Hi all,
Here is my feedback from this beta. I have tried to categorize it in multiple fields:
Take in to consideration I am an instinct driven player not a detail oriented player (unless it comes to PvP or raiding).
Journal feedback
Problem:
The recipes are really hard to read. As an alchemist, trying to make a potion, the step by step diagram in the book actually did not indicate whether i should put a new ingredient in at a given colour or not. Instead it says Ingredient1 -> color1 -> ingredient2 & ingredient3 -> color 2. by this point it is unclear to me if I should wait for color1 then put in ingredient2 & ingredient3 or put them in when it is color2??? real confusing.
Possible solution:
To solve this problem I instead recommend diagrams which have 1) color
tick ingredient1
2) color
time ingredient2
& ingredient3
etc… this would make it much clearer as to when I need to add ingredients and when I should wait to add ingredients.
Problem: The text is really small and hard to read in the text book. I enjoyed reading the lure, but the point of the quest was lost in some of the text. As a user trying to complete a quest, the context was lost in the lure.
Solution: Add a one line take away for each quest. Example: “Find object of choice
at the sub location
in the location
to what to solve
.”
Problem: The map was hard to read. As a new user, I was unable to locate key towns on the map and mistook a couple of places as other places when I was exploring.
Solution: When entering a given location, Add an onscreen display showing me the location I have entered (take final fantasy 9 as a great example here. When entering a new location, text on the screen would appear showing the user exact where they had entered)…
Solution 2: Make map drawings a bit easier to digest.
Problem: Buggy when flipping pages. As a questing user, I found that when I flipped the page to see information on the next quest or to see the maps, the pagination would be incorrectly displayed and I would see some pagination for some other quest *including ones I had already completed.
Solution: Fix Journal pagination.
Problem: As a journal user I had to be really accurate in making sure I was grabbing specifically the corner of a page in the journal otherwise I was unable to flip the page. This slowed down browsing speed when accessing the journal leading me to take longer to find the page I wanted.
Solution: Chill out on the accuracy needed when browsing the journal. When I click on the right page or the left page a subtle jolt to the left or right should be enough to turn the page.
Constant disconnects and character clones
Problem: My character got disconnected alot and I saw clones of my character
Problem2: When trying to complete the next step of a quest, i found myself constantly having to relog to see the question mark above the NPCs head to continue the next stage of the quest.
Problem3: When a players clone exists in the game, a player can open a portal to take the actual player to a new zone (elk loves this one when it happens to him so everyone teleport his clones to jungle ).
Solution(s): Remove clones, fix DC issues, fix issue with having to relog to continue quests.
Quests in general
Problem: As a new player (to quests; i didnt do any serious quests until this test really), I found it difficult to navigate the area unless I asked lots of questions on discord. This I felt, is not scalable for a mass player base. As much as I love to solve mysteries, I feel that If we want to have lots of people to play with, solving mysteries is not going to be their number 1 priority. They will probably want to kill monsters in dungeons or hang out with other players more so.
Solution: Find a way to get players to discover and complete missions with other players.
Solution2: Soften up on the difficulty of solving missions with more indicators as to where to go, or who to speak to.
Solution3: Add one liner hints in to the mission that a player may be able to relate to from playing previous parts of the game.
Problem: Quests felt really tedious. Most of the quests felt like I was travelling half way across the world to deliver a letter or a note or some random item. I noticed that most of the main story quests did not include actual combat or in-game minigames as an example…
Solution: To make the quest line less tedious, add some in-game minigames or involve a bit more combat (maybe even include dungeons in to the main quest line?)
My Stall
Problem: People were sniping my gear at 0 DRAM.
Solution: Fix the 0 DRAM bug when I list new items.
Archer class & skill cap
Problem: Archers have had a damage speed nerf which in turns, encourages us to form a rational rotation. The problem is now that I think the charge up time when aiming take too long which stops me from using this regularly in my rotation.
Solution: Decrease the arrow charge up time for the ‘charged shot’ or whatever we may call this mechanic.
Problem: Once we figure out our maximum shot time the skill cap ends (it is around 3 shots per second). In comparison to the skill cap for runemages it is massive from what I have observed.
Solution: Make runemage casting a little more forgiving or add ways to make the skill cap higher for other classes.
These are my main bits of feedback for now. Hope it helps!
Thanks,