BWE #4 (March) Suggestions and comment Thread (French Community)

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BWE #4 (March) Suggestions and comment Thread (French Community)

Comme nous l'avions fait le mois dernier voici un sujet qui sera lu par Gaile Gray et le reste de l'équipe de développement Arena.net.

Essayez d'être constructif et concis, si vous parlez anglais vous pouvez postez une traduction de vos commentaires, sinon les administrateurs du forum vous traduirons.

Merci, de ne poster qu'une fois pour une meilleur visibilité. (pour "débattre" je vous invite a utiliser un autre fil)

As we did last time this thread is for constructive comment on the March Beta event.
Hello,

This Beta event was my first and I really liked it. I tried to do half PvP / half PvM since I wasn't able to do GvG because I'm not in a guild yet.

The PvP was really good: fast, furious and tactical, I like it very much. One thing I enjoyed a lot is the first/secondary profession system that is very interesting since everything seems to be fun and different to play.

The only default I see in PvP is the balance in team creation, for example, with one of my role-play char, at the academy I got a fight of 2 against 3 rangers. That's 2 against 6 if we count the pets so we got completely crushed, 0 to 7 I think.

This is an extreme example but it's frequent that I know from the beginning that we are going to loose: we got no monks and the opposing team got 3, or, in the ascalon arena we have 3 low lvl players (4-5) when the other team have only lvl 9 and lvl 10 players.

I know that it probably comes from victorious teams that keeps playing together so you can’t really change this but it’s still not very fun to know that, if your enemy is any good, you’re going to loose.

For the PvM part, I got two char to lvl10 and to the Frost Gate, a Mo/N and a G/N, so I can’t comment on what was on the other side of the mountains but what I was able to see was very fine.

The old ascalon part was extremely fun with lot’s of good quests and an interesting back story, the only thing I would change is to add an armour crafter (maybe there was one and I didn’t found it) with just a basic armour, like the lowest one in new ascalon and add some quest that ask you to get a piece of the new armour and explain you all the system, give you some clues on what kind of drops you have to salvage etc. etc.

This way you can already start to collect what you need and get out of the tutorial with better armour.

I got quit frustrated when I started my first char because I didn’t had any component for my armour when I got to new ascalon and I got killed a lot when I got out to explore and get some new stuff because I was trying to get a best gear before going to the co-op missions.

When I finally started them, I found out that they are actually easier to do than just exploring the map so for the second char, I got out of the academy with enough scales and iron to craft a full set of wyvern armour and I rushed to yak descent to get it, after that PvM and PvP were a lot easier.

Apart from that, I have had just two problems in PvM:

-Monsters camping respawn points and chain killing you, it was specially bad when trying to get to Surmia I got something like 12 crawls chain killing me every 4 sec with 5 shaman to heal them so I had to run one side to get them far away from the spawn points, die and run the other side to get to Surmia but, well, I’ve learned that the spawn points are a new feature so it’s just a bad side effect to a cool new thing.

-I got quite confused with the interface used to buy skills so I wasn’t able to get new skills until the last day of the beta, and from the people speaking in the towns, I think that I wasn't the only one with this problem. The fact that we have to put the skill in the box bottom right of the interface confuse me, why can’t we just select it in the list and click to “buy” ? it would be easier to understand for people discovering the game no ?
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Hello Gaile, like every month, I try to give my ideas or whatever I would love to see here

Emblem, cape, and guild hall :

-Appart from last month asking, I loved this months new guilds halls, they are quite gorgeous indeed, but please guive access to thoses guilds hall for thoses without cape (some guild don't want to do GvsG would love to have access to their guild hall for rp and fun)

-Or change things : guild master can choose the emblem when creating the guild, and can pay to get a cape optionally, this way it's up to the guild to choose whenever they want the cape or not.

-Another idea should be to create an item "cape" for all guild members, they cannot erase the cape (appart from leaving the guild), and this way they can choose to wear it or not (of course in guild versus guild or at the tomb, wearing the cape is enforced automatically) and here there are no problem and everybody is happy .


About npc and quests at the guild hall :


As for the guild .. since the game is about guild .. why not having npc at the guild hall, and I mean real npc not just henchmens, real npc that would guive quest to the guild, I don't know ..
For exemple some missions to fulfill to rebuilt a new hall .. or recrut "npc" for a npc team of guards ..
Npc living at the island should be different depending on what island we shoosed (thus giving interest to the different islands, not just the look of it and the difference in GvG).
Having some villagers living in the island would be a simple way to see thoses npc and their asking, they make the area alive, they work at it and all for the guild, and in exchange, they ask things from time to time to the guild (of course with the defending part in time of war).
I think that it would be a great improvment because this way the guild would be really interesting not only for thoses that like pvp, but also for the pve specialised guild (I found a lot of them).


Emotes and accessories :

The new "musical" emotes are especially fun .. thank you for them, but could we have some instrument sold at maybe a specialised merchand, to buy violin guitar flute drums .. that would be used with the emote.
It would be really kewl (well I fell stupid playing a bass guitare with my empty hands )
At least give the instrument automatically or make them prize for some quest or other (couldn't find it, is there a quest for gwen ? I felt like everybody loved the lil' girl )

Oh and .. can we have an interface to clic for emotes rather than just having to know all the command and type 'em each time ?
What about a button in the multi use menu ? with the "class" subgroup and then the emotes, meaning we have the choice to use any class emotes (aye indeed it's no fun to look at some of the other class emote, I want to do some kata dance with my necromancer too )


Mapping and accessories :

