| 28 posts found | |
|---|---|
|
10/27/09 11:41:40 PM#21
Originally posted by Wizardry
I agree full heartedly,but i noticed right away,harvesting was nodes shown easily on map,so no thinking or exploration excitement. Npc's were easily found,all spread around the town,very static setup,so again no thinking needed or exploration.The only thing i needed to know was how to get crafting started,and it was not bad but a little misleading.They need to make it a lot more clear as to what you are buying from the npc's. Anyhow after i figured out pretty much all you need to know in the whole game in the very first day,i was completely bored,as i found nothing involved thinking at all,it was just a search and seek out nodes/recipes and quests.That is the whole game in a nut shell,no thinking at all. Crafting is no thinking and combat is no thinking,you can clearly see your best weapon damage,there was no in depth combat system.I guess utilizing realistic weapons is not going to be much thinking involved you point and click.I guess i am used to Fantasy type combat utilizing combos and team work and having the basic tank/healer/dps setup,anything less now seems too simplistic ,i can't get into it. Basically i found the entire game had zero thinking,just remembering where the heck you were and where certain NPC's were.I was not overwhelmed with possibilities as imo there is almost nothing to do or explore[vast barren land is not exploring]and every town had the same generic look/feel so again no excitement from exploring..I was more overwhelmed with how much junk i collected in a very short time and yet i still could not complete anything to craft,i was always short one item.How can you have over a 100 items and can't make anything? lol.well i could make relish .:( The whole tank/healer/dps setup has gotten to that "bored to tears" stage with me. I can see where some folks are comfortable with it and prefer it, but I certainly can live without ever seeing it in the established MMO form again. There are actually quite a few combat abilities in the game so that you don't just click your attack all the time. While they may not be necessary against regular mobs, they most certainly are useful against Elite, Boss and Master mobs. I've tried fighting Elites (Hunter Elites around Spider Hill that were level 20 (I'm 19) without using them and then with using them. There is a marked difference in the amount of time and ease of taking them down. I would imagine adding Mutations into the mix would create more options to tackle opponents. I'm not saying the game is rocket science. No MMO is. In every p2p mmo you can see the stats on gear and pick the ones with the best stats. Whether it's picking the best damage weapon available in FE or picking a +5 Flame damage weapon to go into the Ice Dungeon in X fantasy MMO, it's the same amount of thought, or lack of thought, going into it. Although, AC1 was nice in that they had a ton of different mobs that were vulnerable to different types and combos of damage (Luigians hated lightning damage, Gromnies hated piercing, and others even hated combos of the various damage types), but they way of thinking is a lost art for today's MMO developers in my estimate. "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
|
|
10/28/09 1:42:26 AM#22
Adding more to their tutorial certainly isnt a bad thing and can only be viewed in a positive light, especially as the people more capable of figuring things out for themselves can easily skip it all. However I agree with what Khalathwyr said earlier in the thread. I'm hoping this doesnt start creeping into other areas of the game. Sorry to sound snobbish but to put it bluntly it would be a shame for Icarus to appeal to the lowest common denominator. Yeah when you first set foot in the game you can feel slightly unsure of where to go and what to do but come on its not THAT confusing. Fallen Earth really isnt that complicated to play. There are some things when first encountered that do require a little bit of thought but once you've gotten past the initial minor hurdle its really very easy to understand. Complicated crafting system that needs a deep explanation? No it isnt. Get recipe book, use it, select recipe, see what you need, get the stuff in your inventory, click create. Whats hard about that? Its the same as most mmos. The same goes for the "challenging hunting missions". How difficult can it be to move your avatar towards a red cross on the map that updates when you reach it? To be honest I think a lot of players brains have become rotten and lazy from being subjected to one simplistic mmo after another which practicly tells them what to do and where to go. Its quite rare to see a complex mmo.......and Fallen Earth isnt even all that complex anyway. |
|
|
10/28/09 2:02:51 AM#23
yah, but you might not have noticed, in-game tons of people constantly asked questions, and those who get no answers probably don't re-sub. This is a way to get people more familiar with the game. Granted, it actually isn't hard at all to figure out stuff on your own, but people have been indoctrinated by wow. for god sakes people, there is no quest helper anymore, try to walk on your own! |
|
|
10/28/09 3:01:41 AM#24
I found that the main issue with the New Player Experience was that it was released buggy. I had to restart the game to make a mutation skill show up in my mutations skills section. Many of the nodes could not be harvested and I had to relog several times because it would start rubberbanding. Also, once they added the New Player Experience, the rocket launcher in the tutorial stopped showing up for me and I had to relog to pick it up.
Once you get to the end of the New Player Experience, you just feel generally unsatisfied. The name implies like it is much more than what it is. It is about 10 or so quests that are extremely easy and basic. They are normal quests that basically showed me where to find my skills in the menus and told me what skillbooks were. There wasn't a feeling of storyline. It was basically bland and uninspired. I was expecting at least the quality of the tutorial. I got a low quality experience that should have never been titled and should have instead just been mentioned in passing in the patch notes. |
|
|
10/28/09 3:13:26 AM#25
“I’m late, I’m late for a terribly important date” said Mr New Player. Where oh where is Mr New Player going? Has he decided to only play the game for a month and has to cram as many carrots in his mouth as he can before he leaves? This obsession with doing everything in the quickest time possible is the bane of MMO’s. It is not a race, playgirl bunnies are not waiting at a finish line to hand you a prize gold carrot. You will get to end game and go “What’s up doc?” because there will be far less to do. So take a step back, put your stopwatch away and enjoy yourselves. Really hoping we get a European server, but not in a mad white rabbit rush for one. :) |
|
|
10/28/09 6:58:37 AM#26
So, with the new player experience, does this make Fallen Earth more playable? |
|
|
outfctrl
Advanced Member
Joined: 11/16/03
American by Birth |
10/28/09 7:51:00 AM#27
I have been following this game for awhile now. Hanging out at the forums and listening to what people are saying. More and more I want to buy this game. The tutorial is a good idea for new players to become familiar with the game. Like someone else said, people that are new to this type of game will get a basic understanding on how the mechanics work. I think they are doing a good job listening to the players and understanding their needs.
|
|
10/30/09 12:04:41 AM#28
Every game needs player access to instructions. If no one teaches you the rules of a game how they hell can you be expected to play it? |
|