The pop up to indicate opening the door into Highsteppe looks like punching the door (or punching/just touching the door knob, I laughed) or kinda knocking instead of actually open. I think something to indicate or say that your hand will get outlined in yellow, then grip and pull will be necessary.
Similarly, the runemage popup thing to show me how to cast fire 1, while it shows the trigger pull to draw the spell, does not give any indication about what button to press afterward or to shoot.
I was also thrown by the sign just inside Highsteppe indicating Guild City as if it were further inside. That makes it look like Guild City, a place to create Guilds, is inside Highsteppe somewhere. I know the ruins of Guild City will become a type of dungeon, but as a new person I would certainly not know that. Through time should we rename Guild City? Refer to it as just the ruins? Guilded City Ruins? Idk, just not “Guild City” itself since only original Orbus players would get that, but those that don’t keep up on the forum and blogs (quite a bit of people) may think Guild City just got relocated in here somewhere or is just beyond Highsteppe out the other gate.
While I am here, I harvested the red truffle after having received the quest from Randel for it. I didn’t think to look at my inventory before turning it in, but I know I harvested two red truffle. Then talking to Darius, I noticed I have 3 queens ear in my inventory, and that really threw me. At first I thought, is the red truffle showing up as queens ear? But then why 3 instead of 2? And then I wondered if that was the reward for turning in the two red truffle and I just didn’t notice
I like that stuff appears in the journal again, though holding the compass is still wonky. I was wondering if holding the compass could be like how it is with original Orbus? It’s always been weird in the beta.
Also, when I first made my new character (Airís) I did not notice or see the discipline part at all. I’m not even sure it was there, because I went into each tab and adjusted stuff (although I ended up looking just the same as my current, not because of a bug that had been priored reported, I just decided to be the same in that regard), so when I logged in and was a warrior with a warrior horn, I thought, huh, guess we all start out as a warrior again. A few minutes later I remembered we could choose at that character creation, so I deleted Airís and re-made her. The second time, yep, there’s the discipline part. I could have sworn it wasn’t there the first time, but I don’t have pics or video proof. While picking class, I think seeing the first weapon appear somewhere, or maybe if a set of gear appeared on the character to have an idea of what it may look like on the model would be a good idea. I super double checked it said runemage on the thing before creating my character and logging in. I also don’t think the bird skull wand is the best first wand since the skull can obscure view of lines, and new mages will likely need to really be able to see as clearly as a lot of the later ones allow.
Edit: the sign near the Backer Rewards NPC points Exit going further into Highsteppe instead of the actual exit door within sight. I circled the sign to see if it indicated both, but it doesn’t. It points left back into the city instead of right at the door, so people may not assume that door is one of the exits.
Edit 2: inside the playerhouse on the wall animated tutorials, the dragon breeding one indicates moving the dragons into the right two slots (leaving furthest left empty) instead of left two slots like the current game. Just wanted to mention in case that indeed got flipped or needs to be updated.
I think it would held for the blue boxes to be labeled “player inventory” over the right side and “chest inventory” over the left, or something to make it a bit more clear that means moving from point A inventory to point B inventory for it to appear on the appropriate table.
Why does the potion making person in the example look so distressed? That poor animation making that potion forever. It’s a good start for a tutorial but isn’t as clear as it could be. What if an animation very clearly demonstated exactly how to perfectly create the simplest base potion?