Re: Generel feedback on al the changes...
Posted: Tue Feb 23, 2016 2:48 am
Here is my own feedback that I can think of at this time:
Positive:
Beautiful Areas: I like the overall area design and even the sneakiness at some of the hidden stuff behind what look to be impassible terrain. The monster design also fits the areas well and the module is overall fun to explore.
Class diversity: The changes to classes make each class feel unique and useful in any party. Examples of this are very noticeable differences between different melee class i.e. a fighter is different from a barbarian, a paladin feels more unique etc. The mod is also designed so that each class has a need in a party and no class should feel left out. A caster needs their tank as much as a tank needs their caster and the new rogue stuff makes it so it is worthwhile to have a rogue as a trustworthy friend or even just to help offset the high costs of gear. This overall is fairly well balanced with more new ideas and tweaks being suggested as players want to try more classes.
Actively listen to feedback: It is always good when the module creator listens and responds to player feedback. This has lead to not only awesome changes but also some heated debates which all add to the enjoyment of the module.
Active Updates: The module is constantly improving which helps to keep the interest going as well as address any issues that happen. Many modules these days either don't update anymore or take forever for new stuff to come out.
Negative:
Rest Timer: Although this has been lowered somewhat, it still seems rather long. I do get the point that you feel that spells shouldn't always active or other abilities that have limited uses per rest but this really slows the adventure down or can halt adventures if things go bad. Casters rely on their spells to be useful to the party and if all spells are exhausted then they have to either use their unlimited use magic stick, be a cheerleader and watch everyone else fight and have fun while they wait to be able to rest or charge madly into combat and pray they survive. A melee class never runs out of weapon attacks so why limit a caster's fun to the amount of spells they have every 20 - 30 min. (I understand that in later levels or dropping a huge amount of gold will enable casters to have a huge amount of spells but that just means that they will actually be able to be useful until the rest time rather than a cheerleader until then lol)
Spawnpoints at low level: In the days of fighting rats and goblins in order to make the quota of bounties, these are super annoying to do because of the one way spawnpoint AND the active hiding. The hiding does add a uniqueness to the spawns, however if trying to do a bounty, you potentially miss a lot of respawns while running back through an areas, simply because they cannot be seen (plus on top of that, while they chase you, they move too slow to catch you until you reach the spawnpoint again anyway). Removing the hide feature or the secondary spawnpoint should fix this issue but I understand as well that doing this for all areas is a HUGE task and there are more important things to attend to.
Lack of direction in epic levels: I have mentioned this before in game but figured I would add it to the feedback so other players can get a view on it as well. Levels 1 - 20 have a huge amount of options available to them, from quests to bounties but once those mostly get done (which after grinding through all the bounties) this gets a player close to or just past level 25. At level 25 there seems to be just bounties, or the odd quest like the RSS guy, Dwarven Halls, the Talkash bosses and the Focus stone potion enhancing quest although this is technically level 20). Look forward to seeing what gets added to address this and put a balance between solo and party play. (I feel that players should have at least an idea of where to go whether solo or with a group rather than the current "now what" scenario) On a positive note though, when adventuring with Halande, the epic stuff is really fun to go through as a group just needs a bit of direction to guide groups to where the fun is.
Lack of interesting gear/progressive gear shops: I could just not have found more places to update gear or that we haven't been to a lot of the epic areas with special loot but gear seems to be either save up and buy your level 1 - 20 gear in town, save up your forge tokens for your awesome weapon (or slowly spend a large amount on your spell slots as a caster), then save up and wait until you can get to Tolmar for armour and helm upgrades. I personally like the forge items but it would be cool to be able to find more gear or boss loot drops. I do also like twilight's idea of being able to sell the stuff you find or outdated forged gear of course for a fraction of the price so that players cant become millionaires in seconds. For forged gear however, it would be neat to be able to "melt down" previously forged items (either destroying the item or just removing the enchantments so that they can be upgraded again) and get some of the forge tokens that was spent on the item back. This way the forge can be more of a progressive gear upgrade option rather than deciding whether upgrading gear to +4 for example is worth the forge tokens, or wait until you can get +5 or 6.
I think I have rambled on enough and this is pretty much what I could think of currently. Overall however, I love the module and all the hard work that is being put into it. I even enjoy the friendly/heated debates on stuff. It has been a lot of fun to play with my friends here and even solo to some extent. There are of course some things that could improve the server as a whole but that comes with designing a world. No place is ever perfect and the improvements are what keep the module fun and interesting.
