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This is a repost from the official forums:
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Additional feedback after further testing - fewer positives, more negatives:
The cash shop being open for business really bothers me. Nobody's required to use it, but frankly the status of the game feels more like a soft launch than an open beta. After all, they're taking in money. Is it a cash grab, are they short on funds? Couldn't they test the cash shop by giving beta testers credits (not without wiping open beta characters, else they'd get free gear)? Couldn't they hold off testing the cash shop until other, more important MMO mechanics are put in place? I do think EE is a fun game with lots of potential, as I've stated before, but it really lacks the kind of depth most experienced MMO players would appreciate and even expect. If the game launched today in it's current state, it would probably be panned. Yes, it's still in "beta", but it's "open beta", which is generally pretty close to launch condition for many games. That concerns me. I'd love to see some sort of design roadmap from Sparkplay that might alleviate these concerns. ~Ripper
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Regarding the large number of races, here's a quote from a TenTonHammer interview with Matt Mihaly: Ten Ton Hammer: Earth Eternal boasts an incredible number of races: 22 in all, covering most of the animal kingdom (the land dwellers, anyway). What makes each race different or special, given that none has a gameplay advantage over another?
Mihaly: Nothing is different in terms of functionality. We made the decision to allow players to choose their in-game look and divorce it from their function. We wanted to ensure that if you wanted to be a Mage, for instance, you didn’t have to be one of a few races in order to be an effective Mage. We may implement non-functional differences between races, like race-specific emotes, but we don’t intend to create statistical differences between the races
So, the lack of differences between races is intentional. Personally, I don't agree with this approach. I think there are things that could be implemented to differentiate between races without turning it into a min-max stat game or forcing class choice based on race. So, as far as feedback goes, I personally don't think this is a good design decision. I hope it changes over time. Regarding the target audience, from the same interview: Ten Ton Hammer: What’s your target audience? What does Earth Eternal have to offer, say, a hardcore MMO gamer who has over a dozen hours a week to play but expects to constantly have a new carrot on the proverbial stick?
Mihaly: Our target audience is anyone who is looking for a friendly, approachable 3dfantasy MMO, but we’re explicitly not trying to attract the hardcore MMO players. If your idea of pure awesome is Eve Online, we’re probably not for you. On the other hand, if you’re looking for something fun and whimsical with no subscription cost that’s still got a ton of depth, EE might be for you.
Sounds reasonable, but I think the game needs a lot more polish in order to have a "ton of depth". I think Sparkplay has a good vision and the game is fun, albeit shallow, so I'm anxiously awaiting new content and features.
~Ripper
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Further feedback: My son's impression- Created brand new character and played with my son tonight (he's 10). When asked what he liked about the game, he said "because you can play as animals with other animals". When asked what he didn't like, he said he didn't understand the loot rules. I'll get to those in a minute, but IMO, that's just a learning curve. When we played he had fun, but mostly because it was dad/son time. Child safety, from a parent's perspective:
Shards - in open beta, there's only 1 server. In order to handle the load, the server is broken up into shards. These are basically instances of the same region (zone). When you look at your minimap, it will tell you which region and shard number you're in ("Corsica 7", for example). Regardless of the shard, you can still see all chat in the /region chat channel. That's really useful. To change shards, simply click the region name in the minimap to pull up a list of all available shards and pick the one you want. Please note, however, that you must be near a sanctuary (located in camps, cities, etc...) in order to change shards. Targeting - targeting is tab-base\d. Just hit Tab and you'll target the nearest mob. The downside is the nearest mob might be off your screen to the left or right. In other words, the cone of vision for the tab-based targeting is too wide. It needs to be narrowed to the field of vision for the player, IMO. Group mechanics:
Trade - attempted to give some items away yesterday. Was a real pain due to the lack of item linking, as mentioned before and also due to the fact that I had to run to a sanctuary to change to the same shard as the person I was trying to give the items to and then still have to meet up at the same spot within the region. I'd LOVE a game that let me trade across the region via command line instead of having to physically be next to the other player. Seriously - originally, that was the plan when Dungeon Runners first introduced it's trade window, but they removed that aspect of it for some reason. If EE or other games had this feature, it'd be the win. In-game help - doesn't exist. You can't even see a list of emotes or the key mapping. If you click the help button, it simply launches the EE website and a very small list of articles, none of which pertain to actual play. They're all technical or legal articles (EULA and ToU, for example). In order to see the list of emotes and the key mapping, I had to read a post in the forums. Lame. Summary - still testing it, still think it's fun and shows promise. The types of things I mention above (main assist, item linking, auto turning to attack, etc...) would help polish the game, IMO. ~Ripper
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