Observations from a newbie
Posted: Wed Jan 09, 2013 10:43 pm
Hi all,
I've been playing for 3 days now; long enough to learn my way around a bit of the game but not long enough to forget all the things that confused me when I started. I wanted to give some feedback on my experiences.
Background: I've played a bunch of MUDs before. My favorite MUD of all time is Dragonrealms, but I can't justify $15/mo given the relatively low amount of time I spend playing. This game clearly draws heavily on DR, and I think it has the potential to be a far better game in the long run since it's not saddled with nasty for-profit management.
Without further ado, my impressions:
-------------
The good stuff:
1) The flavor of the world is great, and it's clear that a lot of care has been taken to give areas and NPCs real depth.
2) Some skills are a clear leg-up on the DR version already. For example, foraging/herbalism is better because herbs can be exhausted in a location, forcing you to move around to find specific plants.
3) The players are awesome. Everyone RP's and is great to interact with thus far.
------
The bad stuff:
1) Vanilla melee combat is way too dull, at least against the early enemies. Autoattack, wait until dead, repeat. The very first time I fought an infested carrier, I opened a webpage half-way through the fight so I'd have something interesting to do while I waited for the fight to end. I'm writing this post while I fight more carriers. That's bad.
Compare this to DR, where fighting ship's rats is *exciting*. DR's combat system requires the player to constantly make choices, monitor their position and balance, and pay very close attention to mobs entering the room. Challenge and choice are the keys to making the experience interesting.
2) Energy recovery is way, way too slow. Resting for more than 5 RL minutes after a fight is tedious. "Combat Adrenaline" is an amazing skill not because it helps in combat, but because it lets you trade riln for energy (by way of rations). I can't imagine playing a class without this skill.
3) The amount of information given to the player is too low. Examples:
- When a monster drops a box, there's no message. You just have to look and notice the box. This is missing a chance for an exciting and fun message!
- The fatigue and hunger gauges are way too coarse. I can "shout adrenaline" twice (for +70 energy) and not move from "Slight" fatigue. That's silly.
- There's no way to compare armor or weapons to decide what will work best for you.
- There's also no way to see how armor is affecting your skills
- There's no way to judge how hard an enemy is without fighting it
- The map that you buy in-game doesn't actually label areas, just "points of interest." Who would make a map like that?
4) Likewise, the amount of guidance given is too low. Examples:
- When you join a guild, you only get to learn one ability per promotion. This isn't spelled out when you're picking abilities, it's only discovered though the "guild" command, which is never mentioned anywhere.
- I forgot how to target the second object of the same name in a room. This was in the tutorial but it's not in any help files or on the Wiki. The Wiki needs a document listing all of the information given in the tutorial.
- There's no guidance as to what areas make good early hunting grounds. This could be remedied through guildmaster tasks, if it weren't for the fact that the map doesn't help you find the area you need to go to.
- I wouldn't have even known promotion points existed if it weren't for the widget on the custom MUSHClient.
- I didn't realize that the guildmaster would offer training for promotion points instead of riln until I had more than 20 ranks of combat. I also didn't know training would offer a bonus to learning. Since this is such a vital mechanic, it ought to be spelled out much more clearly.
- Some things seem intentionally misleading: the description of "Battle Fury" says I can't cast spells while it's active. This led me to quite a bit of trying to figure out how to cast spells, which I didn't think I could do at all as a Dwaedn Wyr. I can't, right?
5) Lockpicking is essentially only available to thieves, since they've got exclusive access to lockpicks. This closes off a whole avenue of cool loot to only one guild. Don't you think it's enough for them to have exclusive access to a trainer? (And yes, I love thieves too... they were my favorite guild by far in DR).
---------
I actually had a much longer post than this written, but it took me so long to write that the BBS logged me out and trying to submit the post caused it to be lost forever
Anyway, I know the above sounds critical, but I really think this game has a ton of potential and I'd like to see that potential realized.
