In many very basic games, a great way to get players into the thick of it is;
1: introduce low level equipment early on to get players use to what different weapons do.
~Stick? Sling? - these weapons literally already exist but you have no loadout to them as you start the game.
A game about Pirates/Marines/Pvp ect should probably frontload thematics to the players earlier rather than have them fumble through the game like a lost ass punching boars.
Currently the game frontloads players right into a town full of quests. Players will tell you to ignore the quests. However you need to do quests to even afford the basic gear. Albeit you can forge the slingshot but it will require you to know that you need aim 10 for it.
Early skills: having to wait to level 10 (which can be hours) for your first skills is excruciating and UNFUN.
get players out and interactive with the skills.
slight note: non weapon skills requiring level 30 is a tad bit ridiculous. The resources in game are pretty hard to come by honestly in games current state. gating things through levels is fine but at what point is it a dissapointment rather than a balance feature?
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