Originally Posted by LordCrash
Originally Posted by Areason

I am fine with having enemies that are too strong in certain areas but there simply need to be more clues for the player to find out which quests and areas are level apropriate. It is especially frustrating if you just wander out and the last gate you wander out is the one you are supposed to wander out.

Some call it frustrating, others exciting. This game "forces" you to explore and to try stuff out and to search for stuff on purpose. If you meet enemies that seem to be too strong for you, go somewhere else. That's true exploration by design. wink

If you think that this is frustrating just have a look at the forums/guides. Or the game is just maybe not your cup of tea.


It is frustrating when you have to go trough 6 doors just to find out that you were supposed to to trough door number 7.

Especially when you start a new game and dont know yet what the game wants to be. Thats probably my main problem with this game - this is a type of game people are not used to anymore - it is important for the game to communicate that it is different.

Also i wouldnt call this "true exploration by design" but annoying trial and error combined with a game you dont know yet.

The beginning of the game should be clear and help the player understanding what he is supposed to do. From my point of view this will only scare off new players at the beginning of the game because they have no idea what they are supposed to do. The game shouldnt hold a players hand - but it should at least give players a general idea what to do at least at the beginning of the game.

Also i am not sure if i like the level-area system as it is now because it pretty much is a hidden mechanic to force the player to do quests in a certain order without the game telling him in which order. It would be more fun if higher-level areas would be within normal areas and/or higher level foes within aswell.

Last edited by Areason; 07/07/14 10:50 PM.