[b](BOTTOM OF PAGE IS CONTINUED POST, READ BEFORE POSTING) [/b]
To start, this game has no progression or continuity. To elaborate, the start of the game has a character droid finding what we are unsure of (fault 1) and then reviving you and telling you that you are dead with no further explanation (fault 2) and from then on you are running with it and fighting with it. You'll quickly encounter enemies with more health than is reasonable due to your relatively weak gun and eventually you'll enter a mini boss. The boss is poorly balanced and basically just has a high health bar. Then you end. Further points of course link to the fact that you are just told to go somewhere and you follow, rather than having a discovery stage or gaining intelligence. Your AI is also too certain, there is no doubt it has plot omniscience, even when it shouldn't and when it makes no sense for it to, worse than that, the mystery goes away quickly and the suspense or wonder if you'll escape is absent. You're basically told you will, no worries. Then you come to the tower.....
Except you don't. You'll load the tower up automatically, a flash of the tower will appear and then you're back in your ship and need to go to the tower again (fault six). So you have no real indication to go to the tower in the plot as you've just been told you were there but then you're not. Back in space there is no dialog telling you to beam down to the tower or land, you must return illogically after just being there. Once you're there, no explanation of where you came from, what the Traveler is, how you were revived, or any of the history other than generic plot is given. Not even much backstory (fault eight) If you haven't already lost interest in the plot (which never did anything to grip you in the first place) you'll be told to fetch some things from people, a piece of chest armor and a gun which you may very easily choose the wrong one of. Next you return the ship after it guides you around the area a tiny bit.
Upon returning to the ship we get.... Nothing. No cinematic guiding us to where to go, no communications, not even text. We get a tiny mission option when we actually go to the primary planet and choose to get a module for the ship. (fault 11) Upon loading which is slow on most platforms, we get some text (with very bland yellow subtitle utilization) that says we should get a warpcore. It is here you'll realize if you chose one of the poorly balanced and underpowered guns, the enemies will likewise have too much health for such basic fiends being headshot, and for some irrational reason, you could even go down on this mission on hard... At level 2. (fault twelve). You dig around killing enemies that spawn in an open world style and will follow a waypoint until he eventually says the core is at a location. No indication of how he knows despite guessing and hoping one would remain just earlier, it just now exists and again the plot becomes a fetch quest. After an armada of enemies you'll get to the new mini boss you saw when you first left and he too has far too much health and generic attacks otherwise, as well as respawning enemies via wave mechanics (fault fourteen) then you get your core and leave... You return to the tower to turn in your quests and then.. You receive another cinematic this time telling you just as little as the other one, but this time you get get hand waved with a wonder if you're even a good choice.
Moving on we go through several missions that turn into fetch quests and throughout which, will likely run you into level 6 and 7 enemies at your level 3 rank just thirty or so feet away from the level three enemies which you may find difficult killing if you chose the wrong weapon. At the end of this mission you'll get a plot point and then be whisked away at the end of thirty seconds. If it dropped any items make sure to run over the octohedron tiny icons or you might lose the drop loot. There will be no cinematic this time, instead you'll be whisked away to the main page and you'll be told to do absolutely nothing. If you choose to further continue an explore option will open up or you can choose to continue in one of two areas, either one level or two levels above you in difference. Surprise though, you're revisiting the exact same area, and of course there is no indication of how it was refilled or even mention you're returning there. Once you get there, be careful not to run too far to the right or you'll face a level 8 reaper troop that will shotgun spam you from afar. (fault twenty). Moving on you'll find the area to go in and will proceed or if you choose to investigate around the area after clearing it, the main entrance guards to the Skywatch will respawn a number of times until you go in and they'll respawn then too. (fault twenty one). Clearing out the area adds an extra plot point that seems interesting to some degree. Fear not, you'll be returning to this area again soon, but pick up the loot from your way too many respawn wave protected Wizard you just killed. You'll likely go to the tower again to upgrade something or another, maybe buy an item which will likely be generic.
By this time you'll have run into other players that will have been higher than you and likely killing your spawns and denying you exp. Happened way too much in my case as a solo player. Further you'll likely have run into event opportunities. Sadly they often have huge health huge shields and enemies three or four levels above you yet appear early on. The imbalance is extreme here, best to avoid your first deaths in the game unless you have a full party. (fault twenty eight). Upon return you'll be in a different area... For now, but then you'll follow a path that leads through two warring factions and encounter an enemy called a knight which may likely be a very annoying enemy due to the durability at such an early stage. Moving through that you will defend an area to protect a very generic art asset that will spawn enemies literally out of the walls to attack you, and may even result in you dying due to stealth enemies that only need two melee slashes to kill you and come on groups of five. You'll defeat these or die and then defeat these and you'll be told more about this AI plot you've found. Upon that end you'll be whisked away with silence waiting (fault thirty) until you choose to go to the higher level area awaiting you, the last of them.
By now you're level five or perhaps six. You're going to return to the Skyguad for the third time. You will also likely run into an event of wizards and knights that will kill you. Upon entering the Skyguard through the same entrance as always you'll find a relay, your entire goal is to activate it. A cinematic would of been good here but try and watch the deployment sequence and pretend it is somehow epic and exciting as your droid likewise feels. Up to this point despite respawn waves the situation is normal, then you'll get tomb ships with enemies about five different times. By the end of the sequence you'll have to deal with a special knight that can one hit kill You and has far too much health, though strangely too strong an attack as well. You'll likely miss the deployment sequence display as you hide in the little bunker your friend is at. The mission will end with you finding very little information out and then you'll leave.. and that's it. You won't even get a good reward.
Either seven or still six you will have one more mission which you won't realize isn't a plot point and has no impact on the story or game whatsoever despite it being significant and truthfully requiring such implementation. This has three areas you'll die at. The sequences are basically a combination of dungeon or instances. To first get into your area you'll be auto partied with others without even be told it is a multiplayer required event. You'll then fight far too many knights that are higher level than the mission rank you clicked on. You'll likely encounter another team of three wandering around and helping to kill things. The mission is more balanced for six than it is for three.
Into the little cave area you will encounter the mission with enemies properly leveled now. Pretty standard momentum with wave respawns until you get to the first objective. Disable tripwires basically. You'll die here. Three sequences will occur each with three wave respawns. The first goes quickly, the second has lots of captains and wizards and your only area of safety is the back objective and it will become very poorly designed an encounter. After the first and second tripwires you'll likely pop into the partially unsecured passage you're unlocking so as to hide a bit. You'll encounter more stealth killers that may wipe your party and force a full restart, more likely you'll lose two people. Eventually you will hopefully get through and then you'll progress. Average deaths at this area is five total (fault fourty five due to poor implementation of balance and play by death mechanic).
Don't worry, now you deal with a tank. This is the most imbalanced fight in the beta. The attacks are quickly telegraphed, one instant kills and can wipe entire parties before you even see the enemy. Average deaths is 25 total. (fault fourty seven). The sequence relies heavily on repetitive attacks and wave combat. A cool encounter turns into a chore. As you're all supposed to be six or seven at this point, you'll learn to split apart and revive whoever dies while you focus on the legs until he becomes resilient. Total time to destroy the enemy is ten straight minutes to fifteen for most.
[b]I already answered all your posts, responses, insults, trolls, comments, and retorts somewhere in this thread.[/b]
English
#feedback
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12 RepliesI enjoy the fact it doesn't tell me where to go and what to do and the anonymity of why I was raised leaves a lot to discover instead of just having everything laid out for me. The fetch quests are designed to get you acclimated to the controls and enemies you are to in counter. With this just being a beta I don't want all these spoilers you long for in your diatribe.