So for the folks that actually logged in and played I would love a legit no bs review of what’s there (forget about should be more zones blah blah).
rating only what’s there how was it?
Let’s pick a few categories:
combat/mechanics
Social / grouping
Economy
Immersion
Progression
Sure, here's the deal:
-The death penalty is being misunderstood by all the new testers. It's NOT an XP debt system, but everyone thinks it is. Even though it's not, or so they claim.
-All the mobs under level 5 are overpowered and shouldn't be one-shotting (or two-shotting) new players. They are, currently. This is apparently a known issue, but they let alpha testers in, anyway.
-There is a serious transaction related issue with their persistence system that prevented the original stress test, and instead led them to create servers with less than 20 concurrent players on them, for the tests this past week.
-Some of the bugs have been in the game for weeks, months or years. So long that many PA testers have developed workarounds for them, or merely accept them as features now.
-By Joppa's own admission in their official discord, some of the class defining abilities don't work properly. After years of testing.
-Their patching frequency is not fast, by any objective measure. The PA testers revealed that often many many months go by with zero patches, and they just work around the bugs.
-Some PA testers have tested for more than 1000 hours. There are PA guilds.
-All of the PA testers that have offered feedback or opinions in the official discord feel the game is perfect, the dev team is perfect, all the Alpha testers are morons, the general public are morons, Reddit is filled with morons, and nothing about the design and build of the game needs improvement. The sunk-cost fallacy is real. They are 100% emotionally and financially invested, and will never change their opinion. It is frightening how resounding the yes-men echo chamber really is.
-The Mastery system? The one that was supposed to be unique and amazing? Yeah, it doesn't work, at all, not even for one ability, for some classes. In all others, there's no choices, it's just a replacement for the I, II, and III ranks of every ability, just like every other game. Bad design, bad implemention. In almost all cases, once you finally spend 7 mastery points upgrading one ability, it's still underpowered, or best case, once completely maxxed out, is
almost good enough to be effective.
-LAS is as bad as you would imagine, and you can't change weapons in combat. Yes, abilities are tied to specific weapons. Yes, this means you can't change abilities, weapons, or react dynamically to any changes in combat. It's exactly as bad as everyone thought it would be.
-The crafting system is a complicated mess of unnecessary tedium and illogical complexity. Nephele is proud of what he's created, and it's quite possibly more sadistic than any actual Hell that Silius created for Vanguard. It takes MANY minutes to harvest ONE resource. One. And you're competing with everyone else in your group to be the first to harvest that guarded node. Enjoy 50 levels of that no-hope PTSD nightmare of pain. Oh, and you'll never have enough bag space, nor bank space, nor money. The perfect trifecta of an amateur designed harvesting/crafting system.
-The game is dark. Everywhere, all the time. Even during daytime, it's too dark. Testers just stop testing at night, because they can't continue to test. There are no tools to combat this mechanic as of December 2023. All the devs and PA testers say they love 100% pure pitch black darkness with a 1m light falloff. They
love it. They want players to be unable to test or play at night. When players die, because they can't fight, harvest, travel, see, or get their corpse? They love that shit. It's their primary reason for living, to drive players out of the game as soon as it gets dark. In fact, when players can't find their corpse? PA testers and devs both have a good laugh at the noobs, because that's what making social MMOs is all about. Laughing potential customers right out of the game. Nothing better than laughing at the dying noobs who haven't tested 1000+ hours in Pre-Alpha.
-There is one race, human, and of course, they're completely blind at night.
-There is one zone. And no, it's not very big. And no, it's not finished. And no, it's not polished. Yes, it's very, very buggy. Yes, it's utterly forgettable and one place looks almost identical to any other place due to the repetition of world geometry and style. Mobs get stuck on world geometry. Mobs fall through the world. Players get stuck constantly. Players fall through the world. Water doesn't work. But there's a re-use timer on /stuck or /unstuck or whatever the hell the command was, because of course, testers will abuse that, like it's post-launch or something, if you let them use it more than once per hour.
-There is no /bug report option, in-game.
-Climbing is a busted as you could imagine. Sometimes, you walk, sprint, or otherwise approach a cliff, and you start to climb down. Sometimes, you fall to your death. There is no consistent method to guarantee you will actually start climbing DOWN a lethal cliff. Walk backwards with shift? Nope. Walk forwards with shift? Nope. Run forwards with shift? Nope. Use any combination of run, walk, shift, non-shift? Nope, completel 100% inconsistent. But at least they re-did all the zones to incorporate this busted-ass broken mechanic. It's a gimmick, and nothing more.
