Verdant Brink – Map layout
The new map, or what we were able to play of it, is excellent. The layout is superb although somewhat constricting. I liked that more content is squeezed into smaller spaces while still conveying a grand scale and for the most part you couldn’t tell that a screen or two in a direction would be very different, however I found the linearity of the map to be somewhat irritating. For the most part there seemed to be only one or two paths to get to certain areas/events and though this was opened up somewhat after unlocking gliding, it takes some getting used to after the rather open fields we are generally playing on in vanilla.
I love the verticality of the map. Even though it is one ‘biome’ there is plenty of up and down movement and a good assortment of field types (cave, meadow, forest, cliff etc). However there are many small little crannies and areas that don’t appear to have any real purpose at the moment; I assume there will be events/adventures/content for these areas that wasn’t included in the beta event. I do realize there needs to be a certain amount of ‘wasted’ space to make it somewhat realistic and to convey a sense of travelling distance, but considering the largely linear nature of the paths between event hubs , some of these off-shoots seem out of place.
The map reminds me greatly of areas of Cantha in GW:Factions, where you might see a ‘path’ on the minimap but in reality that route is blocked by smaller debris or a mis-identified smudge on the map being a wall. While some might cringe or be annoyed I found it very nostalgic (Factions was my favorite campaign) but to others newer to the franchise (or those that didn’t play or like Factions) might not look so favorably on this. Personally I love it as the map means less! It becomes more important to know the layout of the zone and it is more immersive and brings a base level of thinking into how you will move about the zone. I highly doubt that any mapping changes will be made, but if possible I’d ask for a few more paths to different major centers in future maps — not the open fields, but perhaps a couple more routes. This may be solved once we gain access to the other two biomes, but I think it is something to keep an eye on in a general sense.
Verdant Brink – Events
While there were a few bugs (notably the Itzel event with the food baskets) the event chains were decent, however there was at least one quite unpleasant step in the Itzel chain: Placing the Wyvern eggs. Gathering them wasn’t much of a chore as the jumping puzzle-esque path made it novel, but the subsequent event where you needed to place them about the tribe’s village was exceedingly tedious. I would recommend a pretty heavy overhaul of this portion of the chain: the number of eggs needing to be placed needs to be looked at, and there needs to be other things to do during this time! Whether that is defending egg-carriers (I can’t say I recall any hostiles ever showing up to prevent the eggs being placed) or giving a bundle-item to perform a task helping the ‘infiltration/sabotage’ (knocking out hylek guards with Itzel blowdarts, creating distractions to lure hylek defenders away from egg placement sites etc).
The wyvern summoned at the end of this stage was also exceedingly easy to beat. I’m aware this isn’t the big wyvern fight, but there was zero challenge to this encounter. The group I was with was able to burst it down to 10% before it took off and then it landed shortly after and promptly died. I would prefer if the encounter used some more mechanics to prevent stacking on the poor wyvern, or perhaps have the eggs we planted hatch and produce smaller ‘adds’ that help the larger wyvern. Perhaps make these baby wyverns give the larger wyvern a stacking buff as they die? As the larger wyvern is ‘enraged’ at the loss of its young?
The laranthir quest was good overall, I don’t think I have any particular issues with it.