I mentioned some of my feedback in the other thread, and I'll repeat some of it here, and add a bit more, while trying not to reveal too much IC information. Aside from Syn, I'm pretty sure I've spent as much time in the Dreamscape as any other character (though I don't have the priviledge of going it alone). And while it's interesting, it's too painful to be enjoyed -- some of that can be fixed by simple changes.
1) The mobile room(s) are incredibly frustrating, given that you're literally wandering around for an hour fighting high-level NPCs trying to find them. Chain them, or confine them to a specific region, and you've got something that would be tolerable. When the best plan is to send in a ghost scout, there's an indicator the area isn't really very playable.
2) Remove all one-shot "no-held" skills from all NPCs -- especially petrification and headbutt. I realize that, as builders, you don't necessarily have control over the skillset of the characters, but anything besides a tawny lion that gets headbutted out there is going to die, and there's nothing players can do about it short of a miracle rescue. Even if you have to disable the skill the same way you did pet / depet / rez with a script hack, that's an acceptable alternative -- it's not like any barbarian is going to headbutt out there anyway.
3) If it hasn't already been done, completely eliminate the spawn rate in the "entering area." Given that you come in stunned, it's hardly a fair fight. We've had a couple of characters killed before the party even gets started, and that's just plain silleh. Also, the pet shop used to be relatively close to the entrance, which is the only way that a caster class is going to be able to survive long enough to get his act together -- was this moved on purpose? Put it back.
4) Remove the corpse rot. I really can't see how this would be abusable, and the few ways I can think of actually taking advantage of this could just as easily be done outside the dreamscape and then moved in. The ability to carry out bodies versus piles of junk scattered across multiple containers is immeasurable. We're already beat up anyway -- don't kick us while we're down.
5) Increase the experience given, both by the spawned NPCs and the quest NPCs. Because the NPCs are so difficult and high-level (Jou to Gra is a bit of a joke -- Cha to Gra maybe), the MC tried to use it as a proving / training ground for champ characters, but the XP gain per hour was smaller than even A'van Keep despite the aura bonus, predominately because a) all NPCs seem to have true sight and b) priests can't sleep to regain mana.
6) Increase the drop / spawn rate of quest-specific items. I'm not, in general, a big fan of step-and-fetch quests anyway, but when you have to pick up 20 of an item for which you've only received two in twenty hours of exploration, something's wrong.
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