Dear CSR,
as we currently can not play lets use the time to communicate with our CSR about the state of the game. I hope we can see some feedback from your side.
RvR
Scenarios
Scenarios are fun and seem to be well accepted as the best means to lvl up and enjoy RvR fights in groups. However there are a few faults with it imho:
- Scenario Queing: Does not work, its always Tor Anoc, Serpent Passage: I can not imagine Order likes to play this 2 only and rather think they do same like us, just hit join all and get same like us those 2 scenarios non stop. I believe on those servers with higher populations there are others coming up, which leads me to the thought that the queing function needs further improvements (a GM mentioned you are looking into triggers?!)
- Rewarding Healing: healers still worse off, whenever I play my healer I get less exp and reknown then dps, even so I am most of time the top ranked healer and the healer with the best reknown return 99% of time, bec I heal those doing dps a lot. Still healers are eccential and disadvantaging them is not right, you got to fix that.
- Soloers: Simply saying the only reason people solo seems to me that they are able to get more reknown and exp for themselves, ensure that solo players get heavily penelised, this should be a team sport and not a possibility for a few understanding how to take benefit from game mechanics to exploid this. Simply if you not in the scenario grp, give them squat, nada, nichts, nothing!
Open World RvR
Think Mark made a point at how important this is to him and the game, so not too much to say, just deliver this plz. As open world RvR should be the most viable thing to do, and atm the most viable thing is to go into scenarios and quests while you wait. Nothing else can beat this in rewards, item drops in scenarios are better then in open world, exp is faster, reknown is much more.
Keeps
Keeps need a rethink, there needs to be far more reward for defending, currently it makes more sense to let the opposition take the keep and retake it later to get the loot. There is nothing that makes it worth spending time to defend, as you get more from taking a keep.
Also claiming keeps, should be more in line with DAoC, I still have not figured out how to claim a keep, even so I believe to know how to we were not able to. If guilds can claim keeps they might care about them, we did in DAoC and will show some pride in obtaining and defending them.
E.g. The keep we saw as ours we always took back if it was high jacked over night and had it always at highest level and defended it to last man standing.
BOs
BOs are a nice thought and should get some love, make them more exciting, more a matter and more rewarding. E.g. make it that a keep has additional defenders if BOs are not taken, so that to take a keep without all BOs first is near impossible. Make it happen that BOs are more challenging, let there be more NPCs interacting NPC etc.
Overall BOs should be a major part of the fun and I can see it be that way with a little bit improvement.
PvE
I must confess I enjoy RvR so much my PvE experience is very limited! I like what you have done here and think overall it works. I felt like in WoW which is a compliment, as imho WoW is the perfect solo player PvE experience. Nothing was ever as well done nor beat it yet.
Questing
Think you done excellent work here, tons of quests, well written and as fun as questing can be. Only possible improvement, implement some more epic feeling quest lines, just encountered very few so far.
PQs
Great idea, well done, but has a major fraud, you need people to do it and already on our server there are non! Often not always, but kind of makes it less fun if all you ever can do is farm the first stage as nobody there to do the rest.
- Scale them, if only one person there let the thing go through but at a weeker setting? prolly hard to do
- Make some single player PQs, staged quests which enable a solo player to have same experience, but soloable
Tome of Knowledge
Well done, by far the best quest tracker there is. Or to do it more justice PvE interface. Saying that still room for some improvement.
- Make the items usable, as in applying a different look or so, atm they useless items I keep in bank.
- Give fluffy things, like vanity pets, etc for major tome achievements, you could make people want to do this far more if they get something special from it.
- Get people to interact more with the tome, I still not have grasped it all, some quests taking you into all of its functionality would help there. Going further then the couple of quests in starter zone. As Tome got far more deepth but hard to get into.
Falling Damage
This is the single biggest joke in game, at lvl 29 my Sorc manages to apply some nice dps, but if I just could push someone up for 2 meter and let them fall I be really deadly, getting 4-8 k dmg from a fall of 2-3 meter height, you must be kidding!!!!
Crafting
Crafting is different in here, which is ok and has it pros and cons like anything nothing fundamentily wrong with this. But crafting feels very much like an afterthought, why am I saying this?
- No decay so if there ever will be equipment crafting there will be no real demand, same like in all games without decay, which leads to crafted items being never really needed. I believe you understood that, hence only implemented useable crafts, meaning potions and timed talismans will need continous replacement, hence can work in demand and supply system.
- Crafting is for many a major part of game enjoyment, there are lots of players who do nothing else. You are missing out on those and all of us miss out on what they supply to a community.
- Crafted armor and weapons should be the best gear and decay, which can lead to real ecconomies, there is a little known game called Gonzo, which has the best in game ecconomy and crafting system I ever saw. Wish some of you big companies would do something like it in a commercial game.
