Well… Not a whole. But the second half, at least.
First just want to say that this is not an angry topic with a bunch of whining on the universal injustice, with the prosecution of developers, Trahearne hateing, and exorbitant demands. I love this game and want to see how it gets better. I know as well that my words hardly will take any value. But I just want to give it attention.
Personal story claimed as one of the most innovative ideas in this game. However, from the beginning, because of lack of time apparently, it seemed a bit unfinished. When I’ve done it first time I got a lot of positive emotions. I expected that it will improve over time. But… It’s like as if personal story simply forgotten now.
1. – It’s not just about minor issues, bugs, etc. More… globally, I could say. To be honest, a little thing to complain about in the first half. Each race has a lot of history, options, branching. Everything looks decent. Some sadness begins during the attack on the headquarters of your order. Here’s the first discontent. Order of a very important thing, right? Why is part of the order in your story so short? Even a dozen quests will not be typed. I just do not have time to feel the some kind of participation. You have ben taken in order, you performed a couple of errands, got almost the highest rank after in and is going to investigate disturbing rumors about the undead allready. Too fleeting.
Yes, I know the guys from the your order will appears after. But no one will even remember in which order you are consists. I would like more quests related to the order. Maybe that choice of order influenced on the further quests.
2. – Second sadness begins around there, too. For some reason, the event loses its dramatically scale. I do not know. Strange. It should be. But still… The attack on the headquarters – a pair of tens of mobs. A couple dozen of your guys listlessly kicking against them…
No drama.
No screams of frightened in the spirit of “they came out of nowhere!” “they have no end!?”, “OMG what is going on”, “They broke through the defenses”, “Oh my God, they killed Leeroy!”. The funny (and not only in this quest), that you are often can easy vanquish your enemies, but your guys still retreating. I do not propose to make optional parameters of victory or defeat in the battle of the masses. I just want more atmospherics. If you want to create the impression that the enemy oppresses us, make a surprising number of dominant enemies. Let them kill allies by scripts. Make them even invincible. For example beyond shaky lines of defenders there is hold approaching army that whose line you can not cross. Or just very quickly die out there. Or even instantly. And the task loke "kill X enemies until they reached the main gate/camp/ fortifications.
You know what I mean? May enemy’s army will be at least 2D. The main thing here is impression. Something imposing. Significant. Dangerous. For now each major fight is few small packs of mobs appear out of nowhere, one after the other. That rather annoying than impressive.
3. – By the way. The third point. The appearance of the enemies from nowhere. It looks good in some places, but it’s EVERYWHERE. Green smoke, quiet puff, and viola! Pack of risen opposite you. Appears in the most inappropriate places. How can you fight the enemy that occurs anywhere from nowhere. What is the point to defend the camp? Why enemy appears exactly at the camps gates? Let them just come. Do the same 100500 enemies beyond the camp walls that will beat you if you come out and just let task “defended inside”. If you need them to appear right under your nose, make it so that dragon will spit them on you flying by. Or something like that.
There is an excellent example of the dramatic approach of the enemy in the new teaser.
Example => https://www.youtube.com/watch?v=j1bMmT2pKvA
You see, the enemy is not so much. However, the sense of chaos happening around. The enemy is approaching inexorably. Slowly but surely. Artillery fire cannot hold them. Explosions. Fire everywhere. The camera snatches helicopter falling from the sky. If personal story will create same impression – it would be cooler at least 5 times.
http://www.hostpic.org/images/1310091858030107.png
There is similar problem is In the battle on the claw island (both battles). All stand here and there throughout whole fortress (what king of fortress is it, in which enemy could easily enter?!) and fight 1 on 1, 1 to 2, etc. But enemy just appears endlessly right inside fortress, and the allies just fall unconscious. It would be much more atmospheric if there will be an army from the walls far as the sea and a few mobs will broke through the defensive line inside the fortress from different gates. So, you will need to fight them off in different parts of the battlefield.