All right so I started playing Vesteria very recently, so if you find some of these suggestions overlapping with what is probably coming out, that’ll be why.
Let’s get to the meat of the pizza.
Class Quests & Weapons: Since the Vesteria Team is planning on adding dungeons, and possibly even raids, a good way to add content into the game is making the players have class quests that require them to both explore the Vesteria world as of currently, and the dungeon(s). This makes the classes feel first and foremost individual, this will make each class feel they’re special. Another reason why this is a good idea is because this creates a bit more grinding for the class, and grinding is not a bad thing since it will make the class feel rewarding. That is to say, if right now as a mage I had to go through killing a bunch of mobs from the Vesteria world and gathering resources in order for my quest giver to craft my staff and then send me finally into the world but this time into a dungeon for the last few resources, the weapon I gain will feel a lot more special than if I just got it for free without any work. Going back to class quests, I think it would be a good idea to make the player do a chain of quests to unlock the future subclass they want to play. For example, I’m a mage and want to be a warlock in the future, so instead of giving me the ability to just become a warlock without any work, make me earn it by doing quests. One way of figuring this out lore-wise is by showing the warlock trainer you’re serious about what you want to become. “The trainer looks at you from top to bottom, ‘What business have you?’ ‘I wish to become a warlock,’ The warlock laughs and raises his hand as if to say ‘Begone, I have nothing to teach a mere student of feeble magic.’”
Another suggestion for quests: make more chain quests! Don’t ask for 30 resources of that, 30 resources of that, and 30 resources of that all in one big quest, make the player explore the world by going back and forth. It can be repetitive and even tedious, but that’s the entire point! One example of this is the Shadowmourne Questline, Google it.
PVE Criticism: I found that the new update with XP makes it difficult for me to level if I level killing lower level mobs. So it makes sense as a level 10 to move onto spiders, even though they will likely make it very difficult for me. Now, I know why we have a quest drought, because if quests existed as much as people desire, leveling to max level would be far easier and would make the reaching of max level far less meaningful. The criticism I have is the fact that XP is shared without a party, and people can simply ‘steal’ your kills. Steal, how? From what I observed, the system shares the XP based on how much damage is done to the mob, so if I do a bit of damage and someone comes in and does all the damage (high level players leveling), I get a very small amount of XP and the other player gets most of it and doesn’t get all of the XP. So, the problem here is the fact this makes it unnecessarily difficult for players at level 10 trying to do the logical thing, kill spiders since now there’s really no reason to kill goblins. I know the argument, “Join a party then.” Why am I forced to though? Why am I forced to have no other option than to join a party because of this system? Wouldn’t a better system be that a player tags the mob, the mob follows and tries to kill the player, if the player does not succeed in killing the mob then it resets and another can try. If the player runs away from the mob, the mob loses aggro (is no longer aggressive towards player) and goes back to the original position and is reset. This stops players from tagging mobs across the map all to themselves. What do I mean by tagging? If you damage the mob first then the mob ‘belongs’ to you. You gain 100% of the XP if the mob is killed, and someone could come and help you and kill the mob, but you still gain 100% of the XP. This eliminates kills being stolen, and players that want to level solo can do so, instead of begging people to join a party. And I mean begging. If you’re a high level who kills mobs easily, why should you care about being bothered to join a party or create one? Not only that this also makes parties far more useful since then more mobs can be tagged for that individual party, and it will make people want to join one more but it will also not make it a requirement!
All right, that’s my rant and I may or may not update the thread depending on what I think of. Also, I do not expect all or any of these features to be added immediately!