Ok could write much more but think this is enough. Hope to get some response from our CSR.
as we currently can not play lets use the time to communicate with our CSR about the state of the game. I hope we can see some feedback from your side.
RvR
Scenarios
Scenarios are fun and seem to be well accepted as the best means to lvl up and enjoy RvR fights in groups. However there are a few faults with it imho:
- Scenario Queing: Does not work, its always Tor Anoc, Serpent Passage: I can not imagine Order likes to play this 2 only and rather think they do same like us, just hit join all and get same like us those 2 scenarios non stop. I believe on those servers with higher populations there are others coming up, which leads me to the thought that the queing function needs further improvements (a GM mentioned you are looking into triggers?!)
- Rewarding Healing: healers still worse off, whenever I play my healer I get less exp and reknown then dps, even so I am most of time the top ranked healer and the healer with the best reknown return 99% of time, bec I heal those doing dps a lot. Still healers are eccential and disadvantaging them is not right, you got to fix that.
- Soloers: Simply saying the only reason people solo seems to me that they are able to get more reknown and exp for themselves, ensure that solo players get heavily penelised, this should be a team sport and not a possibility for a few understanding how to take benefit from game mechanics to exploid this. Simply if you not in the scenario grp, give them squat, nada, nichts, nothing!
Open World RvR
Think Mark made a point at how important this is to him and the game, so not too much to say, just deliver this plz. As open world RvR should be the most viable thing to do, and atm the most viable thing is to go into scenarios and quests while you wait. Nothing else can beat this in rewards, item drops in scenarios are better then in open world, exp is faster, reknown is much more.
Keeps
Keeps need a rethink, there needs to be far more reward for defending, currently it makes more sense to let the opposition take the keep and retake it later to get the loot. There is nothing that makes it worth spending time to defend, as you get more from taking a keep.
Also claiming keeps, should be more in line with DAoC, I still have not figured out how to claim a keep, even so I believe to know how to we were not able to. If guilds can claim keeps they might care about them, we did in DAoC and will show some pride in obtaining and defending them.
E.g. The keep we saw as ours we always took back if it was high jacked over night and had it always at highest level and defended it to last man standing.
BOs
BOs are a nice thought and should get some love, make them more exciting, more a matter and more rewarding. E.g. make it that a keep has additional defenders if BOs are not taken, so that to take a keep without all BOs first is near impossible. Make it happen that BOs are more challenging, let there be more NPCs interacting NPC etc.
Overall BOs should be a major part of the fun and I can see it be that way with a little bit improvement.
PvE
I must confess I enjoy RvR so much my PvE experience is very limited! I like what you have done here and think overall it works. I felt like in WoW which is a compliment, as imho WoW is the perfect solo player PvE experience. Nothing was ever as well done nor beat it yet.
Questing
Think you done excellent work here, tons of quests, well written and as fun as questing can be. Only possible improvement, implement some more epic feeling quest lines, just encountered very few so far.
PQs
Great idea, well done, but has a major fraud, you need people to do it and already on our server there are non! Often not always, but kind of makes it less fun if all you ever can do is farm the first stage as nobody there to do the rest.
- Scale them, if only one person there let the thing go through but at a weeker setting? prolly hard to do
- Make some single player PQs, staged quests which enable a solo player to have same experience, but soloable
Tome of Knowledge
Well done, by far the best quest tracker there is. Or to do it more justice PvE interface. Saying that still room for some improvement.
- Make the items usable, as in applying a different look or so, atm they useless items I keep in bank.
- Give fluffy things, like vanity pets, etc for major tome achievements, you could make people want to do this far more if they get something special from it.
- Get people to interact more with the tome, I still not have grasped it all, some quests taking you into all of its functionality would help there. Going further then the couple of quests in starter zone. As Tome got far more deepth but hard to get into.
Falling Damage
This is the single biggest joke in game, at lvl 29 my Sorc manages to apply some nice dps, but if I just could push someone up for 2 meter and let them fall I be really deadly, getting 4-8 k dmg from a fall of 2-3 meter height, you must be kidding!!!!
Crafting
Crafting is different in here, which is ok and has it pros and cons like anything nothing fundamentily wrong with this. But crafting feels very much like an afterthought, why am I saying this?
- No decay so if there ever will be equipment crafting there will be no real demand, same like in all games without decay, which leads to crafted items being never really needed. I believe you understood that, hence only implemented useable crafts, meaning potions and timed talismans will need continous replacement, hence can work in demand and supply system.
- Crafting is for many a major part of game enjoyment, there are lots of players who do nothing else. You are missing out on those and all of us miss out on what they supply to a community.
- Crafted armor and weapons should be the best gear and decay, which can lead to real ecconomies, there is a little known game called Gonzo, which has the best in game ecconomy and crafting system I ever saw. Wish some of you big companies would do something like it in a commercial game.
Ok could write much more but think this is enough. Hope to get some response from our CSR.