It looks like you're new here. If you want to get involved, click one of these buttons!
Obvious Sync Issues:
- Players being unable to see another player actually join the game, a blank profile picture even though there's a full group. This happened to me today. I couldn't even see him in the game. We were running with 4 people when I thought we had 2. It dawned on me quickly once I could hear two other foreign voices in the game speaking. One guy could see me and the cleric, the other guy couldn't see us but could see the paladin... My god it was a mess. We had no idea where each other were on the field of battle. I was walking around searching and watching as traps were disabled and I thought it was a bug because the guy wasn't typing or talking for the first 10-15 minutes of the adventure.
- Lag. Serious lag. Creatures dying over and over again and spamming their roars/groans/horrible noises all at once when it happens. Generally goes on when a new player joins the game. Creatures vanish or die on some player's screens and on others are still standing and fighting.
- Massive packet loss. Disconnects and more. My ping rises from a flat 30 to almost 600 when I DM. I range anywhere from 90-150 while playing ARMA III on a full server or while playing any MMO on the market, including Planetside 2.
DM Toolset/DM Issues:
- Half-baked and not nearly enough there to create a truly interesting experience. It's a great foundation... For a beta/alpha version of the game but seems totally incomplete for what a lot of players are going to expect. I think the limited features should probably be brought up somewhere on the forums or at least in the advertising. It's adequate to create a decent dungeon crawl but limited in what you can do if you're trying to create a more focused story experience.
- Not enough creatures. Not enough control over their stats or how they work. This is especially obnoxious if you just want to do a dungeon crawl, you should be able to select fully edited sets. Some of the creatures are horribly over-tuned. (The fiery undead mini-boss comes to mind - he's got an AoE that will almost certainly kill any melee attacker in a single hit. Because of the graphics and the optimal view for the game even knowing when it's going to happen is almost always up in the air. If you don't have ranged you're just going to have to zerg rush this guy over and over again until he dies.)
- Death penalty is non-existent. Considering how difficult the encounters can be and how some GMs might accidentally or intentionally over-tune fights and get you killed I can't really see how a death penalty would be fair. That said, there needs to be some sort of balancing factor. As it stands right now people can die, respawn, charge back into the fight and keep fighting until they win over and over again.
- NPC bugs. Having friendly NPCs or soldiers, etc in an area keeps them in almost constant combat. They aggro through walls and will simply run into said walls or doors for all eternity until they can get to the enemy. The AI and the aggro for these things probably need to be looked at. It destroys what could potentially be a cool moment when a friend NPC army who is supposed to be standing there to meet you is first seen running headlong into a wall looking like fools. Targeting and such can be an issue too.
- Loot. Certainly an issue during pugs, you have players face rushing for chests and the loot itself is just... Well, it's bland. I feel like the loot system of traditional D&D in a game like this isn't going to cut it. Killing a boss only to receive a generic white great sword in the chest that is nestled far back in the room isn't interesting or fun. The magic weapons themselves should probably be looked at as well. Most things are just passive damage values of a certain element or against a certain type of creature. Great. That's very D&D like but it makes for a relatively boring PC game, especially since at this point the only real driving factor to play is to find new loot in order to equip your character. Let us create items and let us hand them out. At the very least I think a more ARPG like loot system would be far more interesting and fun. It gives players a reason to go to these dangerous places. Give us something unique.
- Just add loot options for GMs already. Round-robin, free for all, class based, whatever needs to happen so that DMs have some sort of control over how it's distributed.
- I just want to reiterate one more time. LOOT IS BORING. I can only kill a boss or find a secret room and get a tube of glue so many times before it stops being exciting. It's also not interesting to look at. They should consider adding some truly unique weapons and armor into the game that can only drop from bosses or are at least extremely rare. Something like legendaries from any other ARPG.
- Class balance is off. This becomes painfully obvious in the 5-10 level ranges especially for GM games.
- Classes use talent trees. Most trees consist of 3-5 abilities and the progression is something like... Magic Missile 1-5. Not that interesting.