First, I like the game, played it for nearly 300 hours since 0.8.5.
Since online didn’t work yesterday (Patch Day!) I played new chapter 1 offline, and must say, I enjoyed it.
However…
I think new chapter 1 is way too colorful, and does not fit coloring of other chapters.
Do NOT lock people into loading screens (connecting screen)! Being locked into a screen produces more frustration than necessary. If it takes longer than expected, offer a cancel button. (I am UX/UI designer btw.)
In new chapter one there’s an area where screen shakes happen. Allthough I disabled screen shaking in settings the screen shaked. Please respect my setting, I don’t like screen shaking.
It’s supposed to be though, it’s set before the world goes to shit with the Empire & the void. You can see it on the map screen as you click through the eras, things start off as nice & lush then get gradually more ####ed.
I just add my thourghts here instead of making a new thread.
It’s to, big and exploring makes 0 sense. Just go straight to the quest objectives thee is nothing to see.
I think it must be hard to come up with some more melee unfriendly bosses early on in a game. The bridman who is spawning untargetable phoenixes on top of itself that spew flames while not moving an inch is a completely new tier of trash.
2.1. The enemys that look like living armor are the same. Flame trails so gig you get dmg if you stand in front of them at the end of their charge. Spinning attacks, PbAoE… well that’s… some design.
There are giant levels with nothing in it but some enemys. You only need to kill ~20%-30% of said enemys to keep up wit hte zone level… it’s a joke.
This is more of an overall problem: There is ZERO reason to explore the zone. The whole game suffers from the same problem like the monoliths. Go in a straight line to your quest objective then do the same with the next one.
There are no collecteables and the few sidesquests that offer idol slots and passive points aren’t worth anything if you’ve done enough.
The loading screens are even longer then other loading screens have been and i ran it solo.
Starting out the new enemys do a ton of dmg compared to the old ones but this normalises over time.
So for me the first playthrough was fun an new and I looked in every corner eager to experience something new and exciting and all of the sudden the old geezer goes poof and I stand there poking my nose for 3 minutes untill something happens.
The whole thing looks nice and the new enemys look good but overall it was a bad gameplay experience for me because of the above points. I wasn’t that happy with the old first zones but the new ones look far better but are worse in every other regard.
BTW that’s just my oppinion and how I see it so I don’t think it’s worth to have an argument over personal taste and impressions ^^.
In many respects, there is zero reason to explore period.
– In Dungeons if you get a modifier that drops that you want you might end up clearing the whole map just for xtra xalts…
Suggested Solutions:
– Add Lore to certain zones; many other games have collectibles like this that reward you with a Title or Cosmetics when completed
– I mentioned several other solutions in an old thread: 1. The Echoes in the Monoliths of Fate need some randomization. From the Fate Map I know which map I’ll be on, what the layout is, and generally, where the MacGuffin for the level will spawn near.
Some Solution Suggestions: 3a) In many of the maps there are open areas where little random things could happen that would encourage exploration. Examples include a side quest; shop with items you normally can’t purchase; forge with random bonuses/changes for crafting; 3b) VoidTouched Players: Oh No! Orobyss got access to the EHG Database of toons and starts turning them to the dark side! Fighting a battle against other player designs could really keep a Traveller on his toes… 3c) A random Rift takes Travellers to an unknown part of the Epoch Metaverse not regularly seen during the campaign…
2. In the Monoliths of Fate, as the corruption rises, so does the Chaos: Void Weather effects can include: Meteors, Avalanches, and Lightning fall… The background comes alive turning that Tree, Rock, or Ruins piece into a miniboss that attacks… Rare Shards appear as drops but grow legs and run away from you… Dropped weapons suddenly strike without warning… Gold rains from the skies… Wind gusts push you in random directions (maybe even off a cliff!)… Gravity changes…
And searching the forums, a number of threads have pointed this out as a shortcoming to LE as well…
I have come to believe this is simply not something EHG sees any interest in.
And that’s fair enough, it is important for them to create the game they dream of. Looking at what we have so far, following their “vision” brings amazing results in the areas they are focused on.
For as far as I remember, a cosmetic tab has always been here, even if we couldn’t use it.
But there is no achievements tab, no collections, no lore tab… These things almost never get mentioned in devs communications, either. Sometimes a very vague “maybe one day but not now” when really pressed hard, and that’s it.
I think they simply don’t like this kind of stuff.
My guess would be that at some point, in a very distant future, we will see a few achievements, collectibles, secret easter eggs, appear. But they will be designed half-heartedly, to try and please the crowd but with no deep involvement of the team.
The new flavour texts and secret areas in chapter 1 are an excellent step in the right direction though. Hopefully it will get expanded upon.
Again, this is fair, they prefer an “endgame only” game with lots of dungeons and maps grinding.
I myself prefer exploration and collections, but it is their game. It is still good fun in its very specific area.