Dreaming Out Loud

Can you imagine the old orbus world, with events every 20 min, Dragon races in every zone, critter capture among the flowers, double the dungeons, and a on off pvp system?

I love my oculus quest, but the downsizing of orbus it requerered really sucked.

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maybe there would be an escort the donkey public event xD

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I’m not an avid player at the moment, the last time I was, was in old Orbus, (RL reasons). But I have played Reborn a little.
I miss mob levels, it always felt like a personal accomplishment when I got into new areas and instead of running for my digital life, was actually able to kill a mob, barely. And then meet other players tiptoeing in to try the same thing. Often creating impromptu groups and making new friends.
There is still some of the group making in Reborn, but it feels different somehow. Probably the level scaling where I have no idea what the mob level is.
I’m personally not fond of the quest separation, some in my book, some behind my player data. I’ve picked up all the quests but there’s so many, and it’s difficult to decide on what to do, or know where I should even start with them all. So I just kinda wander a little, attempt to kill a few things, the world seems like a mix of green triangles and silver stars, here and there I’ll find some pink stars, but it doesn’t feel like there’s a real flow to areas and the levels. Maybe I just haven’t done enough, but I get bored without a direction or goal in mind. I know the quests are ‘goals’ but it feels too disorganized and looking at them all frustrates me, so I quit sooner.
Don’t get me too wrong, I think it’s awesome that there are many options for questing, I would just like a better way to organize my ‘tasks’. Could the map in our player house be set with icons based on our quests? That way I could plan where the best area to go is? Or give us some way to sort by area, or recommended level.
I miss the mob variety, it seems like all brown sticks or purple sticks, there’s others I know, but those seem like the main two. There was another sense of accomplishment in beating a new looking mob

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Wish rangers would have gotten warg pet to maintain globes from distance ;_;

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Oh :worried: @riley_d
Is it really the Quest that made the world smaller?
The loading times for new zones are quite fast…I wouldn’t have minded if they were more to be able to have a bigger world…

But I love my Quest too :sunglasses:

I know this sounds silly, but I miss the little red Kelpies. My hubs and I farmed those for dram building for a while and it was so much fun. He’d Muskie and grab the agro of everything in the area. Then one of my fire arrows and they’d all die at once with one giant squish noise. We would be laughing and enjoying the heck out of it.

I miss the sense of discovery. We had no clue what might be around the next corner and most times it was something that made us go “So cooool!”. I’ve yet to have more than a feeling of “that’s nice” in reborn. With one exception there has been nothing that has motivated me to work for something (that one thing being the title “Lady”). It’s too easy to get things here. There’s no challenge in earning something which leads to the feeling that you haven’t really earned it.

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I would so love to have this in Orbus Reborn. Not that Reborn is bad but in my opinion the OG just felt much better. I’d probably spent all the time in the old Orbus though.

Just came back so I don’t have a long list of stuff yet, but I’ll throw down a couple.

One thing I did notice though was not being able to 1-shot lower level mobs due to some kind of down-scaling. I think it would be cool to have an option to willingly scale-down to the zone you are in to play with lower level players (isn’t this what equipping weaker weapons/armor was though?). I personally don’t love this feature.

I’ve barely at all progressed in the main story, but doing all the side quests and rotating the first zone events I hit level 30 pretty quickly (from 20). I didn’t feel a need to explore the world as in the original world where it was an absolute must to get more xp/better equipment/progress the story(and quest xp). The rest of the current world is pretty cool-looking, but it’s kind of this vast place with mobs everywhere. There are landmarks, but the mobs are generally the same in a zone, there’s nothing out there. There weren’t like little establishments full of local quests - and not being that progressed in the main storyline I guess I didn’t get many quests. I’m actually not a huge fan on the “local events” every X mins thing, as was also done in a game notable for warring of guilds. Some people are into that. They can be interesting, but they currently are very frequent and super rewarding (in a way that its like - why not just do only these events?). Some of the events are bland too like throwing crystals into a portal (or fish into a boat). Maybe if they were rarer/less frequent and easier to track then it might be like “ooo snap an event is happening! better run over there” and not a “let me go grind these events out.” They all reward the same despite different difficulty. I do like the go kill X mobs missions(though they are also probably too rewarding and you can get 5 a day apparently???). I like the idea of reputation, though there doesn’t seem to be a carrot or repeatable benefit(at some cost?) after hitting max rep? I’m not a fan of most of the reputation-reward art(ex creature capture… why?) I’ve seen (atleast the icons - maybe better in person). It’s weird that I can even get so much XP farming just the first zone, so I end up fighting stick people all day. Naturally I ran outside to do all of the built up quests, kill yada yada x# in some zone/critter missions/etc… In “Oldus” I remember seeking out players/grouping up to take on harder content to hit max level, though I did do a lot of solo farm as well (grouping xp bonus/kill chains and such). Now you can sit out getting your daily quest tokens/farming first level zones. Maybe you shouldn’t even give out daily quest tokens until you’ve finished the main story quest (as a way to level alts).