-Most of the graphics options do nothing or at the very least, don't positively affect anything visually in-game. Some of the graphics options make the game look fugly. Some of the graphics options don't do anything when you change them. Can't say it any clearer than that.
-The only way the game performs even slightly reasonably is if you reduce FPS to 30. Any FPS higher than that and it's consuming more than half the GPU of a 4090, regardless of any or all other settings.
-Everything, including crafting, harvesting, looting, and adventuring is competitive. This is not a co-op game. Even grouped, you're always stealing from your friends. In all the ways that could solve these issues and expand the target audience to sustainable numbers the dev team has confirmed they will NEVER change their design. You will ALWAYS be stealing from your friends, forever, doing anything and everything, by design, working as intended.
-It is a very real concern (among the testers I talked to, in-game) that there will never be enough players to sustain even one server, even if every pledge, every Reddit subscriber, every Discord user, every family and friend word of mouth potential player played the game? It won't be enough, because of their amateur-hour design philosophies. Concurrency throughout the week of Dec 18-22 was double digits (less than 50), best case, per server.
-There is no sensible or logical economic design to speak of. Every RMT and MUDflation mistake of the past is being repeated at every step of every action within the economy. Gold sellers are guaranteed.
-Dead and/or dying creatures cast and land abilities. Players can cast abilities on dead and/or dying creatures, even though they don't do anything, it still burns the cooldowns.
-The whole design of creating combat resources in combat is poorly done. Some of these resources expire very quickly while out of combat. Some don't. Some generate on fixed timers and cannot be generated by any other means except the passage of real time. The whole fundamental role differentiator are these mechanics, and they're not well done. They either haven't been tested, or whoever designed them has never done anything similar before, and the amateur nature of their skill set is glaringly obvious.
I need to be specific here; Some classes only generate resources they need for combat while in combat, but if they don't stay in combat, those resources expire. However, all the support classes only generate primary combat resources while NOT in combat. This creates the very tangible conflict of tank/DPS classes wanting to be in combat constantly, and support/healers wanting to be out of combat to recover, and as a consequence, teamwork is not cooperative, but rather, antagonistic. It will only get worse as the levels progress. Some classes MUST be in combat, for a very very long time, doing nothing but auto attacking, in order to generate enough of their class-specific role resources. As in, 4 or 5 entire TTKs just to get to the point where they have enough of their class/role specific resource to be able to perform their role for one fight. That's how bad this design philosophy is. And that resource generation from auto attack? NOT normalized by weapon delay/dmg. Yeah, after 9+ years.
-The group interface bugs out when players join or leave the group. Yep, after 9+ years.
-full group wipes fighting yellows, oranges and/or reds are constant, demoralizing, toxic, and bug ridden. Death loops are common. Groups disbanding after one wipe, also common. If this design remains the same through to launch, only the most dedicated sadists will ever considering playing it, because it's all Risk and no Reward. Emergent behavior will be to never take any risks, because the setback from death is so incredibly Risky. It's worse than EQ1 in all the ways EQ1 was bad, and not as good as EQ1 in all the ways EQ1 was good. Trying to revive downed players is inconsistent, doesn't work, or sometimes works. And if you do manage to revive someone? They get a debuff just to be sure you can't do that again.
-There are no lull spells for all the content that requires it, at least not for all the high density camps in the first 5-8 levels. Why put content in place that no-one can consume without dying repeatedly? Oh right, sadism.
-on the surface, if someone had never played anything better, an inexperienced QA tester might feel this game is good or good enough, after 9+ years. It's not. It's a novel experience for people who are optimistic, and a tedious repeated failure for anyone with any experience in testing or playing MMOs since EQ1.
-After 9+ years of design and build effort (regardless of how the zealots might retcon it) this is an embarassing result, objectively. The money is gone, and they have SFA to show for it.
-I have less confidence now than I ever did in the technical and design skill of the dev team and the company as a whole to bring this product to a public launch state. I can't see how they could ever do it, and certainly not within many more years, even if by some miracle they could produce the content required for 3 continents, 9 races, 12 classes, and 5 tiers/50 levels of 3 game loops. And even if all that came true by some miracle? It would still be a mediocre MMO with insufficient innovation to gather a sustainable population.
-In my opinion, showing the product off in this state (in December, 2023) will do more lasting harm than good to the project, and was a mistake.