I assume for now thing won't evolve, but can we hope one day to get some tavern or thelike ? even an exterior tavern with some wood plank to sit .. simple and rough table to get ale or whatever you want .. I know ascalon and other town have been confronted to war and all and don't have time to waste on .. futilities .. but knowing the human nature, I think there would be such a thing even at ascalon
(humans are a drunk lot, not so different as dwarf indeed )


Arena pvp suggestions :


By the look of my precedent suggestions (and others months suggestions if you remind me) you would know that I'm not a big fan of pvp game, I'm more a roleplay and pve player .. but this we with some of my guild, we tryed a bit the pvp and here are some suggestions about it (mainly arena)

As said by Calyclias, in the arena the real problem is you find yourself in a team without monk and the adversary have two, or a team with only elementalist and necro against a team of 5 warriors .. and the like.
No wonder warriors/monk or necro/warriors and all sort of combination with Warrior are so loved among pvp addicted players : without a tank and a healer you are almost deadmeat in pvp.
(good players can do without maybe, but most of the casuall players like me arn't good anought for that).
So what I suggest is this : make some program that try to analyse who are the party players, and distribute member with some sense of equality .. at least if there are 2 warriors give one to each team, if there are monks give 'em to different team etc..

Another thing that I would really love to find is, if you are with guild mate in the same arena district, when you two start the pvp mission, you are automatically in the same team.
I (and I really does think a lot of ppl feel the same) felt frustrated a lot that beying in this arena with my 2 friends from the same guild were never playing along .. we should have been playing in different hours, that would have changed nothing, that's sad and really not fun .. of course there is the "tomb", but pvp at the tomb are different, and we wanted to try and have fun at the arena.
Thus I deffinitively think something should be done about that because for now the arena is only a single player part of the game, you can't have fun at the arena with your friend, only and alway "alone".

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Here, as far as I'm concerned, I think it's done, I won't complain about game difficults here since it's not a complain topic but a "give your ideas" 's one
I won't ask about chat and seeling interface since it's already in WIP, just hope some of my last month idea have been noticed and that's all I need to be happy.

Thank you for the beta week end A.net and Gaile (also thank you for your presence on this silly french forum )
Hello Gaile!

I only played PvE on this event... So I won't talk about PvP.

The first bad thing I noticed : quests problems.
First, there are some "unclear" quests : once the quest given, there's no waypoint on the minimap, and it's hard to know exactly what to do. In fact, for the quests without waypoints, you should tell in their description what is exactly expected from the player, and where to go to complete the quest (Exploration? Missions? Talk to NPCs?). For example, the quest in which you have to find a present for Althea : I didn't know where to go and what to do, and I only found the feather and the pearl (by luck!). There's another quest I found hard to finish : the one in which you have to give a devourer's egg in replacement of the bull you killed. I didn't know who I had to give the egg to (I mean where to find him) as he came near Althea to give the quest, and then went away.
Otherwise, a few quests are very buggy : the one called "Fugitives of Frontier Gate", in which I had to take back the first fugitive three times to complete the first part of the quest... Or "The ambassador's dilemma", in which I could not even go to the waypoint given on the minimap, because I was stuck on a bridge.

About respawn points, I had the same experience as Caliclya when going to Surmia : 25 crowls (with 5 healers) camping around and killing me as soon as I respawned. Boring... and disgusting. I had the same thing a little farther, with stone elementals.

A little note about group play : you should make an option that allows group members to choose whether they want or not to teleport in a city with another group member. When playing with friends, this is quite boring to lose your group each time you teleport, find them back in the city and regroup.

I noticed a little detail about texts, but as I played in french, I don't know whether it's your job or traduction's job... Anyway, sometimes there is a little confusion in NPCs dialogs between player's name and player's class. For example, a NPC will say :
"Nice to meet a genohunter"
instead of
"Nice to meet a necromancer".

Finally, the biggest problem I found in the game is the way it handles collisions. Sometimes, you're stuck by a little piece of wood or a wall less-of-a-meter high, and sometimes you can go through big rocks or castle walls... For example, I went in an area where I wasn't supposed to go because I could pass through the gate in old Ascalon (the one guarded by Sebastian, or something like that).
As a consequence, there's a quite weird pathfinding : sometimes you can't attack an ennemy because there is an ally or another ennemy in front of you, and sometimes you can go through ennemies to attack another ennemy.

That's all I can think of after this too short week-end... Let us play again, and I promise, I'll report a whole bunch of bugs!
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
2 things
- In order to give more RP commands, can we have a walk button implemented please ?
- It would be nice to have a button for the leader to go back to the starting place during the mission. When someone of the group leaves or is diconnected, it's sometimes useless to go on the mission.

I have passed a very nice week end with your beta
A/
The problem with the key 3 on a french keyboard is still there !!!!!
Could you fix it quickly ?
It's a great disadvantge in GvG.

Data :
On a french keyboard :
When you press the key 3 :
- alone -> "
- shift+ -> 3
- alt Gr + -> #

GW :
In Battle , the key mapped on 3 is activated (third skill by default)
AND
the whisper chat is toggle TOO.


B/
We can assign the commands 'select member 1' to 'select member 8' to a key.
A lot of time, there's more than 8 members in a team (pet, hero ...).
Could you extand this range ?
I'm not sure whether it's already been said in this thread or not, but the main problem I came across during all the events was when a player disconnects and doesn't respawn in the mission. In my opinion the player should respawn in the mission, or have some kind of window that would ask them if they want to join back or not (that would be useful for PvP in Tombs, for instance if somebody's party has moved to the next map and the person hadn't loaded the map (poor 56kers), they could go directly to the map, but I guess/hope the loading problem won't be huge after retail).

I can't think of anything else I'd like to suggest right now, if an idea comes to my mind I'll edit this post. I'm glad you listen to all these suggestions, very few games do that.
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