3shirtlessmen
Dalayan Beginner
I finally got my first toon up to 50 and I thought it may be beneficial to the devs to hear my opinion on the process.
For what it is worth - I've developed games for the last 6 years and I love SoD for the dedication and excellence the staff has showed (and the game itself!). It is inspiring. I feel I have at least some grasp as to what makes playtime enjoyable and also worth returning to play again. My following suggestions shouldn't be game changing at all - merely some rounding the edges for a more pleasant experience. If "development staff" is an issue, I'm willing to donate my time.
It would be convenient if there were more nooby quests for XP only. Simple quests that would help direct where to level and assist the grind. Kill 20x of this creature offers 1.5x xp of whatever those kills were worth. That would speed up the grind and give some massive satisfaction for the time investment. These exist to some extent but more coverage / repeatable quests would help.
Spells : I'm sure this has been brought up time and time again, so I'll only voice my thoughts to add to back the following opinion - Some spells are entirely worthless or their purpose isn't clear. Leveling up to next spell level become a real bummer when I realize nothing is that helpful. Most everyone I talk to about this agrees that there could be improvement.
Examples? - as a necro (If a reason against these is that other classes are worse off and thus necros don't need adjustment, well, remember that the devs probably are not compensated for their work and this is by interest only. I don't mean to make any classes BETTER per-say, but more predictable and intuitive.)
Endure spells - You get them early on and hardly use them until late game but then someone else probably has a better spell so why bother? To add some convenience, why not pack all endure's into 1 spell?
Damage shield at 16 - a necro in melee even at this level with aggro is nearly always certain doom. It would be much better for this DS to apply to pets.
More predictable DoTs - variation is nice and fun - sure but sometimes we get no DPS increase at a new level (level 20 - the damage are very case specific and not very probable so they go unused). Having at least 1 DoT that gets upgraded EVERY SPELL LEVEL would be some consistency and something to look forward to.
Instead of encouraging people to two-box since the noob population is underpopulated, why not make it a tab bit easier to solo? For example, you could create NPCs that would give out buffs to only certain level segments (similar to the healer). To get buffs, you would have to kill blues - reds and you could turn in something in exchange for buffs (SoW, DS, AC, HP, KEI, etc). I'll be in Athica and ask for buffs with compensation and I'm ignored (no big deal but it shows that you cannot always rely on people), or guildies are offline / busy.
Encourage taking breaks. The obvious solution is similar to WoW's "rest" XP, and could be implemented like zone bonus. Took a break for week? 50% XP for 10 kills? Yeah, good time spent away!
Thoughts?
For what it is worth - I've developed games for the last 6 years and I love SoD for the dedication and excellence the staff has showed (and the game itself!). It is inspiring. I feel I have at least some grasp as to what makes playtime enjoyable and also worth returning to play again. My following suggestions shouldn't be game changing at all - merely some rounding the edges for a more pleasant experience. If "development staff" is an issue, I'm willing to donate my time.
It would be convenient if there were more nooby quests for XP only. Simple quests that would help direct where to level and assist the grind. Kill 20x of this creature offers 1.5x xp of whatever those kills were worth. That would speed up the grind and give some massive satisfaction for the time investment. These exist to some extent but more coverage / repeatable quests would help.
Spells : I'm sure this has been brought up time and time again, so I'll only voice my thoughts to add to back the following opinion - Some spells are entirely worthless or their purpose isn't clear. Leveling up to next spell level become a real bummer when I realize nothing is that helpful. Most everyone I talk to about this agrees that there could be improvement.
Examples? - as a necro (If a reason against these is that other classes are worse off and thus necros don't need adjustment, well, remember that the devs probably are not compensated for their work and this is by interest only. I don't mean to make any classes BETTER per-say, but more predictable and intuitive.)
Endure spells - You get them early on and hardly use them until late game but then someone else probably has a better spell so why bother? To add some convenience, why not pack all endure's into 1 spell?
Damage shield at 16 - a necro in melee even at this level with aggro is nearly always certain doom. It would be much better for this DS to apply to pets.
More predictable DoTs - variation is nice and fun - sure but sometimes we get no DPS increase at a new level (level 20 - the damage are very case specific and not very probable so they go unused). Having at least 1 DoT that gets upgraded EVERY SPELL LEVEL would be some consistency and something to look forward to.
Instead of encouraging people to two-box since the noob population is underpopulated, why not make it a tab bit easier to solo? For example, you could create NPCs that would give out buffs to only certain level segments (similar to the healer). To get buffs, you would have to kill blues - reds and you could turn in something in exchange for buffs (SoW, DS, AC, HP, KEI, etc). I'll be in Athica and ask for buffs with compensation and I'm ignored (no big deal but it shows that you cannot always rely on people), or guildies are offline / busy.
Encourage taking breaks. The obvious solution is similar to WoW's "rest" XP, and could be implemented like zone bonus. Took a break for week? 50% XP for 10 kills? Yeah, good time spent away!
Thoughts?
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