I'll try to keep this constructive, but unfortunately I am highlighting concepts and situations that make the games direction not fun for me. I understand these are the direction of the game and won't be changing, but hey I'm here during the alpha phase I may as well give my feedback as that is the point.
I feel like a slave
I enjoy games where I can solo and make progress when my friends aren't on and I can group up for fun times when they are. I tend to play with a smaller group, usually 4-5 people but up to 8-10. None of my usual friends are in the alpha, so in order to make progress its best to join random groups or a guild. I think its a good thing to incentivise group play, so erring on the side of it being easier to get things done in a group rather than solo is probably a good thing.
The way I see it there are three main archetypes of playing:
1. Solo - Can't get much done, could maybe be a crafter, but you are at a disadvantage over a group / guild for every aspect of the game including crafting.
2. Small group / guild - Now you can get stuff done, but you really have little to no influence over the game, you won't be doing anything large scale, like wars or raids or running towns etc
3. Large guild - You get to participate in all aspects of the game, but you have the overhead of having to manage people and personalities eating into spending time just playing the game.
I've done option 3 before both as a member and as an officer, and I don't find it fun. With options 1 or 2 I just wouldnt get to participate in the whole game, and I feel like a slave because x% of my time and effort goes to help those larger guilds in the form of taxes to enable their gameplay. I find it demotivating.
Yes I realise this is the intended direction of the game, Im just giving feedback.
The unfairness of PVP always on
I am sure a lot of people have had this situation happen to them already:
- Spend 1-2 hrs forming a group to farm for xp by spamming global chat
- Finally get your group with the right composition and find a spot that works well for your group and start farming
- Farming fine for an hour or so, then a higher level group rolls in
- 1 person from the higher level group flags and starts dpsing your healer, not to kill them, they dont want to go corrupted, just to make it harder for you
- The other group also starts kiting mobs they think will kill you onto you for good measure, trying to get the healer killed that they have at half health
- One person in your group gets frustrated and flags, and the entire other group of higher level players flags and instantly kills them
- Group falls apart
When this happened to me I immediately logged out even though I had planned to play for a few more hours. These kinds of systems enable players with an advantage to prevent other players that are disadvantaged from playing the game. I've never found fun in a game via this kind of activity and its definitely not fun being on the receiving end.
Yes I realise this is the intended direction of the game, Im just giving feedback.
What does losing materials on death achieve?
This perspective mostly comes from playing a tank, and if I did my job well I was going to die more than my party. I don't really need to expand on this one except to say if it was a solo game with fair pvp I wouldn't have a problem with it, I kinda like the challenge in that scenario of death being meaningful. I like challenges in games, I just want them to be fair.
Yes I realise this is the intended direction of the game, Im just giving feedback.