Ravendawn Feedback: Addressing Issues for an Enhanced Gaming Experience
In this detailed post, I aim to provide constructive feedback on various aspects of the game Ravendawn. It's important to note that my perspective is influenced by my experience playing as a mage, and different playstyles may yield different opinions.
1, Hunting
- The current hunting experience often lacks rewarding elements, making it feel like a tedious grind with slow progress and minimal excitement.
- Hunting mobs at your effective level seems counterproductive due to lower rewards, making it more appealing to tackle high-level mobs, despite the challenges.
- High-level mobs present a better experience, but the damage scaling, utility skills, cooldowns, and aether mechanics create a unique set of challenges for mages, affecting the overall enjoyment of the game.
2, Questing
- Questing experiences vary from extremely cool to downright boring, with rewards seldom feeling worthwhile.
- Quests are lengthy, and the rewards often do not match the effort invested, making them feel less satisfying compared to alternative activities like farming.
- Although well-written with immersive dialogues, quest rewards rarely include items that genuinely enhance gameplay.
3, Bosses
- The Shark quest, in particular, poses significant challenges for mage players, with large mobs, small runes, and overwhelming difficulty. Party play is recommended, but this conflicts with the solo-oriented nature of most hunts.
- Mechanics in boss fights need better introduction, as players are often thrown into encounters without a clear understanding of the challenges they will face.
4, Gathering/Farming/ETC
- Gathering and farming activities are deemed too time-consuming, especially considering the decline in Auction House prices.
- The hope is that the economy may self-balance over time, but current conditions make these activities seem less appealing.
5, Quality of Life
- Inventory management is a significant pain point, with an overwhelming number of items and the revelation that Ravencoins can be used to expand inventory space mid-game, which can be perceived as a disadvantageous surprise.
- Actions like moving items around and using the Auction House are described as feeling awkward and slow.
6, Economy
- The claim of a "player-driven" economy is questioned due to fixed costs from NPCs, leading to unidirectional influences on prices in some cases.
- The 25% discount for house owners is criticized as it allows them to sell below the "25% margin," limiting profit opportunities for other players.
- The addition of the Ravendawn Silver third-party platform has also made Silver's market more volatile.
7, General Feel
- The game is acknowledged to have great potential, evident in its successful launch and the nostalgic feelings it evokes reminiscent of older MMOs.
- However, there's a perceived lack of polish, and the suggestion that the game might benefit from being in an Open Beta state.
- Lag issues in the Brazilian servers are highlighted, impacting the gaming experience for a significant player base.
Conclusion
The feedback provided is intended to assist the developers in enhancing the gaming experience for players, particularly those with a more casual play style. While recognizing the game's potential, addressing the highlighted issues could contribute to retaining and expanding the player base.
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