Re-ran the first group quest again last night, the lag-like issues were gone. After playing solo for so long, it was nice to get into a group. That is one thing I think DDO got right, despite all the derision and their eventual capitulation: requiring group play in a game that has "multiplayer" in its genre title. I don't know why every single modern MMO is basically a single-player game with occasional but rare grouping until end game, where you must suddenly find people to group up with or leave the game.
I suppose an argument can be made that DDO just shifted that transition downward, and possibly cost them a large chunk of potential players as well. It just felt... right.
Amusingly, NW does not have any kind of group finder, apart from a global "recruitment" channel. I guess it's mostly unnecessary as there isn't a lot of group content (if we ignore the PvP stuff, which is probably not fair to do... end game looks to be faction-vs-faction PvP, and it sounds like a hoot from what I've read in chat).
This game is definitely addictive. I don't know how, but they somehow made gathering and crafting enjoyable. After spending years collecting trinkets (what were they called? Collectables?) in DDO, only to have them use completely new ingredients when they finally brought in crafting, it is weird to have a game where EVERYTHING has value. The vendor-less economy is shockingly booming. Abundant, easily farmed raw materials sell for good money on the trading post (auction house). It's crazy, but I get it... you're trying to level up one of the crafting trees and need 100 doodads. Sure, you could run out and farm them, or you could just hop on the trading post and drop a little coin and get that crafting level now.
I'm still blown away by the beauty of the world. Graphics and textures have come a long way, that's for sure. Nothing feels repetitive - it's not the same 3-4 buildings over and over. Each zone has a unique feel and look. The environment is massive and very immersive. The lighting, shadows, and general environment movement (think leaves on trees, grass in fields) is unbelievable. And, impressively, it doesn't seem to be much of a strain on hardware. My rig was built five years ago, and admittedly it had high end stats for the time. I'm playing on a 4k monitor at native resolution with all settings maxed while also running a second 4k monitor with an interactive map, on a GTX 980ti... no problems at all.
Don't get me wrong, it's not perfect.
- Combat, particularly when in a group, is very visually loud. Between all of the nameplates, health bars, and damage numbers, you can easily lose your character in the assault on your ocular nerves. It significantly detracts from combat, IMO. I suspect the answer lies in changing text sizes and some color palette updates, but I'm no human factors engineer, so I really can't say exactly how to fix it.
- There is a lot of walking, and there are no mounts. I don't really disagree with the decision on no mounts - the world is large, but not prohibitively so. There are some limited teleportation capabilities that take the edge off, especially once you learn how to ration those abilities wisely. But, also, gathering resources is a big part of the game, and you find those resources by wandering the world. Plus, the world is beautiful!
- Some of the storyline questing takes weird paths that result in a player getting stuck until they figure out what they missed. The details are boring, and the issues are minor and common to all new MMOs. It's not really a big deal but it can be annoying.
- You cannot manage inventory on the run. You can do other things, like read your quest journal and look at the map, but inventory management stops all activities. I suspect this is very intentional, as it puts a soft cap on dynamic gear loadouts (meaning, it's harder to change gear mid-combat, beyond the limited weapon set switching inherent to the combat system). It's just, you know, there's a lot of walking, and I'd like to read item descriptions while on the run.
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