by Disgruntled Newbie » Wed Sep 03, 2008 12:22 am
I am sorry to hear that it is possible that your game will have to be closed down. Let me start by saying that I love the idea you have here; rarely does a web game so fully catch my interest as Cthuhlu Nation has. There is a ton of content, and thankfully few spoilers(unless specifically asked for) floating around to ruin the experience. The community seems strong, mature, and helpful as well. With all this in mind, I will now explain my grievances with the game, and why after less than a week i know I will likely not subscribe, and maybe in the process shed some light on why more people don't subscribe.
I am an EXTREME newbie to this game. I have been playing a matter of days. Never mind that that's been almost every waking hour for a matter of days, its still not a lot of playtime. To start with, I almost didn't even TRY your game in the first place, when I read free accounts were deleted after 60 days. I don't see WHY this rule was made, I cant imagine a character takes up THAT much space on a server. In the few dozen different web games I've played, I've never run across this. And this was a sincere issue for me, for even if I did subscribe, I couldn't afford more than one character, so all the others I make would be useless in 2 months. I would recommend changing this to characters who are INACTIVE for 30 days get deleted. I understand you want to give people more incentive to subscribe, but completely wiping out your free player database is turning away potential customers. Think of the "casual player", who maybe logs on once a day, takes their turns, then doesn't check back for 24 hours. They aren't likely to come close to scratching the surface of the free content in a 2 month period, and therefore have little incentive to subscribe. Eventually, however, they would, and you could have another paying member. And I am sure there are others like me, who when seeing that their character would be gone in 2 months decided not to bother.
Next, I would like to address the issue of skills. When I started a few days back, I was frankly SHOCKED at how little a new character could actually accomplish. It is next to impossible to mine, map, research, translate, ANYTHING without a healthy +mod in the stat. And Im talking at LEAST 40 levels worth. The only path open to new players is to run around killing stuff until you get enough str/int/whatever to maybe actually mine that coal/find that book. Still, it wasn't tooo bad, in a day or two I was able to pull it off. That was until yesterdays update. Now it seems that the % chance is your mod - difficulty. So if you meet min difficulty you have a 0 % chance. WTF??????? Did you even realize that this means, on the remote island, which is intended as a tutorial kinda map, that the starter quest, which again is a tutorial kinda quest, requires a +19 mod to str for even a ONE PERCENT chance of success? So that some starting characters have to grind out 10 or more levels for that one percent chance, even with the amulet equipped? Leveling was slow enough to begin with, you've now made it almost IMPOSSIBLE for a new character to get on past the tutorial, let alone get on their feet. It seems like the game is being balanced for the older players (who have hit level 3000 or higher), while leaving the newer players high and dry, with no option but to mindlessly wander and kill things. This gets old FAST. Especially now that combat has changed, and where it once took me just one stam to kill a human level or lower mob, i now miss like 4 times each fight, sapping up my stamina and cutting my grinding speed down to 25%. Not to mention, even if I did stick with it, you need to be a subscriber to kill anything lesser demon or higher.
And lastly, the crafting issue. To begin, it seems a bit unfair that warlocks and scientists have no way to craft without being guilded, and therefore subscribers. But never mind that. Even guilded subscribers would seem to have little chance to, as I hear the mats needed are insane! I ran into this trying our spellcrafting. I got lucky, and the first thing I created required no mats to make. It does however require salt to cast, which is, if I understand correctly, only available in Innsmouth. Subscriber only. Ok, so maybe bad luck on that one. But now any spell I try to create take something INSANE, like 20 lesser god skin samples. Ok, as if that wasn't bad enough, lets say I manage to aquire 20 lesser god skin samples, and go back to make the exact same spell.... guess what? The required components CHANGE! So, let me get this straight - even tho my sorcery is low (less than 10) not only do I need a large amount of difficult (or non subscriber IMPOSSIBLE ) to obtain mats, but if I don't happen to have those rare, hard to get mats ON MY PERSON, then the spell cant get made, since next time I try it will be a different set of impossible mats. This alone is the biggest turn off for me. I love crafting in MMO's. But your crafting system, while impossible for non subscribers, seems near impossible ( or worse WORTHLESS) even to subscribers. .
All of these things have made me decide, as much as I hate to, to say goodbye to CN. The first day or so, I was really debating whether to subscribe or not, but the more these issues became apparent, the more I decided against it. If it was a matter of letting stuff get hammered out, I may have hung in there, but I don't really see the point in wasting time on building a character with hopes of these issues being resolved, when in 55 days it will be trashed anyway. You have a great concept here, vampraist, as well as all the makings of a great game. But in all honesty, most new players are likely to be driven away. The complexity alone is daunting for many gamers, and even the ones that thrive on it, like myself, are likely to be defeated by the impossibly steep starting curve. I will check back in periodically, praying that things work out, both to my desires and your own. Even if you dont change any of these things, I hope you manage to keep CN rolling.