in most areas that force level scaling. The complexity of the Elemental System and having 8 pieces of each Weapon/Armor/Spells/Pets/Misc. means that it is already more complex than trying to get the highest level Head/Chest/Legs/Neck/etc featured in most MMOs, and you will inevitably have to do external research to figure that out because it is complicated by its very nature.

    Perhaps the best suggestion I would make is to have a YouTube page or something which is semi-regularly updated with tutorials for new players.
    AQ  Post #: 6
    8/18/2020 5:31:05   
    sknthelisper
    Member
     

    Make no mistake, I'm not a "new" gamer. I've been, and primarily still play classic games, such as Fallout, Ultima 7, Morrowind, Gothic, Baldurs gate, planescape Torment, etc. I am well used to, and aware of no hand holding, nor do I use youtube to guide me through RPGs(why play an RPG if you're just following someone elses path?), but there is a pretty clear difference between "hand holding(which is not what I'm proposing, at all)", and guidance.


    When you start up Baldurs Gate, you're not going to immediatly start in Candle Keep, in Chapter 6. You'll start in the prologue. AQ however, you'd essentially start in candle keep at Chapter 6, and be expected to know which NPCs to talk to, and in what order, as to not stumble upon spoilers and experience of Chapter 6. This is essentially my issue, and what I propose to be changed. Make a chain towards quests and NPC statuses \ dialogue. So that you don't get a: "Hey, I've been gone for years, but now I'm back, did you miss me?" type of dialogue. For a new player, this is not just immersive breaking, but also confusing. Were I supposed to have done something else than what I'm currently doing? After all, the NPC obviously did have some sort of part to play prior to what I'm now experiencing.


    This is fine, if you're not playing for the story, and all you want to do is mindless grinding and killing things. But doesn't that defeat the purpose of having quests in the first place? How can you enjoy a journey, if you start at the end of it? AQ is also the only games I've played and experienced, where quests done can be repeated forever without either, 1: Any indicator it's been previously done(what I suggest to be implemented), or 2: The quests are minor misc quest\jobs for the purpose of grind and experience, which feature no actual story, just an excuse to throw enemies at you. This game doesn't need that, as it has the fight a random enemy option, and also map locations that do the same.


    So to reiterate, A way of seeing, and having the quests done market would help mitigate confusion of if you've done something or not(when you come back once or twice a week), and a clearer progression(locking certain quests behind other quests in a chain, etc. So you don't suddenly stumble upon the end of a chain of quests by accident). Both of which is in pretty much any RPG, including MMORPGS. I do know this'd take a lot of work to do, as the game was never designed with this in mind. But I personally think this is an important barrier of entry, as in my case, it is what keep me from coming back.
    Post #: 7
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