Returning Player Feedback | Questing and Weapon Experience Suggestions

First, I want to say good job to the team for making the strides they’ve made over the last year. I put in 500 hours at launch, but stopped after I saw that there were too many issues that ruined my ability to enjoy the game. With the launch of Brimstone Sands and the reworked 1 to 25 experience, I am happy with how things are now.

Now, I actually created a new character so that I could rediscover the game from fresh eyes. I found the leveling my character to 60 no longer a chore or bore. I reached level cap by doing the main story quest and territory side quest just before entering Mourningdale. That means that I could continue doing side quests for five more territories before reaching Brimstone Sands. Here is where my feedback as a returning player comes in:

Questing Rewards

  1. Azoth — I don’t benefit from this when I am almost always constantly capped at 1,000 azoth. This resource is too abundant when it comes from harvesting and random drops from enemies. And now that I can never pay more than 20 per teleport (and I have been taking advantage of that) or resetting my house cooldown, I still never seem to have an issue with needing azoth. Is there another currency or reward that would make sense to offer as a quest reward?
  2. Gold — I won’t pretend to know the details of gold and the economy in game, and yet I pose the question to the dev team: “Will you revisit the amount of gold rewarded for side quest completion?” I’m sure this is a lengthy topic elsewhere in the forums, but again, I’m looking at this from the insentive-to-complete-quests angle.
  3. Territory Standing — This is similar to the last item, but this become more of a problem when it’s a missing reward from areas like Edengrove, Great Cleave, and Shattered Mountain. I think maybe the amount given is fine, but should the currency have a replacement in those areas without standing or influence?

Weapon Experience
I’m glad that all the weapons are now available on the beach. I actually felt compelled to try some of them out that I didn’t play a lot at launch. However, if I could change one thing about the game right now, it would be with how leveling weapons goes. I feel that the experience required to level a weapon is on a curve that is too steep, much the same as leveling a character was a year ago. And when more weapons will continue to be added, it will seem more and more like a daunting experience for a new player. I’d like to see the curve adjusted, more exp received from kills, or maybe add weapon exp to quest rewards.

Once you start tradeskilling you’ll need it. I agree it’s a bit weird right now, though, because either you need it a lot or you don’t need it at all.

With regards to leveling and weapon mastery I’m not sure I agree. I think one of the major problems in this game is that you get level 60 within days and there’s no replayability because you unlock all “professions” over time by leveling different weapons. It’s less than two weeks since launch of fresh start servers and people started end game encounters a week ago. No other successfull MMO does that.

I’m in the same boat as you. Played around 500 hours at launch and quit the instant I found out chest runs was basically the only end game content. Now I’m back for fresh start and it feels like this game should’ve been the one we got on release. I’m probaly still gonna quit in a month or two simply due to the speed at which everyone can do everything, but right now I’m enjoying it.

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