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Not really loving some of the design choices
Been playing since 5 day head-start and a few beta weekends. Finally made it past 16 on the live servers and thought I would share my views for whoever cares before I (probably) go back to something else. Sad, because I really had hopes for this one.
Things I like
I won't go into these in any great detail, they pretty much speak for themselves.
- Looks pretty
- Nice storyline. It's ES so it should be good.
- intergrated open world
Things I dislike
This is the list of the main factors that make the game un-fun for me.
- Single-use nodes.
Ran BC in a PUG. One person knew it well, and ran ahead to all the lootable chest nodes. This is a dreadful mechanic, esp. in a group dungeon. At least group dungeons should have everybody-loots chests.
It's also bad in the general landscape; in busy times foraging can be impossible, and its just a boring race to see who gets to a node first. When I get it I feel guilty, when someone else gets it I feel cheated.
They are basically a no-win POS.
- The grouping UI is very poor
It is inflexible, uninformative and not usefully customizable.
- Half the time I end up leader of a group when all I want is to join a competent group.
- The leader of a group disconnected but remained leader. It is not entirely clear what a leader is useful for, but we could not be certain than the group was still being advertized. It should fall to someone else. Sometimes it does, sometimes it doesn't
- there is no way to see what groups are running. I might be on another character and want to see what else is being run at different levels
- After several failed BC runs which, among other things, level 9s managed to join somehow, I would like to be able to set my own level range and/or vet people joining.
- The in-game support UI is almost useless.
It blocks action and closes when you have to kill stuff. It should be a chat box. In some places waiting in a modal dialogue for in-game support is not an option.
- The discrepancy between areas and group dungeons.
A level 12 quest is harder than a level 15 area. This just seems daft. Not only does it speak to a complete failure to prepare players for milestones, it also makes for substantial disappointment when a player at level 16 crashes and burns in a level 12 quest.
I am sure that there are players out there who can cruise through BC with their hands tied behind their back, but that does not change the fact that it is poorly balanced compared to content at the same or higher levels.
- The monster 'clump' mechanics
There seems to be no way to draw a single monster from a 'clump' of monsters. Some are placed individually, but others are inextricably linked. This is probably by design, but makes for some solo-unfriendly areas in a game that seems largely designed for soloing.
- The need for add-ons
Without addons you actually have no idea what killed you. With addons you have a vague idea if you can read fast.
What kind of a game deliberately limits the ability of a player to learn from their mistakes?
- Other problems (much less important)
Inventory micro-management: covered elsewhere by many many people
Crafting using 'real' skill points: meaning a crafter sacrifices combat effectiveness
Combat: limited choices and few tactical options. Can't hide behind stuff, can't use more than 6 abilities (before L15). Most of the decisions are about which 4-5 buttons I want to mash in the 1-2 roles I may have in combat.
Bottom Line
ISTM that it's two games in one: a badly done group-based game and a well-done single player game. It needs to decide what it wants to be.