First of all, I would like to thank everyone involved in this project to revive true RO2. You are incredible! Thanks to you, this game got a chance to “live” in the gaming world, a game that has much more potential than that casual RO2 which is similar only in name and a few things. Thanks to your perseverance and dedication, casual players and fans of the original RO will be able to “touch and appreciate” a game that should have been released a long time ago.
Below, I would like to draw the developers’ attention to certain aspects that I personally (as a player with experience played MMOs, primarily RO) found rather inconvenient or illogical.
- camera. lowering the camera while swimming immerses the character (it’s not convenient to look only at the feet of the character if you swim straight ahead), it’s inconvenient to look around. there is still a lack of increasing the camera distance, sometimes you can’t see anything around and this limits tactical actions during the battle, etc. the camera should be worked on a little more, because it feels awkward, for example, zooming in works strangely, as if the field of view is reduced and it is not tied to the character, but should be the other way around - the camera should move away/get closer to the character, without changing the FOV
- invisible walls, in some places they are unnecessary, for example, in the location where the lighthouse is, in the vicinity of the choddmimis. if there is an invisible wall on the edge of the location in the direction where there is nothing (the edge of the location), it is still understandable, but when you know for sure that you can go up the mountain or down and there is an invisible wall, it is difficult to understand this idea
- transparency of the open map on the screen. player is no option for to enable or disable the auto-transparency of the map when the cursor is outside it, or to add the ability to adjust the transparency level.
- balance. this has probably already been written about, and if not, I want to draw your attention to such a point as “places of execution of quests” in which in most cases there are monsters that not only prevent the execution of the quest, but simply kill the character in a few blows. For example: to complete the quest that becomes available at level 9, in the cave of Imira, you need the character to be at least level 15, just to be able to break through a bunch of strong monsters, so the quest should be given to the character at least at level 15+, or reduce the level / characteristics of monsters in such locations, in general, this is noticeable in many places.
- We need a greater variety of weapons, types of weapons, more clothes sold by NPCs and types of armor, we need clothes or weapons from killed monsters, not necessarily better than what you can buy, the main thing is that you can at least sell something (at the auction, including) not only to get rupees with the same quests, but also to sell something more valuable than rags, mugs, and leaves, which is very much lacking at the starting stage, when there are no rupees or clothes that would help you complete tasks to earn money more easily. The good old-fashioned pumping on monsters is not profitable at all, they give almost nothing valuable and interesting, killing monsters is a very stuffy business without adequate return in terms of both loot and experience. the only option for pumping and earning money is daily tasks, which eventually make your brain boil.
- time. if the game has a 12-hour time format, the game clock should be similar, or vice versa. because the time format of quests does not coincide with the format of game time. now, as for the time limit for accepting quests from the message board, I think it is worth reconsidering this point and at least changing the ability to accept a quest at any time, and limiting its execution to a certain time period, it seems it would look more logical and interesting. That is, if a quest can be taken only at night and completed at any time without restrictions, wouldn’t it be more logical and canonical to do the opposite - the ability to take a quest from the message board at any time, but it must be completed at a certain time (for example, you can return goods stolen by bandits only under the cover of night, and you can only do flower picking during the day, more precisely at dawn and before sunset.
- range of firearms. this is a very important point. of course, maybe I don’t understand something, but why does a rifle have a range of 5 meters at the first skill level, and 7.2 at the third? this is definitely a long-range battle, this is definitely a rifle? that child’s slingshot shoots further than that rifle The shotgun in RO has a range that allows you to make a couple of shots before the enemy can come up and hit you… and here? It’s just ridiculous guys..
- I played a melee class for some time (in my case, Berserker). Actually, the topic is related to the topic above, because after playing this class for a long time, I wanted to somehow simplify the fight with monsters by increasing the attack distance, so as not to drink every battle potions of treatment or die from monsters of the same level, because the class does little damage and receives a lot. But what was my surprise (in a bad way) when after changing the class to Recruit, I went to shoot at monsters and the character ran to shoot the first enemy face to face! it’s almost the same as melee! I understand that this is a beta version of the game and you can increase the range (by as much as 2.2 meters !!!), but I really hope that you will take these points into account as well as all the others to make all classes more or less equal and balanced. at least pay attention to the range of the gun LOL.
I apologize for writing so much text on one topic, although it is recommended that each question be answered by a separate topic… Nevertheless, it is more convenient for me, because I doubt that you will discuss these points with me, although I hope that you will listen to at least some of them