Transmogging one piece of my armor said it would cost like 9k dram. You are crazy. Transmog could be a fun feature, but it’s toooooooooooooooooooooooooooooooooooooooo expensive. Way too much. It basically is like “get your very-very-very BiS gear then transmog it!” Rather than a “hey look at my cool new stuff”.

/moment of applause for auction house
/moment of applause for item-relocation (though I wish you could move items individually that share a slot - for example the paladin books).
/moment of applause for how smooth casting is now, and how fast/responsive it is
/moment of applause for changing annoying aoe arcane sound effect
/moment of applause for how smooth fps is
/there are other moments of applause but I gotta run here in a moment

All the new classes are no bueno. I could elaborate, but in short they are far too simple and too powerful for their simplicity. I heard from a player that “it’s crazy how much rune mage DPS differs in raids, but even the best/worst players have about the same DPS on scoundrels”. Even older classes imo were too simplistic. For example, warrior could easily get more combos/features and weapon types. Why not just make scoundrel a subclass of musketeer and throw in some orb/turret mechanics? I basically only have ever focused on Rune Mage because it’s the only class with some depth. Even then, it has some problems. Sometimes I’ve wondered if rune mage would actually be better with mana because then it might be worth casting fireball 3 rather than spamming as fast as you literally can fireball 2/frost 2/affliction 2 and now triplicity. At least, some kind of benefit of busting out larger spells. Maybe perfect casting returns mana, or something. That would change magery quite a bit though. Also considering there’s still not a great way to learn spells such as a feedback system on how good/bad you are casting. The depth of runemage stops once you can hit every spell consistently at a rate you are satisfied with. That said, each time I cast something I feel a bit rewarded by it (frost 3, affliction 2 notably) because of the effort it took to get there. I even cast my first pushback 2 yesterday.

I completely despise the rune-tile system, and thinking about it makes my brain whisper “don’t play this game.” It essentially emphasizes even further the point to force optimal rotation on a player. It leaves no space for build variety, no room for true specialization due to what is obviously the best.

Besides like a gunslinger or paladin (or slow ranger build) - every class is about attacking as fast as possible rather than try to consider what might be going on around you, or using some kind of unusual ability / spell / item situationally (not talking about pre-equipping fire rain for a boss that needs aoe, for ex). Besides being completely braindead, one thing that I enjoy about the Scoundrel is that it forces the player to essentially slow down. This alone would be boring for most players, but I think there is happy balance to be had - like having more abilities/resource management/positioning/situational awareness. Something to keep your brain going other than move-move-move my arms faster!

Mixing the two quest tracking systems is kind of confusing/weird. You have your journal quests(book) and your inventory/quest tab-missions. I kind of like the new mission tab, it’s easier to find stuff (though the journal maybe could just be improved to replicate this ease-of-access). But it’s weird to have both. The dialogue options for vendors is no longer so clear anymore either with basically 2 forms of dialogue. Also the dialogue option remains for a vendor who has nothing to say to you… it just closes the gui. Weird.

I actually enjoy the creature capture, I don’t know why lol. However the level of reward is ridiculously high. It should be some kind of side-questy pet/cosmetic(good ones) type of quest line not some requirement for leveling. There should be less opportunities (ie usually piles of POOP - why choose this? LOL) to do so that its more rewarding when you find them. Lower the requirement on how many you have to capture… depending on the creature? Maybe add some kind of challenging variety to how capturing is done? Maybe you have fight/subdue large creatures? Get cool mounts? Cool shoulder pets? House pets? Rare dragon types? Things creature related? Upgrade you creature capture gun? Different kinds of capture equipment? Lay down bait using materials? Combo with a fisherman to catch some kind of crazy cool water creatures? Like teamwork-based creature capture? Basically hunting with the intent to capture.

