Dear Avatars, if you are here to enjoy ALSO the solo/offline experience to focus only on the main story elements (Episode 1 content), you're invited to write, what you think is missing until launch - BEFORE please read the list below of things I collected over time, what was asked for and what was done so far: (I think only people who are interested in will read it. It was a great effort to collect the information!) For more reading comfort I used "Spoiler" so you can open one after one EDIT: After posting this thread and coming back today, I saw, spoilers are not good to read. Sorry ;( So I put the short content below the spoiler. Open spoiler tags for the long version Spoiler: I. ASSISTANCE inside the game The critique so far: In MMO games fans like a strong guiding. Flashing quest items, waving/sparkling/glowing NPCs. This takes the challenge of exploring and discovering the world and inhabitants by our own. 1. INTRODUCTION - Story beginning We have a great introduction. And I think, after starting the first path (equal which one), it isn't necessary to explain again how (technical) things work after this. 2. COMPASS Solomode don't needs sparkling stars, compass information or anything like this (until we discovered!) So sparklings and equal things should be possible to toggle off. 3. JOURNAL I am a fan of a good sorted Journal. It helps to follow the storyline and keep in mind, what was done before and what is to do furthermore. If you start Path of Truth and Courage parallel, and may be also Love, you get confused after a while (at last, if you take a break of a few days or weeks!) I would consider: I Path of Love Solace Bridge Journal entries about dialogues, quests, discoveries, containing what we found there Solace Bridge Outskirts Journal entries about dialogues, quests, discoveries, containing what we found there Soltown Journal entries about dialogues, quests, discoveries, containing what we found there ... II Path of Truth III Path of Courage IV Path of Oracle V Hidden Vale VI LORE of NOVIA This entry could contain all dialogue information, we receive while travelling through the lands, exploring and talking to NPC's! We receive a lot of information from doing quests. For example Arabella (Oracle, Titans, Cabbalists), which is very interesting, but irritating inside the quest line entries. Sorted inside an own Chapter would be great to reread this! 1. Novia 2. Inhabitants Humanoid: Elves, Satyrs, Fauns, Kobolds, Humans, Outlanders Animals: Wolves, Bears ... 3. The Oracle 4. The Titans 5. The Virtues 6. The Cabbalists 7. The Obsidians 8. Dungeons 9. ... In a further step (Episode 2, maybe) it could contain: Pictures of the land, Inhabitants, Oracle, Titans, Virtues, ... And location information - connection to the compass! AFTER we explored and found it! (not before - this takes a lot of fun away...) 4. MAPS: Overworld / Towns There are Sologamer, who don't want an auto map. A way to toggle it off, like the compass - problem solved First: great to show N E S W on the map! Map should show only the explored places. Town: For example, after reaching Soltown the first time, the map townmap should start with showing the entrance. While walking through, it should show what we've found while looking around. Not more. The Tavern should appear as "Tavern" after we discovered it ... also every point of interest. For example: Finding the house of Samael in Brookside. His house should be named after knowing about. After I found a secret door, it should be shown on the map, of course, not before This would make it really interesting to explore and investigate the lands / towns and have fun while doing it! To receive all these informations without doing anything takes a lot of fun! And this should be a great part after entering the new lands the first time ... Beside this: we also would know, where we've been (never) before!!! What a pity for the whole story to miss this kind of watching our progress, it is such a great feeling and it's satisfaction! GREAT WHAT WAS DONE MEANWHILE! WE ARE LOOKING FORWARD FOR MORE IMPROVEMENT THE NEXT THREE RELEASES! - INTRODUCTION: After starting the first path the possibility to toggle it off and also from beginning of the whole story. - COMPASS: Only information, what we discovered before, no sparkles. - JOURNAL: Entries in Chapter for each path and Lore of Novia (with collected information about the lands, Oracle, Titans, Cabalists, Obsidians ...) May be in Episode 2 illustraded with fine pictures of the land, Inhabitants, Oracle ... - MAPS: Automap function (also to toggle on/off) for more fun while exploring the new land. Showing Direction: N E S W Showing only discovered places on overland map and townmap. Points of Interest ("Tavern", "Town Crier" "secret door") should appear