Secrets of Mugwood Storyline Feedback

Hi, we’d love to hear your feedback on the new Story content in Mini Story Pack #1 - how you enjoyed the new story, if you ran into any issues or had trouble finding things.

Let us know!

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I enjoyed the main story and completed it first thing despite the bugs. I do think the side quests are necessary to entertain the player for longer. While I have little interest in them I did really like the climax of the story. It was the first time in a while in orbus where I felt very immersed in the action and the mechanics were very fun to do. Although it was kind of disappointing the mechanics were very easy to pick up on they were still satisfying to do and beating the boss felt like a great achievement. I say the main story was pretty good when looking past the technical issues.

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Glad you enjoyed it! We’ll take a look at the issues you ran into and mentioned in the other thread too.

Some of the side quests will have you explore more of the zones’ nooks and crannies too if you get the urge to try them out.

I miss an environment-feedback thread. I really really really like the whole shrinking idea, the npcs and the little mushroom houses! That is so neat, shrinking in there and then the grass and mushroom houses and all, I like that, it’s cute. Also awesome to climb those vines and stuff.

Now as for topic, not done with the story yet, awfully late here so need to postpone that, got stuck few times also:

  • Killing the plant thiefs which were overcamped first minutes the dlc was out, but I think that was quickly fixed by altering respawn timers.
  • Zaarp/lizard leader - that one was waaaay too far to match quest directions (“west” - well… kinda but very very west - ty Datalus for helping)
  • Moonfly event (btw seriously? these are FIREFLIES (go fireflies XD!!) ), I did not know where to go, directions VERY unclear (alcove?? what? and it was not near warehouse, at all), found it only via accident
  • Beetle escort quest; as reported in another thread, invisible mobs killed my beetle.

I liked the main story, so far, but, I would like to have way way way more side-quests. Give us all the grindy stuff you can, kill x mobs, harvest x ores, idc… the reason is, I visit that nice mushroom town, and literally only can talk to one npc. Then I finish the quest, can talk to another etc.

That is a general issue I got with Orbus, I miss an overload of tasks, the pleasing/helping of everyone I meet, the talk with everyone and all the little sidestories I am used to in other games, the silly running back and forth even (oh talk to xy and come back and see if he received the letter of me!). So it could be more action, the dlc so far feels more like a seasonal event, one, at max 2 quests to do parallel.

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Have Issues Collecting Pink Glowing lights. I collected 2 or 3 bevor I had the quest. Now If I revisit the Places they arent their anymore (and didnt count for the Quest). I Waited around 30 min and checked again… nothing.

Is their a timer for them to Respawn?

Logging out and back in will reset them

I’ve really enjoyed the new story pack! I’ve taken my time with it rather than rushing though it, got lost a few times and stuff and had a good time with it, I love the new areas, they all have a lot of life in them!

Things I think could do with getting tweaked slightly that hasn’t been mentioned in other posts:

  • Reduce the Micronizer Tool to 0 weight so we don’t need to bank it ever (blue weight is important to some of us) (fishing rod could also benefit from this change too)
  • Change the pod shooters so they have a longer range than 20, if you accidentally back up a little bit too much they will keep resetting until you get closer again which is annoying
  • The 1st patrol quest in the 3rd area where you go on patrol with the solider is super boring cause for most of it there is nothing to fight, the second one after that was much better though!
  • Change it so we can put the grinder down in the cave zone
  • The hit boxes on the wasps is very off and could do with being looked at
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Feedback about Crabbit: I’m likely one of the few who bothers reading quest texts, but this guy throws loads of them at you (more than 5x clicking continue is too much anyway imo…) while his plants who are spawning in close aggro-range slaughter you. This happened twice now already, I hardly got anything of what he said since my totem orbs were spawning over the text when I tried to fight+read and I didn’t want to start that all over…

What I positively noticed is that there’s not half as many typos, if any, in the quest texts as there were in the reborn msq. Texts could be shortened to smaller portions though, there’s numerous things which spoil the reading, not only mobs, also players are walking in etc. before you are done and then you need either click continue w/o really reading or start it all over.

