Nodes Aren't Central Enough - Quests Give Too Much XP
After finally having the chance to try out progression in the Alpha, I feel like it was always more efficient to quest, rather than to try to develop a Node. It honestly hardly felt like Nodes didn't matter too much besides being places to vendor off shards and refine materials so you wouldn't loose them.
As a disclaimer, I realize that this was not a content test, and that all of this is subject to change. I just want to make some suggestions that will hopefully influence future tests, even if it is just Alpha-2.
To me, the innovative feature that is going to make or break Ashes of Creation, is how Nodes help set up a common community, and how they drive content in the game. Specifically, players being able to build up Nodes that interest them, and then being rewarded with new quests, monsters, and places to explore. What is missing from the current Alpha are specifically these points:
1) All Node progression seems to be locked when a Node reaches village stage (may be a bug and that's okay)
2) Quests give the majority of early game XP and tend to drive players to certain areas, that end up deciding which Nodes are leveled first.
3) Because quests give the most XP, there is little reason to do anything other than running around the world doing them.
4) The northern Nodes that progress don't seem to provide any new content (probably just part of this test not being a content test and that is okay)
Now that I've laid out what I think is the issues are, let me provide suggestions that may help with them:
1) It should probably be made more clear what the zone of influence is that is locking out other Nodes from progressing. Is it really just village stage that sets the world as it is, or are the crossroads and encampments contributing too. I do realize that the zone of influence for a Node is larger than it will be in the real game, but I just feel like players never really had a chance to choose which Nodes to develop. Perhaps Node XP needs to be slowed down some.
2) The questing in the game is really fun, and I don't want to detract from that experience really, but if quests are the highlight of the game, it's going to fail. There are other games out there with more established lore behind them that just can't be competed with. However, there definitely is a place for them in this game, they just shouldn't give as much XP as they do. If that was reduced, and then monster XP increased to replace it, that would free players to grind up the Nodes they are interested in. Quests could still contribute by giving good gear upgrades (like they already do) and so players could split their time between finding really cool zones to grind in and then do quests when they reach the level needed for them as the reward for progressing that far.
3) Following along that previous thought, the dungeons, as they currently exist, aren't really worth doing. Again, there is probably more content in the works for them, but the XP they give need to be raised. They also need to at least have 1 boss in them that drops something useful for players. Perhaps even just really valuable vendor loot, or low grade equipment. You want to make sure players have a reason to go out and explore, group up, and kill difficult enemies. It will be an easy way to break up solo grinding and encourage the community that will be so important for this games success. I badly want a reason to explore the dungeons in the game and to kill some of the corrupted mini-bosses I found around the world.
4) I think there is more content planned for the Northern Nodes. Although I never had the chance to experience it, I heard that Winstead had a quest-line that unlocked when it became a village. It's likely that there is just the same kind of thing in the works for the other Nodes and it has not been implemented yet. While new quests are cool though, I would really like to see some worthwhile bosses, or even mini-bosses unlocked too. Especially at cross-roads and encampment stages. This could be something you push off to other Node stages later in the development of the game, but I think it would be really useful to make this feature clear in the current stage of the game so we can begin testing it now.
In summary, quests give too much experience, and monsters need to give more so that players can have the opportunity to dwell in certain regions of the game. If anyone else has any thoughts about this, please put them down below!
P.S. I guess that one excuse that could be given for the amount of XP quests give, is to provide an easy path to help players progress through levels as fast as possible so they can participate in testing of higher-end content. My recommendation then, would be to disproportionately increase the amount of XP mini-bosses give (something that could be solo'd easily perhaps) and then there would still be that path. Honestly, the questing is fun enough that I found myself going back to earlier quests I skipped at high level to do them, so I don't think you have to worry about players skipping them and not coming back to test them later.