I played for a decent chunk of time during the alpha and wanted to give my thoughts on things. I'll start by saying I know it's an alpha and not everything is implemented or in it's final state, so I'm not treating it as a final product. I've played in an alpha much earlier in development too (before there were towns I believe)
Overall I had a great time. The game is fun, it evokes a sense of adventure and I think it has a massive amount of potential that it's already capable of living up to.
The game became progressively choppier over the course of the weekend, like it was dropping frames, but it seemed to be server side. As a performance test I guess that's one of the things you wanted to see. It didn't seem to make a difference where in the world I was or how many people were around me, though I missed out on the REALLY crowded stuff because I'm in a very bad timezone for it.
The main gameplay issues for me were UI/UX
The map wasn't very clear or readable. I'd struggle to find where I was on it because the marker doesn't stand out very well. When things show up and don't show up on the map at different scales feels off for me, made the map feel not very informative at useful scales.
The hotbar and ability slots could do with a fair bit of improvement. There's a bunch of things like toggles and abilities you don't use much that you should be able to click to activate without having them on one of the hotkeys. This also applies for consumables on the bar. Also, you have to remove a consumable from the bar before you can replace it with an ability in the slot. If you try and just drag an ability into a slot currently occupied by a consumable, it won't go in.
Creature names are never displayed except in knowledge. Long term this could be a problem. If I forget what something is called and have full knowledge on it already, I will never be told again what it is. My suggestion is that names be displayed when you have your cursor over them, just as resources do. If you want to limit it to creatures you have knowledge of, that's fine too, if the no names thing is part of the mystery. But never showing the name isn't a good idea.
Some other gameplay aspects I noted:
The world design with areas surrounded by cliffs and funnelling people into a few bottlenecks to enter is mostly just frustrating. Roads are already faster. The blocking areas off behind cliffs just adds a lot of travel time to and from areas, particularly when you're just trying to leave. While there should be bottlenecks and areas with only a few entrances, currently there's too many set up like that. Particularly when walkable and non walkable terrain is not always that clear. While I support making travel epic and encouraging exploration, I think too many barriers to a combat hotspot just makes the experience frustrating. If you want to prevent players just rinding through, then perhaps some travel debuffs instead like "rough terrain" that makes it impassible for horses or slows them down significantly would do it. Or just add more ways in and out of the areas, or one way ways out so at least it's easier to leave. Players have lives outside of games and it should be made relatively easy to jump OUT again without causing yourself major setbacks.
The camera is too zoomed in. You can only see about 4 or 5 steps in front of you and that feels way too close.
Also rocky terrain looks a lot like small rocks, which makes it difficult to actually find small rocks in an area covered in rocks. Which is also odd because often there are NO small rocks in an area that is very rocky.
Which brings me to a broader point about regions - the currently feel very samey. As this is an alpha that's fine, but longer term, a lot more detail should be put into the effects and materials used to make each area feel like something different to every other area. Even areas like heartwood and the area with all the spiders and undead feel pretty much the same even though there are some palette changes and effects to make them feel different, the contrast isn't very strong and lacks atmosphere. As I said, since this is alpha that's fine for now and has no impact on my assessment of what I think the game will be like, but definitely needs refinement for release.
I also think if you're going to have a short test, you should probably give player characters a boost, or they're going to spend a solid chunk of it scrounging for resources instead of crowding around doing the things you want tested.
Sound - I found a lot of the sound effects, particularly of creature movement vague and unclear. I couldn't tell what direction something was coming from. Clearly different creatures have different movement sounds but I could tell what was what. Even my horse made sounds I wasn't sure were from a horse. So I think the sound design needs refinement to make it clearer what is happening. Particularly since you can hardly see anywhere, sound is an important cue.
I think that's all the feedback I have on the alpha test. The next block is just things I'd like to see in the game, based on playing it and not really alpha related.
The game has huge rp community potential, so there's some extra things I'd like to see to support that
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Out of combat clothing: Give players options for some purely cosmetic clothing that they can display while not in combat to show off their character's identity. Could be all kinds of crafting recipes in there, which also creates another market for crafters.
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Chairs you can sit on - another good thing for rp and housing
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wilderness buildings - solitary building spots out in the wilderness that have specific functions and are not attached to towns and so don't receive all the benefits of towns. Potentially player owned, but possibly just player maintained, requiring resources of specific types to be donated to them to keep them running.
These would also make useful landmarks and meeting places for players teaming up on the fly.
Examples would include:
-Roadside Inns for resting on long journeys. A relatively safe spot to rest and get a meal - perhaps for a fee. Perhaps they need to be maintained and protected and so accept donations of resources and coin to keep them running.
-Hunting lodge. A building found off the main roads in areas where frequently hunted creatures are found. Provides campfire rest and basic facilities for repairing or ammunition. Perhaps holds records for epic hunts eg "golden stag" or the like.
-Witch's hut. Isolated little shack with a cauldron for a campfire rest and some cooking. Bring your own fuel for the fire and maybe leave a donation of herbs or reagents to use.
Mounted Combat
I think it would be really fun to have an entirely different set of skills for mounted combat that need to be learned to use, perhaps including skills or equipment to unlock it in the first place to turn mounts into more than just transport, perhaps battle mounts operate differently and when you are dismounted stay in the world and can be attacked, as the health system would probably have to work different for combat mounts to the travel mount system (which basically gives you a whole extra shield before you start taking damage)
I think being able to be a knight, a lancer or a horse archer could be a fun thing