Thanks for reading!
I've been playing for 3 days now; long enough to learn my way around a bit of the game but not long enough to forget all the things that confused me when I started. I wanted to give some feedback on my experiences.
Background: I've played a bunch of MUDs before. My favorite MUD of all time is Dragonrealms, but I can't justify $15/mo given the relatively low amount of time I spend playing. This game clearly draws heavily on DR, and I think it has the potential to be a far better game in the long run since it's not saddled with nasty for-profit management.
Without further ado, my impressions:
-------------
The good stuff:
1) The flavor of the world is great, and it's clear that a lot of care has been taken to give areas and NPCs real depth.
2) Some skills are a clear leg-up on the DR version already. For example, foraging/herbalism is better because herbs can be exhausted in a location, forcing you to move around to find specific plants.
3) The players are awesome. Everyone RP's and is great to interact with thus far.
------
The bad stuff:
1) Vanilla melee combat is way too dull, at least against the early enemies. Autoattack, wait until dead, repeat. The very first time I fought an infested carrier, I opened a webpage half-way through the fight so I'd have something interesting to do while I waited for the fight to end. I'm writing this post while I fight more carriers. That's bad.
Compare this to DR, where fighting ship's rats is *exciting*. DR's combat system requires the player to constantly make choices, monitor their position and balance, and pay very close attention to mobs entering the room. Challenge and choice are the keys to making the experience interesting.
2) Energy recovery is way, way too slow. Resting for more than 5 RL minutes after a fight is tedious. "Combat Adrenaline" is an amazing skill not because it helps in combat, but because it lets you trade riln for energy (by way of rations). I can't imagine playing a class without this skill.
3) The amount of information given to the player is too low. Examples:
- When a monster drops a box, there's no message. You just have to look and notice the box. This is missing a chance for an exciting and fun message!
- The fatigue and hunger gauges are way too coarse. I can "shout adrenaline" twice (for +70 energy) and not move from "Slight" fatigue. That's silly.
- There's no way to compare armor or weapons to decide what will work best for you.
- There's also no way to see how armor is affecting your skills
- There's no way to judge how hard an enemy is without fighting it
- The map that you buy in-game doesn't actually label areas, just "points of interest." Who would make a map like that?
4) Likewise, the amount of guidance given is too low. Examples:
- When you join a guild, you only get to learn one ability per promotion. This isn't spelled out when you're picking abilities, it's only discovered though the "guild" command, which is never mentioned anywhere.
- I forgot how to target the second object of the same name in a room. This was in the tutorial but it's not in any help files or on the Wiki. The Wiki needs a document listing all of the information given in the tutorial.
- There's no guidance as to what areas make good early hunting grounds. This could be remedied through guildmaster tasks, if it weren't for the fact that the map doesn't help you find the area you need to go to.
- I wouldn't have even known promotion points existed if it weren't for the widget on the custom MUSHClient.
- I didn't realize that the guildmaster would offer training for promotion points instead of riln until I had more than 20 ranks of combat. I also didn't know training would offer a bonus to learning. Since this is such a vital mechanic, it ought to be spelled out much more clearly.
- Some things seem intentionally misleading: the description of "Battle Fury" says I can't cast spells while it's active. This led me to quite a bit of trying to figure out how to cast spells, which I didn't think I could do at all as a Dwaedn Wyr. I can't, right?
5) Lockpicking is essentially only available to thieves, since they've got exclusive access to lockpicks. This closes off a whole avenue of cool loot to only one guild. Don't you think it's enough for them to have exclusive access to a trainer? (And yes, I love thieves too... they were my favorite guild by far in DR).
---------
I actually had a much longer post than this written, but it took me so long to write that the BBS logged me out and trying to submit the post caused it to be lost forever
Anyway, I know the above sounds critical, but I really think this game has a ton of potential and I'd like to see that potential realized.
Thanks for reading!