Quick Sarducca Feedback

Sally

Active member
Dec 2, 2023
264
154
43
The Bad

- Enemy NPC leashes are too short, too easy to reset enemies accidentally.. Feels extremely cramped.
- Random resetting of some enemies (Danaburnus have a tendency to just suddenly reset for no reason).
- Enemies just generally seem tanky compared to Myrland, which compounds the short leash resetting issue, as you have to deal with the enemy for longer; and also, health regen abilities are annoying when they're on so many enemy types.
- Too many insect enemies.. Honestly, i feel you should've thrown some dinosaurs in or something, like the stone lizards. Bugs are a bit of boring after we had invasions. )
- Unfiinished/half-baked dungeons/caves that are only half filled with enemies, or have no boss.
- Cricket ambient sound has no depth, so it sounds like you have a cricket glued to your ear that never moves no matter where you go; and can become quite annoying.
- Dungeon areas that treat arrows as if they're underwater, when on land (usually in dungeons/caves that go below sea level); such as the north eastern dungeon at the top corner of the map (the one behind the waterfall).
- Tudor houses don't suit the arabian/desert aesthetic of Sarducca
- Queue times on a paid subscription game is probably going to be highly off-putting for people without compensation.
- The game appears to be locked at the same playercount, despite having two servers. Selecting a character before the queue would make sense, so if Sarducca is full, people can play in Myrland.
- Sarducca is of a higher visual quality than Myrland, and so makes Myrland feel cheap by comparison.
- The water looks almost chemical blue, not a natural blue. Kind of looks like water filled with blue food colouring.
- Armor vendors selling tindremic attire in the Sarducca capital doesn't really fit or make sense; especially when basically all beginners are running around in it.
- Seemingly no obvious beginner dungeons (like tindrem/fab sewers).
- Foraging tasks are extremely time consuming, and not worth the reward when you have instances where there are only two ganum plants on the entire map; so more plants would be nice (not too many more, you still want PVP encounters).
- Floating treasure chests.
- Beth Jedda seems like a beginner friendly town, but is extremely anti-beginner given that open spaces with nowhere to hide are extremely zerg friendly.


The Good


- The map is of a higher quality than Myrland, the land is constructed in a more realistic fashion; looks more polished.
- The barren aesthetic of the land has thematic resonance with the harshness of the mortal gameplay, and so feels right. The contrast between the harsh landscape, and the paradise, lagoon-like towns creates a stronger feeling of security or homeliness than Myrland towns.
- The towns are of both a higher quality, attention to detail, and superior aesthetic than Myrland.
- The music is excellent, and sets the vibe better than Myrland.
- Some of the new enemy types are good; like the scorpions, stone lizards, crocodiles (although it would be nice if they could chase in water), Ratzar Queens.
- New armors/weapons look good and fit the area
- Aside from the bugs, and being unfinished (like some spider caves) some of the dungeons i have seen look visually impressive.
- Having a fresh start exposes some of the balance issues of Myrland that made the game much less fun (like direwolves clearly being too strong, snap shot being too strong, combat healing being too strong, etc..)

Recommendations:

- Fix dungeon bugs, finish dungeons
- Fix cricket ambience
- Change homes from tudor houses
- Queue should be after character/server selection
- Update quality of Myrland towns and landscape to the level of polish shown in Sarducca
- Extend enemy leashes in the open world, fix resetting bug
- Snap shot needs to be nerfed more as the damage per second is extremely high.
- Combat healing is still a massive problem, and causes mobility to be significantly more advantageous due to 'resetting' (running away, healing, coming back over and over until they win; essentially immortal). This, in turn, makes MAs extremely powerful; and is the root reason people complain about alvarins being too strong.
- Add a beginner dungeon to a main town (like a sewer)
-change armor aesthetic of armor's sold at vendors for beginners
- Add more foraging task plants (particularly Ganum)
- More enemy types that are not insects.
- The lack of dire wolves in Sarducca makes the game feel substantially better; exposing that dire wolves should probably be nerfed, especially as mounts. Something that is half the size of the horse shouldn't have the same health as a horse.
- A temperature system would be interesting, and would add depth to traversing the land.
 
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