after I discovered it. Release 50 and 51 will add options to disable quest highlighting. Spoiler: II COMBAT BALANCE and III COMPANIONS II. COMBAT BALANCE The critique so far: 1. Solomode don't need to grind to do the storyline. For this Solomode don't need respawning anyway in these scenes which are story relevant. It is next to impossible to enjoy in offline mode because the enemies are too strong and there are way too many of them. 2. Solomode don't need respawning anyway in these scenes which seems story relevant. It is illogical, that enemies, we killed, come back after a few seconds That's really a story-killer for offline gaming! So it is important, what was done with No Respawn in Story Scenes: We have removed re-spawning of monsters and resources in certain story scenes that provide quest companions including Crypt of the Avatar, Necropolis, and Blood River Massacre. [/QUOTE] GREAT WHAT WAS DONE MEANWHILE! III. COMPANIONS The critique so far: You can't hire NPCs to escort you. What the game provides and will provide until launch: 1. Samael (First seen in Ardoris Tavern on Sequanna Square) He is not a permanent one, but I think we can see him as one on our path of Love For now Samael is helping us in Necropolis, Crypt of the Avatar and Malice. I think, over the whole part we can learn a lot about him and his feelings, because he has also an important part on the path of love! 2. Fiona Fitzowen the Bard (First seen in Ardoris Tavern on Sequanna Square) Companion on the path of Love The critique so far: Fiona needs a new wardrobe, please: As I wrote before, there are great possibilities for, like the Assassin’s leather Armor ... 3. Conrad Dupre, Knight of Norgard Companion on the path of Courage 4. Ariel Rosehaven. Companion on the path of Truth Detailed information, please find in the former thread of @Lum the Mad! ACTUAL INFORMATION: Darkstarr, 14. December 2017: WE ARE LOOKING FORWARD FOR MORE IMPROVEMENT THE NEXT THREE RELEASES! COMBAT BALANCE: Focus more on story than on Skills. Respawning in scenes which are storyrelevant. Consider this: To clean a whole wood from wolves, bears, rabbits or other animals should be no virtuous act. Release 48 and 49 did well lowering strength of enemies in starting places (Outskirts). COMPANIONS: - The character Samael is a partial one and his part on the path of love was fleshed out. - Fiona Fitzowen the Bard (Ardoris Tavern on Sequanna Square) With Release 49 some things were fixed and polished. - Conrad Dupre, Knight of Norgard (Should be found on the Path of Courage) - Ariel Rosehaven (Should be found on the Path of Truth) Never saw the last two. All Companions should be available in offline mode. Detailed information in the thread of Lum the Mad. ACTUAL INFORMATION from Darkstarr, 14. December 2017: ... here is the broad overview of the launch content: Offline Mode with special features and content Combat Balance Companions Spoiler: IV DIALOGUE with NPC IV. DIALOGUE with NPC ... 1. The "one for all" dialogue window The critique so far: Watching the window feels reading a never ending text. A small change could give us more feeling of communication with our counterpart. Text from the counterpart could be shown above/left from him/her. Means: outside the "dialogue window" we have now. There must be no "window" to do so. A good thread about this is also here. Please, let the answer of our counterpart vanish, with the moment, when we ask (click) another question (keyword) AND when we say goodbye. So the "continue" button is only needed, if there is a lot of text after one question. Now, sometimes, we have to push and no further text follows! And further (also really important for Solo online mode!) please don't show technical information in this dialogue window, like "XYZ is now on/offline"! 2. To talk with our Counterpart For now we have ONE Dialogue window infront of us. It contains two possibilites. Click words INSIDE text window. Click keywords below the text window. The critique so far: It is confusing, scrolling up for words to click again. This takes us away from the story. Keywords asked from us are shifted to the right side of the keyword line. That's a good idea! So just the actual things are shown in highlighted words, the former asked words are grey. So far so good. But clicking again former asked words (from the right side) will shift them back to the left side. That's confusing, too. A solution to make it more clear could be: Standard keywords coming up with the first encounter of a NPC: greetings name job rumors help |goodbye| After clicking standard words are shifted always to the right (as it is now!). And the last asked word could be shown more left sided. For example: clicking (in this order) greetings and name and job shifts them to the right side: rumors