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@Ian_L sorry mate… TLDR. Please give summary.

… the class armor/weapons loadout. That is SUCH a big help, though it does not always work flawlessly, as someone switching classes all the time it changed my game experience alot to the better.

Don’t believe every bs players talk to you without seeing it yourself. Beginner mages have always been an issue in dungeons/raids, but that’s why they also can get OP with enouogh hours in, sucking at the start is the trade-off for this. Scoundrels are the lowest pve class currently, imo, there is like 1 or 2 people (possibly none, don’t have a full overview) who bother with scoundrels as a dmg main, in the top ranks; and those are neither close to top mages nor top rangers. Reason is rangers got buffed up to possibly reach mage level, only recently, scoundrels not. In the normal raids I do there’s almost all-rangers, scoundrels are naturally below those except if they practice alot or go with way better weapons.
Now the difference is that you can work on mages - alot - to make them OP even, but apparently can’t do same on scoundrels - all they are good for is pvp, currently. Elsewise they are a crappy class everyone THINKS is OP since it looks oh-so-easy; yet no one of complaining they must be OP is even touching them in endgame lol, for a reason. Just my 2 cents and I put hundreds of hours into that class, still not consistently hitting ranks V on bosses, js, plus rarely meeting any players who even bother to curve high or be able to. I myself leveled 2 scoundrels, one for the achievement on a new char, one on my main, from 1-30 during the beta thinking oh just point and shoot how hard can it be. Most are entirely clueless about what that class is about unless being told by the real few actually playing it (and yea the dmg actually differs, but even two or three times of what a new player does is not reaching any other dmg class which royally sucks).

@J11

@Metris_Marshmallow

I will concede that I should not take someone’s word for it. My bad.

To note, I didn’t say scoundrels were some god-tier class that overshadowed mage/archer or anyone. I just said they were too powerful for being too simple, and that they lack depth(just like other classes). Mages can be OP but they worked for it. The scoundrel has no option to put in elbow grease, beyond curving bullets which is a team-buff, and one single action that they can do. I’d be fine with scoundrel doing less brute DPS since it is 90% aim and shoot, but there’s literally nothing else to do besides cards which is a super duper simple mechanic. There could have been an interesting challenge/reward reload mechanic, special bullets similar to musketeer, different kinds of pistols, etc. Instead, it’s point and pull the trigger, occasional hand wave, and holding down/charging the gun. \moment for applause for cool pistols. I think the right direction was taken with scoundrel, just not taken far enough. As is with all the classes. I’d prefer like 4-5 well developed classes/talents/playstyles rather than many underdeveloped classes.

Scoundrel is the alt class I’ve been leveling.

Everything else I said still remains true in my opinion.

stands on table
MY DREAM IS MORE DEVELOPED CLASSES (and possibly items) with more unique, fun playstyles :sunglasses: (and more interesting enemies, to include literally more types of enemies with specific loot tables that are more than a mere shard :slight_smile: - like the J for Jester item… that was nifty. )
You can check my post history for a lot of past suggestions. Every class should at least be as interesting as rune mage, and have multiple paths to choose to allow for diversification and experimentation. Not just a simple 4/4 talent tree which doesn’t add much identity. Right now everyone gets to pick from either tree. There’s no real distinct “choice” made, and in some cases the choice is incredibly obvious. You can’t really hunt down legendary “specialist” gear which affects your playstyle and is worth hunting down specifically. Items are just stat-sticks which make you hit harder. Armor doesn’t matter because if you get caught you just get 1-shot… (atleast in my pre-reborn prior raid experiences). If this one-shot mechanic is going to remain, then at the least can armor do something interesting, even unique (gain 1 extra bullet, for ex), which might even affect DPS? The spice of life is variety.

Imagine unlocking new content as you level, in a way that was fun, and still unlocking content beyond max level (like sub-classing). That would actually provide a goal to work towards. How about warriors unlock different weapons at level 5, 15, 30? New combos? How about you just merge gunslinger/musketeer and have pistols, dual pistols, musky gun, and a long rifle(burst dps) with different builds/abilities/fire rates/damage/crit values/ammo consumption/max ammo… and reloading mechanics that are rewarding for skilled players and punishing(to an extent) to new ones still learning. Progression. This has to be done in a sane way, such that progression is rewarding yet not horribly grindy. You not only still have to unlock items, abilities, etc… but you may also want to level other classes and such.

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