id love to see voice acting in the future for quests

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Man would that certainly make it easier for me to pay attention to them. I have a habit of blowing thru the dialogue cause its long, drawn out, and boring

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Ok I’m DONE (with the msq) and I wanna give a few feedbacks which are related to the story (partly) and otherwise they don’t fit elsewhere:

  • PET - the new pet is seriously the cutest thing, so cute from close-up, very nicely done in animations and artwork!
  • BOSS - the bossfight mechanics of the “questing dungeon” were seriously cool, however, edit: I don’t wanna see it in a shard, see clarification below. Would be cool to have a shard with only 1 bossfight in, though, no trash, at one point.
  • QUESTING DUNGEON - This brings back what many people were missing since the early days of the old game or since level-scaling occured; the ability to solo-grind a dungeon as often as they like to.
  • ESCORT QUESTS: I frankly don’t like these in any game, for the following reasons: a) sloooowness, omg snailing after a mob doing his tour is so boring, b) no pause-option; I solo-play being on call or getting urgent emails pretty often; and if an escort takes 10mins the chance is high I gotta jump out due to rl and need to start it over, c) lack of control; I like to have control over a fight situation and unlike real groups I can’t even heal that npc if he fcks things up…
    So it were too many of these quests for my taste and some were too lengthy ones. The good side is that I only needed to start over one (beetle killed by invisible mobs; but it worked later on), they were relatively easy - “relatively” because I am maxed out on the classes I played, +6 weapons and so on; one npc was jumping right into red mobs, idk if you can survive with less good gear and then it could become frustrating.
  • DAILY/WEEKLYS: I can’t figure if there will be repetitive quests, but I fear there are not… the treasure hunts are one thing, but it would make the dlc much more valuable if we had the feeling that the story is not completely “over” at some point, the villagers still need help with this and that etc.

A feedback on environments:

  • The main areas with the mushrooms are supercute, I liked those drops from the sky, the giant birds and all. However more things to forage would make it look less ‘empty’; mob crowds were sometimes really a bit much if you just wanted to get from a to b and like 10 were jumping on you.
  • Cave: wow, what an experience… I really liked the eerie atmosphere, the fog, the spiderwebs and all and when it became red suddenly that was such a cool “wow” moment. Really well done!

Summary: Don’t regret getting the dlc, had a blast playin it and now re-playing it with friends who got it later.

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For the devs, are there any plans to make the micronizer work in other areas? I really love seeing the tiny or giant versions of my friends but there’s nothing in game that makes it long lasting. P

Also now that we can be tiny it’d be fun to run dragon races with your avatar. Players could tinker a set of wings or they could go on a quest to get a special cape that makes you fly. Or, they could ride on their pet.

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Actually, your weapons don’t matter at all. That’s all I’m gonna say for now. :slight_smile:

They do, for the very last phase… but yea, I wrote that after only one fight where I didn’t know what’s comin and finished it up in the deep-red :wink: , if you are good with movement before and arrive at last phase with full health you will easily manage, no matter how your gear looks and that is likely intended.

We should have an extra-thread with dungeon-feedback btw… like, that bossfight is fun at first, but the more often you do it I wished there was mechanics to speed up the “phases”, there does not seem much to do but teleport and wait in between.

Also, the second miniboss, Arachnia Knight, never drops anything - would be cool if we could also get a dye or something from it, else it’s pointless even engaging him after the quest is done.

They definitely do not. Try being a warrior in that phase and you’ll understand :wink:

I, personally, liked the story part of the DLC. The new areas and the mobs were refreshing. The escort missions were fun to do. But… there were a lot of things that didn’t quite sit well with me.

The climbing mechanics were kind of disappointing. There were no gravity applied to the character models, so when you “fall”, it just broke all immersion. Especially when going down a climb able thing.

I always thought it’s kind of silly not having voice acting for the NPC’S in a game that relies on voice communication so much. I was really hoping that the new DLC would have some kind of voice acting to give a bit more immersion to the STORY LINE that the DLC provides.

