This is going to be a bit long, so please bear with me. I have played many MMOs over the past 14 years, my first one being Anarchy Online. I became interested in Sota recently as many MMOs today seem lacking in some way.I have played Sota for a few hours, and I know it is still in Pre-Alpha and that many, (most?), parts of the game will change before release. I wanted to give some feedback on the first few hours of game play as it currently stands (R18). Character creation. I was okay with this as an alpha version. Quality was okay, with decent character models for the budget. First few minutes in game. Wow, this was well done and good quality for Alpha. Nice environment and plenty of hints for new players. NPCs. At first I was okay typing to NPCs, but after a while it was obvious that they only know a handful of words. I understand that typing to NPCs is the goal for immersion, but after a while it just became annoying, and I found myself just clicking words to move the conversation. I know you don't want people just clicking through dialogs, like people do in most MMOs today, but it just happened anyway. I showed my wife, (a long time MMO player also), and she said she hated having to type to NPCs in EQ1. If she is your target audience, you lost her already. Conclusion: NPCs need to know a lot more phrases, or you may as well have chat bubbles, with click options for dialog. Quest. I see that you are trying to make quest more "interesting", by not giving us a quest name, locations, or direct objectives. This is neat, and I understand you are trying to make quests more of a puzzle to be solved instead of "go to x and do y". What will actually happen is people will simply follow a wiki-guide if they can't figure it out in a timely manner. We just aren't in the 90's anymore, and people WILL use the web to solve it. People do it now even with easy quests in other game. Make it harder, and it becomes a necessity. Conclusion:You are going to spend a lot of time building puzzle-quests, that people will just look up and complete by-the-numbers. Give us enough information to do the quests in-game. It keeps the player in the game and is more enjoyable. Game world. Very nice looking for alpha. I find it a bit confusing where I am at times, not having a map for all the zones,(can we get more maps later?) I would like an option for the game to automatically open the map for the zone I am in, if I have it. I like the world map, where I can walk to the different zones.Day/night cycle is pretty cool, not used to true dark in an MMO Mobs. Good models so far, from what I have seen. I like that some mobs run away, you don't see that much in modern MMOs. I would like other options to highlight targets apart from outline. Combat. It's okay. I haven't gone too deep into the skill system yet. I will test this more before I can give true feedback. Looks promising. So these are my first impressions of Sota. I am sure there is much I haven't seen or am not aware of. The game does have promise, and i will keep trying it out, but I worry that some systems are being designed to be difficult/convoluted just for the sake of it. The number one reason to play a game is for fun. If a feature is annoying, or not really working out, then it should be changed, even if this might go against the original vision of the game. Nostalgia always looks through rose tinted glasses, and some designs where changed along the way because they needed to be. Thank you to the Devs for all your hard work and taking the risks you have. I truly want you to succeed with Sota, just remember, keep it fun.