Hi, just wanted to leave my feedback here, do with that what you will.
Overall I quite like it, there are things to be improved upon but you can see how it was made trying to tie together feedback from both Eureka and Bozja, and it might be my favorite iteration of this type of content so far. I'll just go by categories now :
Story :
+ The beginning of the story is quite enticing, there isn't too much useless exposition dialogue dragging it on, the atmosphere of mystery when you arrive on the island is great, and the characters have nice designs and personnalities.
+ It's good that progression in the story of the exploration content... is tied to exploration.
+ Can't judge a story without the full picture, but so far it's quite good and I'm really looking forward to the next part.
+ Very personal, but it's nice to get out of the cyberpunk aspect of Dawntrail.
- It's kinda short though, maybe it could use more fleshing out, or maybe just sidequests from other NPCs ?
- It's too bad that there wasn't dialogue recognizing people who did the Scholar quests, especially when Iris showed up. People crave these kinds of interactions, give it to them !
Exploration :
+ As I said, I like that the story is much more tied to exploring the zone, and I really liked having some of the field notes out and about in the zone itself too. It made going to places that might be too dangerous for my level very rewarding.
+ Treasure coffers out in the wild are a great idea too.
+ The mob population doesn't feel too dense like it could feel in Eureka sometimes.
+ Map design is great, most of it is opened and accessible a-la Hydatos, but there are also winding pathways in the caverns or the shadowed city that brings variety. And the overall artistic direction is gorgeous.
+ The music is great, and having it change depending on the part of the map is a great touch. Eureka music was great too, brt it was the only thing you heard for 3 hours.
- Since all the treasure coffers are fixed spawns, it allows us to map out all of their spawns and go around specifically to these places to see if something popped. Hours in, the feeling of "stumbling" upon a coffer kinda disappears. Maybe it could use a bit of randomization on their placements ?
Continue reading...
Overall I quite like it, there are things to be improved upon but you can see how it was made trying to tie together feedback from both Eureka and Bozja, and it might be my favorite iteration of this type of content so far. I'll just go by categories now :
Story :
+ The beginning of the story is quite enticing, there isn't too much useless exposition dialogue dragging it on, the atmosphere of mystery when you arrive on the island is great, and the characters have nice designs and personnalities.
+ It's good that progression in the story of the exploration content... is tied to exploration.
+ Can't judge a story without the full picture, but so far it's quite good and I'm really looking forward to the next part.
+ Very personal, but it's nice to get out of the cyberpunk aspect of Dawntrail.
- It's kinda short though, maybe it could use more fleshing out, or maybe just sidequests from other NPCs ?
- It's too bad that there wasn't dialogue recognizing people who did the Scholar quests, especially when Iris showed up. People crave these kinds of interactions, give it to them !
Exploration :
+ As I said, I like that the story is much more tied to exploring the zone, and I really liked having some of the field notes out and about in the zone itself too. It made going to places that might be too dangerous for my level very rewarding.
+ Treasure coffers out in the wild are a great idea too.
+ The mob population doesn't feel too dense like it could feel in Eureka sometimes.
+ Map design is great, most of it is opened and accessible a-la Hydatos, but there are also winding pathways in the caverns or the shadowed city that brings variety. And the overall artistic direction is gorgeous.
+ The music is great, and having it change depending on the part of the map is a great touch. Eureka music was great too, brt it was the only thing you heard for 3 hours.
- Since all the treasure coffers are fixed spawns, it allows us to map out all of their spawns and go around specifically to these places to see if something popped. Hours in, the feeling of "stumbling" upon a coffer kinda disappears. Maybe it could use a bit of randomization on their placements ?
Continue reading...