Before I list my last bit of observations I wanted to thank the Orbus Dev team for being on the ball this past few months. Each of you has been going a great job in listening to community feedback and trying to implement / fix as much as you could in such a short amount of time. It does not go unnoticed and we, the community, greatly appreciate your hard work. I, for one, am very excited to begin my journey through the OrbusVR: Reborn.
I am going to list a few general observations and thoughts that I had while playing. We know that you have little time before launch so I wanted to list this in the order that I thought would be most important.
Great job on the 8 classes. I mostly only played as a Musketeer, so most of my experience and comments during this time will revolve around that class. I know there are a few bugs that each class needs addressing. Example: shooting my feet as a musketeer while moving does not register in a lot of places, scoundrel cards getting stuck, grabbing items unintentionally disrupting combat, etc.
I like the “On-demand” tutorial you have in the system menu. This at least is a good start. @KatVet has a lot of good suggestions that I would agree with on improvements. I think we all agree that individual “learning” quests for each class might be a good idea, if you have time. I think this might be the most important for keeping new players and them not getting frustrated to the point of quitting.
Sense of Purpose:
From my perspective, the current set-up of the game seems to lack a bit of direction or purpose. I know the game is purposely not story driven or at least not required to complete the story quests but I do think it should be very obvious that their is a story and one could follow it to find their role as a solo character or along with the other people playing the game. An opening cut scene explaining where we are or been, how we got here, and what is being requested of us, I think, would contribute a long ways to communicating a sense of purpose.
Overworld Monsters & Environment:
Fixing “stuck in wall” issues, pathing, and just general dungeon bugs. Honestly, I think, this is the one part where you need to spend the least amount of time because you have done a great amount of work getting this correct. I might only request an option to turn on more visual details in the flat landscape like it was in OrbusVR. Some of the sounds also need to be turned down like the supercharged exploding turret or some of the foxes when they attack.
In my opinion I am getting way to much stuff. In these past few tests I have more dram and reagents that I did in over a year of playing o.g. OrbusVR. Don’t get me wrong that I like having more stuff but needing to return to the house every other lvl to drop off items can be a bit annoying. With the way it is currently set I think the market will be over saturated.
Balancing and PvP
This is just going to be ongoing and is something that I believe you are doing a good job trying to appease the masses while making the classes behave the way you picture it on paper with how it behaves in action.
QoL and Talents
All I can say here is keep up the good work!
Good Job dev’s and I can’t wait to see your hard work on April 23rd. Anyone have anything to add to my comments above or might disagree with the order?