When making a character from scratch you get the intro cinematic where the Captain talks to some robed figure. Who are they? What’s their purpose? Do they have any continuity past the tutorial stage? On live I’ve played to level 30 and have not seen anything other from these two. Could the robed figure be a mastermind to trick unwary sailors to their doom for their souls? Could he just be a servant of a much higher deity or Lord? Is the Captain good or evil?
You could easily introduce the Captain’s name by inserting speech to this point of this cinematic.
“Captain ______. Please, Take a seat.”
I don’t think the Captain should die on the beach, rather he is unconcious and you clear the drowned sailors. The first boss should be one of the Lost, where the Captain comes to your aid. You damage the boss until a % level before it grasps you, crushing you to death before the Captain uses the box’s magic to teleport you to safety.
After completion of the tutorial, you’re ported to a random area on the map. This makes it difficult to play with friends if you’re on the other side of the world. Instead, during the character creation phase you should choose your faction there that details the ambitions of that allegience. After tutorial, your chosen faction will port you to correlating starting zone.
Spark - First Light
Marauders - Monarch’s Bluffs
Syndicate - Windsward
The quests from these starting zones will share themes relevant to the faction chosen. I.E Spark will be about cleansing the haunted, Marauders about crushing enemy bandit / pirates for raids on the town and Syndicate as dungeon crawlers pursuing knowledge and artifacts.
When landing on the beach, the first quest you get is to kill drowned. Personally I believe the first quest should be to find a weapon rack on a ship wreck so you get to play the way you want to play right off the bat instead of forcing the sword / shield combo until you get lucky drop.
You then speak to an NPC who is just chilling there quite conviniently. Why not instead just have another shipwrecked victim also be there that helps drive the story? After aquiring your weapon, you then hunt for food, cook it for both of you and THEN the casulty requests you go clear the drowned and find the logs.
Currently when you collect the logs from the ships, theres’ no dialogue or mention of who / what / where / why after completion. Just “thanks, we will stick this in a file in the back somewhere.” Feels like a waste of time to do so if there’s no further drive.
Then there’s a quest to go deal with the Corrupted cave. “Just deal with it” isn’t really all that exciting. Perhaps when you go collect the banners / flags from the ship, the shipwrecked individual volunteers to scour the cave for shelter. When you go to meet them in the cave, they have become corrupted and after brief dialogue watching them convert, you must slay them.
Leaving the cave, a small scout group had been sent down and then tells you to go to your closest town.
Thanks for reading feedback and suggestions for first 5 levels. It’s important to captivate the audience to begin with. You never get another first impression.