help job name greetings |goodbye| Now I would ask for rumors, and the answer text (left/right above the counterpart!) would tell about the oracle and titans. The textline would show: Oracle Titans help rumors job name greetings |goodbye| After asking about Oracle and Titans it would be this way: help Titans Oracle rumors job name greetings |goodbye| Asking job again, shouldn't shift/change the order of the whole words! It looks like the keywords will "jump" around. That's confusing again. For me this was one of the whole reasons, I clicked again on words I did before! And there is no reason to shift the former asked (basic) keyword back to the left side. So it would be very clear, what we asked before and what we can ask further. Beside this, there also could be a part "asked before", where we could find the summary of what we asked and given answers (what we now have inside the dialogue window to scroll from a to b!) Could look like this: Oracle Titans help rumors |goodbye| |asked before| Last one could provide (in another window, may be connected to the Journal): ______________________________________ Asked before: Greetings Hail Avatar! Welcome in the world of Novia! Name My name is Arabella. Job My job is to support you, Avatar, on our path. Lord British He is the first Outlander (there only can be one - first one ) of Novia and my husband. ______________________________________________________ AND very important: The dialogue window would be reduced (smaller like now!) to the text, WE actually speak to our counterpart. This would feel more clear. To follow the whole dialogue and story would be more easier. The parts of our dialogues, which will be part of the Knowledge Journal could also show up a small portrait(!) of the person we talked to for better remember him/she! The whole dialogue can be seen in the chat window, which we always can toggle on/off, so it is not necessary to have it in the dialogue window infront of us ... There is a great thread about this WE ARE LOOKING FORWARD FOR MORE IMPROVEMENT THE NEXT THREE RELEASES! - SEPARATE Text for NPC / Avatar. No "jumping" keywords. Please read my Feedback for this here, if you like, or in the spoiler above. Spoiler: V STORY ATMOSPHERE V. Atmosphere of the story! The critique so far: 1 Solomode don't need decoration or player owned houses. It's great for multiplayer online to see eastern or christmas decoration! But not, if you just want to feel the essence of Episode 1! It isn't a bunny or christmas story And for that we won't see also Ankh-Skyscrapers, Giant "greeklike statues" in Southeast of Novia and no Shogun Houses in NW of Novia, and of course no Barbarians from Valhold in the east of Novia. And also no German Biergarten Tent somewhere in Aerie ... Showing mixture of houses takes away the unique design of towns. Important: Actual there are NO player owned houses while in offline mode. The deeds location showing the owners, can be toggled off on the now integrated map! (If you use the map). So if you are only interested in playing the story offline, this is no problem! I don't have any information, this should change? In Solo mode online there is full content - all houses are shown. But if you are interested to play only the story, why should you do this online? May be, you want to do it together with friends? There seems no way to toggle this off in online mode 2. Solomode don't need "repeatable" quests. That makes no sense, if the story don't need us to do things a second or third time (Like delivering mail from a to b to a to b.) It COULD be an important part of a great story, but not endless ... 3. Typical mmo-quests - meaningful actions - Knowledge, that our actions will affect the game! The critique so far: You can't talk your way out of a fight. I haven't seen this happen anywhere. Most of the quests seem to have a very simple binary state; you either completed the objectives or you haven't. The only quest I know that has an alternative state is the woman in Owl's Head looking for her (I think) imprisoned brother. You have the decision, what you will tell: truth or not or may be something between? The critique so far: We need more quests providing choices like in these quests! The last story (Harvest) is one of the scariest I did! You have to talk to a few kids - and after that you enter this house and waiting for midnight, alone with yourself and this clock making tick-tack tick-tack ... spooky! I just wished the end of this quest would provide more story content! 