I discovered the game through the Spiffing Brit’s exploit video. Quickly fell in love with the concept. I’ve put in just under 30 hours in a week and have created three “games”.
- Love the main menu and “logging in” intro. Really fun
- The techno computer “Connect to” cinematic is annoying after the first viewing, a skip button to just display a static screen would be more ergonomic
- Also, let me double-click the icon in addition to clicking the “Connect To” button
- Beauty meter is obviously just a “count” of scenery objects and as that goes, that’s fine. I wouldn’t waste time writing an algorithm to “read” and “analyze” beauty. A better use of time would be to have the game create fake beauty numbers for rival MMOs the player’s game is competing against, and provide “Low”, “Medium”, and “High” beauty levels relative to the competing MMOs. That would be more useful.
- For regions, in the region popup window, please display the region’s overall beauty # (raw) and relative beauty # (for comparable level’d regions in the (competitor mmos).
- An admin dashboard showing a quick chart of regions, displaying the name of the regions vertically on the left and the # users, # residents, # bandwidth from uplinks, and # bandwidth consumed along the top would be useful. When doing checks that each region is “doing well”, I have to click on each one individually, and this shouldn’t be so awkward to do.
Some more options for the world creation would be great:
- is your game going to be a DnD style 1-20, where you’re probably going to have each zone be a single-level zone, or are you going the WoW-route where each zone encompasses 4-6 levels (at least how it was in Vanilla).
- that choice would inform if your regions should be the current kind-of-small vs the WoW vast regions where each one is almost the size of a MMORPG Tycoon 2 continent
- more control over the default distribution of Terrain types, or at least spawn each region blank and allow the player to populate it upon “activating” the region from the Grid.
- please remove the default (or allow the player to cancel) placement of trees with the Pine Forest / Forest / Swamp terrain types.
- also, the placement of scenery objects in the water along coastlines needs some work
- a scenery “Brush” tool, to allow the placement of scenery objects in clumps (size + density sliders), would be tremendously appreciated
- I’m looking at the actions the “characters” can engage in and there are some clear omissions that I hope are on the roadmap for the game’s development:
- “Professions” that draw “characters” to specific pieces of scenery (to “collect” or farm resources) and doodads to ideally be placed in towns for the characters to “create” items (gear or potions)
- Minigame areas or just “stalls” like the ‘shop-building’, providing magnets for characters to be drawn towards when they’re socializing or not-adventuring (so as to draw them away from active areas to better distribute character density across the game world
Controlling character power levels / difficulty
- I’m not sure how monster difficulty : XP rewards are calculated; if I just make monsters have higher, like 30 HP, does that mean the game is harder, or do those monsters award more XP than 10 HP monsters?
- the game allows tremendous versatility to abilities, but that’s not the thing I’m terribly interested in. I kind of wish there was an option box to automate that portion of the game, just dropdowns for “Support”, “Ranged/Melee DPS”, “Tank”, etc.
Player socializing; for Guilds, I hope there are the following options:
- see the top Guilds in the game among several filters; pop #s, dungeon completion / progression, highest # of max level characters, highest ranking among pvp metrics, etc
- designation of “plots” for player housing and for Guild housing
When making NPC monster zones, the things I wish I had are:
- tent doodads
- wasteland terrain set, like cracked dry-lakebed
- bloodsplatters or piles of dead with arrows sticking out of them
- piles of weapons, like a barrel with a half dozen swords sticking out of it
- fires with smoke emanating off of it
More thoughts to come later