Starting Islands New Start Location [merged]

Post » Sat Mar 15, 2014 9:40 am

Nothing is removed. The same reasons you had for helping the people on those starter islands is still there now.

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Terry
 
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Post » Sat Mar 15, 2014 3:59 am

Its down by the docks... However, the point is that if they wanted more freedom place an NPC on the docks of the starter island to take you to the city. Don't toss out a good storyline. They did it bass ackwards.

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Gill Mackin
 
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Post » Sat Mar 15, 2014 8:38 am

There should be someone around for you to talk to when you wake up. Talk to the npc who found you and you'll get the option of "going back". Although I made multiple characters and not all in the same faction, I don't remember the other two faction starts all that well.

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Nadia Nad
 
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Post » Sat Mar 15, 2014 8:13 am

Head to the docks in town, there will be quest givers that lead you back to the island.

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Ally Chimienti
 
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Post » Sat Mar 15, 2014 5:15 am

@Pangscar

Not sure where you think I said it was removed. I know it wasn't removed. Its down by the docks. What I said was the storyline is disjointed now. The storyline doesn't hook new players as it once did. What should have been done if more freedom was the goal was to keep the starter islands and added a way for those seeking freedom to get off the tracks (ie. an NPC taking them to a starter city).

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sara OMAR
 
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Post » Fri Mar 14, 2014 11:08 pm

The Prophet tells you in the dialog options when you talk to him after waking up that you should search the docks.

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Bonnie Clyde
 
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Post » Sat Mar 15, 2014 5:45 am

For me it did, it just didn't lead me by the nose. The conversation with the prophet tells you how you where rescued and adds that you should seek out the people who aided you. Doing so will take you back to the starter islands, however there is no quest marker and you start with no quests in your journal. It's up to you to actually go out and talk to people.

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naomi
 
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Post » Sat Mar 15, 2014 9:19 am

The house was empty aside from the prophet (who now is missing large amounts of voiced dialogue...) this really feels like a rushed knee jerk reaction, now with the missing voiced dialogue it seems amateurish, too. This is not a good first start to people just starting the game, I've been in two beta's already, I shouldn't be this lost...

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Michelle Serenity Boss
 
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Post » Sat Mar 15, 2014 1:59 am

I should make a new character or two to remind myself. But I'm having fun with the one I've been playing the most. One way or the other on early access or release I'll be doing that one way or another.

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Steeeph
 
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Post » Sat Mar 15, 2014 9:31 am

OMG. I was hoping for choice, but being thrown into the second island, and having to speak to two new npcs with no voice over (just keep it consistent) to go to the first island was dumber than (bleep).

I don't understand why, when choosing the option to skip, you go to the second island and choosing to play from the start they put you on the first island.

It totally messes up the storyline. It feels disjointed, out of step and I know what the story was and still was confused.

New players who never tried beta are going to complain. This could have been done better.

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X(S.a.R.a.H)X
 
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Post » Sat Mar 15, 2014 5:03 am

Its still Beta... They will add missing voice options by launch. Its in the patch notes.

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Luis Reyma
 
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Post » Fri Mar 14, 2014 7:05 pm

Agreed, I mean how hard would it have been to add a little box at the end of coldharbour that simply asks "would you like to begin on the starter island? y/n" instead they do it this way... I'm absolutely stunned that they could do it so amazingly backwards...

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REVLUTIN
 
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Post » Fri Mar 14, 2014 10:53 pm

To me, that would be a less immersive method then what they did. The change will be fine, if not good, providing they do the following.

1) Add voice content to the associated conversations & quests.

2) Add a quest given by the profit taking you to the docks.

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Cccurly
 
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