4 Behavior of NPC: The critique so far: You can't really sneak past enemies... certainly not in "New User Experience" areas; no one has access Silent Movement (even if they did, it'd be so low level that it wouldn't work). My Silent Movement skill is at level 70 (if not above) and even I find myself lucky to sneak past certain enemies in most areas because there's so many enemies at any given spot that one of them is bound to spot you. There's hardly any ways to outsmart the enemies by using the environment against them. In the case of the Highvale Outskirts area, you can't lure any of the frost dudes to fight the elves and that would be the only thing that area would allow you to do. There have been done a few things. If there is somthing more you find out while game testing, what could improve the story exploring, please tell it at the feedback/bugforum And a nice answer to this from Sannio! WE ARE LOOKING FORWARD FOR MORE STORY IMPROVEMENT THE NEXT THREE RELEASES! - POT / DECORATION: If we talk about to improve the SOLO OFFLINE MODE, and complain about DECO STUFF in SOLO ONLINE(!) mode, well, what are we talking about? In SOLO OFFLINE MODE there is NO deco, no POT houses, etc. Only the map shows the empty lots. Toggle it off - finished! If it should be possible to toggle player houses off in SOLO ONLINE, is another question. But if I am here only for the story, why should I play it online ??? Only if I would like to play the story together with other player, but online is online. All houses are visible. - REPEATABLE QUESTS: ONLY, if a quest - logically- would make it necessary to do so! - MORE QUESTS WITH CHOICES (not only killing as ONE choice on our virtuous path) Those choices have meaning for our character! BEHAVIOR OF NPC Release 49 did some changes. Spoiler: VI STORY /QUEST PARTS VI STORY and QUEST PARTS 1 Main Intro - Isle of storms, choosing our path, entering the new world of Novia The Intro with Arabella is really great. I like it to enter this world in this way. The sound, the atmosphere ... Feedback about this scene you can find here. I think it is really important, every new player starts with the same amount of skillpoints and also have the right to choose -from beginning!- the weapon (s)he wants to use! 2 Intro scenes of each path are good to push the player into the story --> I assume, if we would have more of such small parts to connect the story, it would be brilliant. May be for Episode 2! Well, each "outro" is similar to the intro. And for me they look great. 3 The Outskirts provide new players a good feeling after the Intro, how the game works and after the strength and respawn rate of enemies was lowered, it feels much better! The storyline of the outskirts provides also an own small story inside the story. Highvale Outskirts, connected to the main story of the path of Courage. I like the story around the Frostgeister, the atmosphere around the monastary ... to find out, what happens around ... Solace Bridge Outskirts, closer connected to the main story of the path of love. After polish and returning there, I liked the -first- outskirts very much! The small story to look for soldiers, if they are dead or alive? The ghost who can't remember who he is, the scary small "bloody bones" story. Nice! Bloodriver Outskirts is connected to the main story of the path of truth. This was the hardest one for me. Why? 1. One character reminded me on a special famous man - okay that's another story 2. The whole aerea was so huge! Without a map - awful! It felt like running endless ... After including the map data it was fun to explore this outskirts! And I like the NEW quest to find a part of the truth armor, given by Gus, the friendly automaton 4. The complete new Path of the Oracle is a really good one with puzzles and challenging. I liked it and not the only one, thinking: why wasn't the storylines I - III like this? Well, @Lum the Mad told us: the whole paths will be polished further until launch. Great! But i just read, it would be necessary to do the final part with a party? How should this work in solo mode? With all three companions, I assume? 5 The finale outro with the Oracle was exciting, as I did it the first time months before. Now the whole scene was polished and I am happy, doing all the stuff after game reset with launchdate 6. Hidden Vale And if you don't care about to be virtuous? Well, may be you like this? A lot of critique above was found in the thread, I tried to find out, what people like to have a more Ultima like feeling. STORY/QUESTS - BALANCE ON STARTER SKILLS for a new character, equal, which path he starts. The choice, with which weapon he wants to go on, not the path of the "sword" or "bow" ... - Polish on Hidden Vale Quests Release 51 will polish the quests in hidden vale! If I forgot something, please don't hesitate to connect a link or just write a few words. Only providing game feedback helps to improve it. That's what we can do - now. I recommend to start offline on one path and writing down, what is confusing for you to understand the storypart!