Living Story- Southsun Package
- Considering the small team that put the Southsun Live Story together and the short amount of time they had to complete; I enjoyed most of the content. The two back-pieces have actual skins. I did feel the time and effort to receive the two back-pieces was too easy and quick to receive. I was able to complete the quest to receive the rare back-piece (flow) in a short afternoon. I was not solely focused on completing the quest therefore took more time than needed. Granted, without the help of fellow players, it would have taken more time. Compare this quest to the quest from Halloween to receive the Masterwork back-piece: You had to traverse a multitude of maps using hints. Without the help of any guides or people giving you the location, this could be tough. The Masterwork reward was sufficient for the amount of effort you put in. You receive a gold back-piece for half the time and effort in Southsun. In a nutshell I think receiving two back-pieces, one gold and one exotic and could be completed in one sitting was too casual. If I’m going to earn nice rewards, I want to exert time and concentration into the quests. Casual quests/event should reward Masterwork Items with the exception of "endurance quests that play out through several episodes.
- I enjoyed the Crab-Toss mini-game and felt it was spot on for a mixture of Challenge/Fun. Once you got the hang of it, it was a blast.
- The story line was lacking information preventing me from connecting with the lore.
– Canach’s implementation as a key rival was rushed and forced. Reminded me of how Trahearne was suddenly a key NPC in the game. “The transformation from a noble, respectable citizen, to mysterious, powerful rival”; When and how did this all take place? Granted if you followed Robert in the forums and read all dialog/posts, then you could had figured out how everything fit into place, but not all players go that length, if the lore isn’t played out with the player involved, then the story becomes diluted and hard to follow. Cutscenes from F&F were a good connection point for players to connect to the story .
– From unknown to captured; this is how fast Canach was revealed. Where were was the story finding Canach and pinpointing him to his Layer?
How has it progressed?
ArenaNet has taken the recommendations and requests from players, approved on their mistakes to build a more fluent and thorough Living World. For the most part I think the team has done a good job improving. If you were around from the first Southsun event, then you remember the mass of players trying to do the one-time event. Half of us never received our rewards until later in the Mailbox.
*A gradual approach with an exciting ending- Flame and Frost came in extremely slow and ended too quickly. Building wooden signs, Reviving injured refugees, was not interesting or fun. It played a tiny role to the introductory to F&F, but was in the game for the longest period of time. The dungeon was a great addition and was challenging. The dungeon was only in the game a brief period of the game but served as the finale. Settlers were also in 3 different Major Cities, but why are there no remnants of them in Hoelbrak or The Black Citadel now? Seeing an actual change would have been nice. Maybe by adding a few small huts being built for refugees? Some reflection that represents a change in the world and had a permanent consequence. Another part in which I hope the ArenaNet team saw and are working to improve.
The connection point from the first Southsun event to F&F was null & void, but that’s excusable. The one thing that is confusing for me is who the “ally” is and who “enemy” is. Not a fan of helping both groups. One minute you’re fighting Canach, the next you’re fighting Subdirector Null/Golem. Wait what’s going on? I want more definition on the plot. Southsun currently is a mixing bowl with everyone against everyone attitude. Not exciting.
Going Forward
In the future I hope to see more defined, challenging content that has me connected with story and NPCs. I think rewards from the Living Story should be earned instead of slouching through the content. Weapon/Armor/Trinkets should be earned using a mark similar to the dungeon design, not the “RNG” design currently in place. I’m happy with the miniatures being RNG/boxes but not the awesome weapon skins that F&F had. I don’t want to “jump the gun” on my previous statement since I read you can trade Karka shells for weapon/armor/trinkets after the players hold all camps. I like that design.
When it comes to the Living World I would also like to see more permanent content in the mix. A balance between the both would be nice. I want to be able to go back to Southsun later in the year and see a few new residents (settlers that stay) and play quests/events that relate to the previous living story.