So, I played about 4 or 5 hours during open alpha (kids wouldn’t let me do much more that weekend, sadly) and I took some notes regarding my feedback and suggestions. I haven’t had time to really type anything up until now, but I made notes while everything was fresh in my mind… I’m kind of glad I’ve had extra time to digest and gather my thoughts, though.
The Vibe
I’ve played a LOT of MMOs. Certainly not all of them, but I consider myself a big fan of the genre. Overall, I disagree with the direction the genre has taken since the huge commercial success of WoW. I got a decidedly old school vibe from Orbus while playing, and many of my suggestions will be in an attempt to enhance that feeling. If you (devs) aren’t interested in heading that direction, I’m probably about to waste a lot of time for both of us. However, I think that building so many systems fundamentally based on player skill (archery, sword combos, rune spells) combined with the sense of exploration and new/unknown-ness of having an MMO in VR have already made a strong push in that direction.
I’m not calling for a return of the hardcore grindiness of Everquest, but instead hoping to recapture the old feeling of not knowing what to expect over the next hill or in the next cave. Admittedly, recreating that sense of wonder in any lasting way would be challenging in today’s world with Google and game wikis, but I feel like it’s an important part of what MMOs should be… and I feel like Orbus is well on its way with the minimalist in-character interface design. I think that randomness is the key to expanding that feel in the game world. Wilderness quest givers who don’t spawn in the same place every time and don’t stick around forever, loot from randomly rare-spawned monsters, unguarded loot that randomly spawns in hidden corners of the world (first thought to come to mind - a “sword in the stone” type random spawn, players might think it’s a setpiece and not even think to try to pick it up).
Here is a sort of bulleted list of further suggestions to help enhance the old school vibe I’m getting from Orbus so far:
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Keep the interface minimalist and immersive - the compass is a stroke of genius! Talk of a simple hand-drawn style map the player could refer to (with no player location indicator or quest markers, of course) seemed like a good idea as well. In addition, I’d love to see some signage in the game world. Legible markers at the entrances and exits of towns, as well as crossroads in the wilds, would ease navigation significantly in an immersive way as well.
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The gravestone left behind on death reminded me of older MMOs as well. What about death penalties? I believe I read somewhere that lootable player corpses are planned for the future, but what about experience loss, etc? (I instantly thought of DAoC’s system of losing experience on death, but you can reclaim it by praying at your grave.) It’s a tough balance to have death be penalized but not overly punishing, but I think it’s important to prevent people from getting to max level without learning the basics of the game (cough WoW).
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I’d love to see an emphasis on grouping for content outside of dungeons and world bosses. The fire-breathing lizard near the garden in the starting town is a key example of this. Older MMOs were less friendly to solo play than modern games, and I think the genre lost a LOT of its social nature because of that change. Don’t bar players from playing solo, but look for ways to strongly incentivize grouping (older MMOs did it through monster difficulty, experience payout, and downtime). I made many lifelong friends while grouping in old MMOs nearly 20 years ago now, and I’d love to see a return to the emphasis on the second M.
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How about a skill tree or other skill advancement during the leveling process? This is a staple in both older and newer MMOs, but older MMOs had the nuance of making you always feel like your skill points were spread thin and your decisions really mattered. Regardless, the absence of this system was one of the few glaring flaws in the alpha, in my opinion. Starting as a character and immediately having all the special arrows, or sword combos, or musket orbs… I would have loved to have them doled out over time to give a sense of progression. Even more, I would love to make permanent (or nearly permanent) choices about which ones I would have access to at the cost of others. I would also love to see skills advance to add more versatility. As a ranger, I often wished that I had a dagger or shortsword on my hip to grab when enemies got too close, for example. Things that add versatility like that would make great advancement opportunities as well.
As for more generalized feedback, I had some ideas as well:
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Using the Steam loading screen (and unannounced/unpredictably at that) really hurts immersion (and caused some mild nausea for me on one occasion, unexpected change of movement). It might be better to switch to fixed loading points with an in-world loading screen if full game world streaming isn’t an option. (I can’t begin to imagine that technical complexity, but I know it is done in a lot of games.)
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Locomotion woes. I think smooth locomotion should be an all or nothing prospect if at all possible. If there are technical issues or balance concerns that prevent sliding in combat, at the very least have a warning pop up when smooth locomotion is selected warning the player that they will stop moving when entering combat.
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Additionally, I think we need some feedback so that the player is aware that they’ve entered combat. On more than one occasion, I stood there for a good 10 seconds asking myself if I’d stopped because of server issues, lag on my end, a crash, etc. only to start taking damage and turn around. Maybe a screen edge flash and/or an attention-grabbing audio cue?
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The SAO menu gesture is a cute idea, and I enjoyed it a lot when it wasn’t happening on accident constantly. Perhaps limit it so that the menu only pops up when swiping down with the player’s non-dominant index finger? (Should be able to infer which hand is dominant based on how weapons are equipped, right?) I think players are most likely to use their dominant hand for dialog selections, so I think this would greatly reduce accidental activations.
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More loot, especially at low levels! Each level and tier of gear really matters when you’re weak. I was disappointed that I only got, I believe, 2 equippable item upgrades in my entire play time. I don’t want to be buried in random drops at low levels, but this, too, helps the sense of progression.
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Speaking of, is a stat/inventory UI overhaul in order? I suppose it depends largely on if complexity of itemization is something on the horizon. Many of us RPG vets love having a variety of stats to min/max, and I was a little saddened by how few stats were tracked on the stat screen. This may be a longer-term (post launch) goal, but I’d love to see more variety than the utilitarian basics that were in alpha.
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I’d love to see different tools or techniques for different types of gathering. I felt pretty silly whacking mushrooms with a pickaxe. Maybe a spade or something for gathering plants? Or maybe even pulling them up with your bare virtual hand?
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And finally, what about fast travel? I know that the teleportation rituals exist, and they are certainly an understandable option, given VR sickness concerns. However, I’d love to see some more options for getting around the world a bit quicker. I don’t have any suggestions that I think are great without being super obvious, but I truly hope this is something you discuss internally. The world will only get bigger (we hope)!
Overall, I have to say that I LOVED the game, and I’m looking forward to playing a lot more of it. Even if you aren’t trying to capture the niche “old guy grasping for the glory days of archaic MMORPG gameplay” market. (There are dozens of us! Dozens!)
If you somehow read all of my ramblings, thank you for your time. If not, I totally understand. This got really long.