It's really hard to quantify or articulate and then communicate that feeling across the forums.
I think 99% of the problem comes with monster design and general PVE design. It should be enjoyable to use this combat system, there should be much better combat even from low levels. But the monster design, how they even function, just doesn't support it. Even the entire design of the noob island is horribly flawed from the first 2 kill same trees quests. It seems to be a symptom of the entire game though.
It's like having an electric guitar at a church recital and them both just playing on their own. The combination is the problem of the combat system with the PVE experience. It's too "bad trope pve" design and the combat interface while the best in mmorpg, is essentially pointless with the lackluster pve content.
The questing system, not autosharing, being so level requirement based, and so "chained" together makes questing as a party very challenging if someone falls behind even 10 minutes.
If you look at even noob island, it's essentially one flat area, with different mobs in their little areas. None of the mobs are interesting to fight, the instance is lolworthy, and the questing itself is just copypasta from every bad trope. It doesn't really change much as far as I can tell from the noob island to 58 content. Why would they suddenly "get" PvE and understanding what makes good zone design.
They are stuck in 1999 MMORPG design but flashier. Public Quests/Rifts? lvl 60 only, etc. I'm just not sold on "working" to get to the fun areas.
Also the pvp server being centered on griefing as a modal of play is really stupid. PvP is player vs player, it should encourage legitimate fights, aka pvp areas, things to fight over between legitimate contenders.
A lvl 58 ganking lvl 11s is not legitimate gameplay, challenging, or anything besides anti-social psychotics who where bullied too much in highschool. Even Ultimate Online or other similar games, didn't have the extreme difference in level power. This is basically WoW PvP servers where it will revolve around babies griefing people trying to level.
Solution wise, it's really easy looking at any good action game. It has actual good monster design, that have a lot of interesting behaviors, parrying, dodging themselves, using leap attacks, circling, etc and actually tweaked to be interesting to fight.
I personally if I was in charge would completely revamp the noob area, turn all the mob zones into public quests, with "scaling interesting boss battles" after stage 1-2-3, completely remove the quests besides key storyline ones and make it more freeform instead of a linear follow the quests experience.
AKA lvl 1-3 area PQ stage 1 - (channel kills 50 trees) - stage 2 ( kill 20 stages and 20 trees) - Stage 3 ( boss mob spawns with interesting attacks, behaviors, and some adds) - Bonus XP when complete to everyone who participated, with an item roll.
It's just too dry, too lifeless, too poorly designed, and it's an aspect that essentially ruins the game.
I think 99% of the problem comes with monster design and general PVE design. It should be enjoyable to use this combat system, there should be much better combat even from low levels. But the monster design, how they even function, just doesn't support it. Even the entire design of the noob island is horribly flawed from the first 2 kill same trees quests. It seems to be a symptom of the entire game though.
It's like having an electric guitar at a church recital and them both just playing on their own. The combination is the problem of the combat system with the PVE experience. It's too "bad trope pve" design and the combat interface while the best in mmorpg, is essentially pointless with the lackluster pve content.
The questing system, not autosharing, being so level requirement based, and so "chained" together makes questing as a party very challenging if someone falls behind even 10 minutes.
If you look at even noob island, it's essentially one flat area, with different mobs in their little areas. None of the mobs are interesting to fight, the instance is lolworthy, and the questing itself is just copypasta from every bad trope. It doesn't really change much as far as I can tell from the noob island to 58 content. Why would they suddenly "get" PvE and understanding what makes good zone design.
They are stuck in 1999 MMORPG design but flashier. Public Quests/Rifts? lvl 60 only, etc. I'm just not sold on "working" to get to the fun areas.
Also the pvp server being centered on griefing as a modal of play is really stupid. PvP is player vs player, it should encourage legitimate fights, aka pvp areas, things to fight over between legitimate contenders.
A lvl 58 ganking lvl 11s is not legitimate gameplay, challenging, or anything besides anti-social psychotics who where bullied too much in highschool. Even Ultimate Online or other similar games, didn't have the extreme difference in level power. This is basically WoW PvP servers where it will revolve around babies griefing people trying to level.
Solution wise, it's really easy looking at any good action game. It has actual good monster design, that have a lot of interesting behaviors, parrying, dodging themselves, using leap attacks, circling, etc and actually tweaked to be interesting to fight.
I personally if I was in charge would completely revamp the noob area, turn all the mob zones into public quests, with "scaling interesting boss battles" after stage 1-2-3, completely remove the quests besides key storyline ones and make it more freeform instead of a linear follow the quests experience.
AKA lvl 1-3 area PQ stage 1 - (channel kills 50 trees) - stage 2 ( kill 20 stages and 20 trees) - Stage 3 ( boss mob spawns with interesting attacks, behaviors, and some adds) - Bonus XP when complete to everyone who participated, with an item roll.
It's just too dry, too lifeless, too poorly designed, and it's an aspect that essentially ruins the game.
Edited by: testagaggg
about 1 year ago