Verdant Brink
Event chains were bugged out. While they were working they seemed solid with a strong narrative emphasis within them. The day events being bugged demonstrated that the area is relying too much on the event chains. If they break or you don’t want to do them, the area feels dead. It’s a similar situation at night. Forty-five minutes of the same event gets old really quick. It needs some additional, smaller events running around to break things up.
Played the vine torch adventure. It was okay but bland. Ultimately I didn’t care. It needs some kind of narrative hook to pull me in. I need a reason to care about what I’m doing. The rewards could also do with a look over. Mastery points are neat, but once I have the reward I’m not going to come back and play it again. It’s not enjoyable enough to play for its own sake currently.
Night time could be darker. Better indicator of how long until night. If I jump into a map I have no idea if it’s five minutes past daybreak or thirty minutes past daybreak until the “five minutes until night” area countdown appears. As mentioned previously, the night segment needs something to break it up. If the goal with the day/night cycle is to make them feel like completely different maps, one of the easier ways to do this would be altering mob spawns based on time. Have regular fauna retreat back to their dens/despawn at night and replace them with Mordrem. That would help establish night as Spooky Dragon Time.
Pretty much every mob in Verdant Brink feels like it’s based around some kind of gimmick. I’m on the fence in regards to how I feel about that. On one hand, it makes things a little more interesting but it increases the need for micro-management. I don’t want to have to stop every ten steps and fiddle with my skill bar because there’s a different group of mobs blocking my path. Additionally, Smokescales are ridiculous. Emphasis on the plural there. One smokescale by itself can be troublesome, but two or more together? Nah. Just, nah. It’s not even worth fighting. Just run on past them. The little mushroom guys also get a special mention for being way too cute and having an insane leash range. They just follow you forever. I don’t mind it, and I think it’s funny, but be aware that you will absolutely get trolls who gather up a posse of mushroom men and train them onto AFK players who think they’re standing somewhere safe.
Overall I like the map design. The tall, imposing cliffs that create narrow valleys and the contrast of these against the chasms, plateaus and the way everything opens up once you start unlocking masteries. It’s very well designed. The only part I didn’t really get was the mess of vines in the middle of the playable area. Visually it looks fantastic, but there’s not really anything to actually do there. You can glide down and run along the giant vines, but beyond that, why is it there? What is the player meant to be doing with it?
I didn’t get to unlock many masteries due to the bugged events, but I knocked out several levels of gliding and liked what I experienced. I’m looking forward to the next event where I’ll hopefully be able to see more of them in action. One thing of note is the number of people in chat who didn’t understand they had to completely fill the mastery bar before they could invest a mastery point in it.
I know that if you try and spend a mastery point in a track that isn’t unlocked the help system pops up that big black and orange box telling you what to do with the giant arrow pointing at the mastery track bar so I don’t know what else you can do to try and make people understand how it works but from what I could see a lot of people didn’t get it and just assumed that mastery points were all they needed to unlock masteries similar to the way you’d spend skill points or hero points, I guess they’re called now?