Hello Gaile, here is my "littles" suggestions
• "Yak's Bend" quest, 1st respawn:
- Fact: In the Yak's Bend quest the very first respawn is too much close to the Yak's Bend outpost (restart quest)
- Result: It's more easy to get back at Yak's Bend outpost and then restart the quest without penalties (death, pets)
- Suggestion: Get rid of the 1st respawn or push it a little further in the quest.
• NPC texts ("what they say") overlap their life status:
- Fact: in some quests select an NPC, that is important for the quest, display text (his answser) overlaping his life status.
NPC e.g. Archer, Guardian...
- Result: As a Monk, figure out if that Npc need or not healing is harder.
- Suggestion: Display their life status below text ("what they say").
- Another (better?) Suggestion: As they, somehow "belong / could be important", for the group:
Make them appear in the group list.
And to not mess up with real players, change color and/or (better) split the group list display.
With maybe a title for that second part. Something like "secondary characters"
(should make it easier, even for beginners, to understand the split)
• Pause request (not PVP related)
- Fact: In "battlefield action", players sometimes don't take time to read others messages.
And a player could still have a small IRL urgency.
- Suggestion: Some kind of trigger, "pause requested by ..." on/off
Could appear within the group window for others. Color, text or icon with tool tip text.
• When dead, quit a group while on a quest:
- Fact: A player is dead and think that nobody could respawn him.
- Result: He quit the quest, others are disturbed or upset.
- Suggestion: Let him know with with a popup, that he can be respwaned by the actual group (rez capable alive member)
With options:
- Stay.
- Proceed anyway with "reason why" text field. Which could appear as a tool tip over his name (group window)
• Still alive, quit a group:
- Fact: Upset or must leave. Use map to leave the group.
- Result: Others are disturbed or upset.
- Suggestion: This player should have some kind of message.
"Either your team know why you want to leave, either your name and honour could suffer with this action"
With options:
- Stay.
- Proceed anyway with "reason why" text field. Which could appear as a tool tip over his name (group window)
Texts fields could be pre-filled. And or with preset text versions.
• Difficulty vs "too much simple and fast" vs "Borring" (not PVP related)
- Fact: While I do agree on almost all increased difficulty. (compared to previous weekend beta)
I think that some main quests or areas could upset some less good, unorganized players.
Keep trying again and again without success some main quest as they want reach some friends futher in the game.
- Result: They give up and try something else. But they keep a bad taste about that part.
And in some case can't reach friend only one step further.
Multiply that to several areas and quest could be dramatic for gaming experience.
- Suggestion 1: Why not after x attempts, with the same group, same game session, make it a little more easier.
if it's already the case, then a little more easier. (not too much)
I'm not asking a solution to rush and end the PvE game part too fast.
- Fact 2: Because too much success over success, is also quite boring at the end. (even if it's heady)
- Suggestion 2: If a same group, same game session, succed too fast (e.g. 1st attempt) on a main quest,
make the next run much harder than usual.
I've experienced both frustrations.
Afterall who care if they succed in an easier or harder way than other players?
It's entertainment.
• Split some "too much long" main quests?
- Fact: While I do love long quests, to much long is too much.
- Result 1: Need to take a toilet break, I must stay and suffer or leave and upset others too.
- Result 2: 1st time, discovering a very long quest is ok. 2nd time, I'll avoid it if possible. (as I don't know about IRL possible stuff)
- Suggestion: Simply break some very long quests in parts. (Not too much)
With intermediate outposts.
Very long quests from my viewpoint, e.g. Borlis pass, The frost Gate, etc. (?)
Could be also a solution to avoid borring gaming experiences.
You should have logs that show tentatives percentage for areas/quest.
Add time spent by the player/group, plus success result or not.
Maybe could reveal where it could really "hurt"(?)
I'm not asking too much split for simplicity.
• Main Quests "btw, what was all the story about?"
- Fact: I do love the story, but as I am a casual gamer (and brainless) I may forgot the part of the story.
- Result: I play main quest parts with less immersed feeling/care about the whole story.
- Suggestion: Have a way to access past quests stories/kinematics.
Like just before enter in a main quest area with an intermediate screen proposal and also accessible through the game menu.
Don't forget to put an option in that intermediate screen "don't bug me next time"
As well as in some preferences menu (tick, untick box)
• Identical materials don't stack in the bag.
eg. hides
Drag and drop over should make them stack.
Hopes this could could help,
Lostsoul