Bug… I still quite couldn’t understand why rolling out DLC’s would be your primary objective while the core game has so many bugs and balancing issues… When I try to put myself in the Dev shoes, I can kind of understand that you guys still need to make money and feed your families, but why not just change the game to a subscription based game if it means you guys can finally focus on removing those “features” and rebalance everything like classes and the economy. (The insane drop rate of runemage reagents, the rediculous damage output of Shamen’s, the uselessness of bards and archers, the fact that paladins can do everything that warriors can but way better, some dungeon minion groups are so fucking unfair, wall walking or killing them before putting a high level shards in where the only ways to get a good time in, and that dram is next to useless.)

If the DLC was on Yelp, I’d give it a 3 out of 5 stars.

Edit: the very last fight was new and different. I loved it. Just wish there were more interesting boss mechanics that are like it in normal shard dungeons to do with friends.

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Just wanted to thank everyone posting the feedback on the storyline and the DLC as a whole, and just let everyone know we are reading the feedback given.

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Not that ridiculous, just very easy to get good damage. scoundrel can in theory hit hust as high DPS while ranger lays around 10% behind. The one with ridiculous dps is mage.

bards have their uses, depending on the tanks skill and the situation(tho, yes, it’s healing should be looked at) and ranger definitely isn’t useless, the best rangers pull 50k+ which is lower than the best mages and shamans for sure, but it’d be a stretch to call it useless.

This is the most incorrect of your statements, warrior is better at most things other than dps while tanking and when it comes to agro on anything that does melee hits the warrior is way better.
There are situations where one is preferred over the other and vice versa, but overall paladin vs warrior tank is one of the pretty well balanced things in this game.

I just wanted to correct a few things to hinder spread of misinformation, let’s not talk a whole lot more about it and continue on topic.

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TLDR: Successful, I’d even say good, but there’s still room for improvement.

I recorded the entire thing except when I momentarily ran out of storage during the defend vs the siege fight (which was nice and challenging btw! Albeit you could bug it out a lil with leashing). We fair and square 2 manned it, runemage and musketeer.

The story was immensely better than any of the previous stories, including preborn. I liked being heckled by those little lizards. The hilariousness of starting as “find my little lizard friend” to going on a full scale heroic adventure to save the lizards was kind of charming too. However there were a number of comments I made. I plan to edit & share the video with my feedback at various parts of the quest but not sure how long it will take me to get to that.

Overall I enjoyed it, it was better than I was expecting by a fair amount. The music and environment was really good as well. Hope you guys check the vid out, will try to shorten it out. Got lots of positive remarks as well as critique: for example the number of escort quests ( blah ). I did enjoy -some- of the escort quests, and I liked the ones for example where they actually followed you! (nice). The siege was really cool, and so on.

I also haven’t completed all the side quests yet.

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After doing the boss couple times I am reverting this opinion to … better not have it in a shard :wink: ; I mean, it is cool first time and I would like to see one single element coming to shards which is - described without spoilers - the reason why you take damage and wonder why on your first try. That would be truly interesting.

What I would rather not like to have in a group-content is:

  • Long waiting times for the boss to do his “thing” without having anything much to do. We have other bosses with downtimes (invulnerability phases) already, but none of these is that long; these fights can be very lengthy and very frustrating to restart after wipes; ex. wiping on bosses in crypt who both got downphases normally scr*ws up the time for that shard, majorly. I don’t want even more of these.

  • Irrelevance of weapons; for a solo-dungeon it’s fine since everyone can participate, but most groups come to dungeons to play their classes, not a jump-n-run-n-throw minigame; so this element or any similar I also can’t imagine to be brought to shards.
    Even if it’s only one element in an otherwise normal fight requiring class skills and movement like using the ballista at the last raidboss, the chance is also high that this element bugs out (“can’t grab this thing…”) and in these cases the efforts of the rest of the group feel spoiled for nothing.

I’d still like the first miniboss, the Knight, to drop something btw :wink:

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