Positive:
Beautiful Areas: I like the overall area design and even the sneakiness at some of the hidden stuff behind what look to be impassible terrain. The monster design also fits the areas well and the module is overall fun to explore.
Class diversity: The changes to classes make each class feel unique and useful in any party. Examples of this are very noticeable differences between different melee class i.e. a fighter is different from a barbarian, a paladin feels more unique etc. The mod is also designed so that each class has a need in a party and no class should feel left out. A caster needs their tank as much as a tank needs their caster and the new rogue stuff makes it so it is worthwhile to have a rogue as a trustworthy friend or even just to help offset the high costs of gear. This overall is fairly well balanced with more new ideas and tweaks being suggested as players want to try more classes.
Actively listen to feedback: It is always good when the module creator listens and responds to player feedback. This has lead to not only awesome changes but also some heated debates which all add to the enjoyment of the module.
Active Updates: The module is constantly improving which helps to keep the interest going as well as address any issues that happen. Many modules these days either don't update anymore or take forever for new stuff to come out.
Negative:
Rest Timer: Although this has been lowered somewhat, it still seems rather long. I do get the point that you feel that spells shouldn't always active or other abilities that have limited uses per rest but this really slows the adventure down or can halt adventures if things go bad. Casters rely on their spells to be useful to the party and if all spells are exhausted then they have to either use their unlimited use magic stick, be a cheerleader and watch everyone else fight and have fun while they wait to be able to rest or charge madly into combat and pray they survive. A melee class never runs out of weapon attacks so why limit a caster's fun to the amount of spells they have every 20 - 30 min. (I understand that in later levels or dropping a huge amount of gold will enable casters to have a huge amount of spells but that just means that they will actually be able to be useful until the rest time rather than a cheerleader until then lol)
Spawnpoints at low level: In the days of fighting rats and goblins in order to make the quota of bounties, these are super annoying to do because of the one way spawnpoint AND the active hiding. The hiding does add a uniqueness to the spawns, however if trying to do a bounty, you potentially miss a lot of respawns while running back through an areas, simply because they cannot be seen (plus on top of that, while they chase you, they move too slow to catch you until you reach the spawnpoint again anyway). Removing the hide feature or the secondary spawnpoint should fix this issue but I understand as well that doing this for all areas is a HUGE task and there are more important things to attend to.
Lack of direction in epic levels: I have mentioned this before in game but figured I would add it to the feedback so other players can get a view on it as well. Levels 1 - 20 have a huge amount of options available to them, from quests to bounties but once those mostly get done (which after grinding through all the bounties) this gets a player close to or just past level 25. At level 25 there seems to be just bounties, or the odd quest like the RSS guy, Dwarven Halls, the Talkash bosses and the Focus stone potion enhancing quest although this is technically level 20). Look forward to seeing what gets added to address this and put a balance between solo and party play. (I feel that players should have at least an idea of where to go whether solo or with a group rather than the current "now what" scenario) On a positive note though, when adventuring with Halande, the epic stuff is really fun to go through as a group just needs a bit of direction to guide groups to where the fun is.
Lack of interesting gear/progressive gear shops: I could just not have found more places to update gear or that we haven't been to a lot of the epic areas with special loot but gear seems to be either save up and buy your level 1 - 20 gear in town, save up your forge tokens for your awesome weapon (or slowly spend a large amount on your spell slots as a caster), then save up and wait until you can get to Tolmar for armour and helm upgrades. I personally like the forge items but it would be cool to be able to find more gear or boss loot drops. I do also like twilight's idea of being able to sell the stuff you find or outdated forged gear of course for a fraction of the price so that players cant become millionaires in seconds. For forged gear however, it would be neat to be able to "melt down" previously forged items (either destroying the item or just removing the enchantments so that they can be upgraded again) and get some of the forge tokens that was spent on the item back. This way the forge can be more of a progressive gear upgrade option rather than deciding whether upgrading gear to +4 for example is worth the forge tokens, or wait until you can get +5 or 6.
I think I have rambled on enough and this is pretty much what I could think of currently. Overall however, I love the module and all the hard work that is being put into it. I even enjoy the friendly/heated debates on stuff. It has been a lot of fun to play with my friends here and even solo to some extent. There are of course some things that could improve the server as a whole but that comes with designing a world. No place is ever perfect and the improvements are what keep the module fun and interesting.