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Opinion: Slow down, focus on the world and systems already in place
jwalshjr
My background:
I am a long time MMO and RPG vet. I have put substantial time into WoW (many versions - but vanilla is likely over 3000 hours alone), Guild Wars 1 + 2, countless single player RPG's, Diablo 3, etc. I have also played other competative games such as LoL, Hearthstone, TFT and more.
In WoW I was consistently a 95+ parser (top 5% of players), I am a diamond TFT player, was consistently a legend player in HS, and in Diablo 3 I was typically top 50 in multiple categories every single leader board season. I don't say all of this to brag… more just to say I have put a lot of time into a lot of different games. This doesn't always make a good opinion, but my opinions below are formed from this background.
The good:
Combat
Overall it feels pretty awesome. Most abilities feel fairly fluid, the movement is fairly consistent, animations are good, and as somebody who is playing a cleric it feels nice to not be completely helpless the way healers are in some games. I look forward to this being expanded upon with dual-classing etc. in the future.
Class identity feels very good right now IMO - I am curious to see how well this translates to dual-classes.
Crafting
I'm putting this in the positive and negative - it's a bit of a mixed bag. At a baseline, I think there are some great things in place to build off of, but it feels a bit clunky and unfinished.
The underlying systems are in-depth, fairly flexible, and require really getting into and grinding out the crafting. Overall this is good - but I feel like it's a bit over the top currently, I'll talk more about this later.
The grind
Another mixed bag - but overall calling it a positive. The feel of the grind is correct - it feels like you really do have to put in the time and earn it for yourself. As somebody who appreciates older-style MMO's I truly appreciate the lack of pay-to-win options, and the feeling of earning it for yourself.
Despite this - I think some of the numbers are insane right now. Grinding out crafting skills even to 10 right now feels arduous. If the cap is going to be 50 - the early levels (1-20 or so) need to be far easier with a ramping progression. Giving people a brick wall from the rip will drive players away.
The bad:
The world
This is overall my #1 Gripe with the game - bear with me a bit.
The world overall right now feels generic, and more like an ARPG style of events and procedural generation. There needs to be more hand-crafted sections of the world. Right now outside of the starting zone and the initial tutorial… it kind of just all feels the same and runs together.
My golden standard for this personally is WoW Classic - and is likely the reason me and so many others continue to play the game 20 years later. Azeroth isn't just another online zone to run through - it feels like a living, breathing world in a way that no game has managed to re-capture since, and AoC in it's current state does not give me this feeling whatsoever.
They need to cut all future plans of a second continent or new areas not already on the map.
There is more than enough land already available that is being unused. In classic WoW - each area feels distinct with a strong sense of identity. From a single screenshot I could tell you the exact zone and area the person is. In AoC right now the only thing I would learn is "generic green area" or "generic desert area" etc. Each of these areas needs a unique feeling and a lot more handcrafted love with unique questlines and NPC's.
Even if the other systems are good - if I don't care about the world why would I keep coming back. Right now this game really gives me no reason to care about the zones or the world other than moving somewhere as a requirement as I progress. All these MMO's are chasing more and bigger content - but they all ignore the thing that made WoW so successful to begin with 20 years back. If I don't care about the world, I won't care about the MMO, full stop.
Lack of Content
This one isn't surprising anybody really… it's an alpha. I am not going to harp on it here, but they have a long ways to go with the content available.
One specific call out I want to mention - many of the quests feel like generic go here and do X quests. Make more, longer, non-repeatable questlines. It's okay to have generic time-gated quests to fill in the gaps, but if every single thing is procedural generation it starts to feel repetitive. I spent 300 hours grinding out 99 RCing in Old School Runescape… and yet I am already feeling burnt out of the available content at level 12, especially when I know future resets are still on the way.
Crafting
You need to manually select each item and input it while weapons crafting… if I have the items in my inventory I should just be able to hit "craft" instead of manually selecting them. This is basic QOL.
Why are there different "shapes" to process wood into? There is already many different types of trees and wood, each style has at least 5 rarities as well. We already have enough subdivisions - we don't need to keep dividing this further into planks vs. boards etc. I would argue it goes too in-depth. In the words of Gabe Newell "Realism isn't fun". Keep the variety of wood and building paths, but cut out meaningless distinctions here and likely in other crafting systems I haven't grinded as much yet. If you really want to keep the system this in depth - much like leveling it needs to start simpler and slowly expand out into being more complicated. Friction is good - but not every single little thing needs to feel like dragging my balls across sandpaper.
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