Dragon Nest has a lot of moments that take away from the action of the gameplay. There are empty parts of the map I have to travel across just to get to the next small group of mobs that just need to be taken out or filled with mobs so that I don't lose the focus I have that makes the game engaging. Also, I dislike having to move to and talk to quest NPC's (and being unable to skip their dialogue completely...) when the fun part of the game is playing/fighting enemies.
I really started noticing how these breaks in between the time that I get to fight really make the game less fun. I do not like to be taken out of the action combat which is the sole reason I play. I think the game would become much more enjoyable if I could be constantly fighting without being taken out of the fight in these short intermissions which don't really add too much.
I know that some people may want to explore the nice scenery of the dungeons, but that can be done after all the mobs are killed before entering a portal between rooms. Quest dialogue and travel really shouldn't distract from the gameplay if people don't want it to, because it just feels like unnecessary filler. I believe that most of the playerbase plays for the combat and not the story anyways, so time spent having to run around all over the place just feels boring and distracting from the focus I have on the action.
Other similar games in this genre have taken some measures against this sort of downtime (Kritika's dungeons are filled with mobs and DFO has the scenario system which will alleviate having to run around in town most of the time), and I think it'd put Dragon Nest a step above these games if it could perfect the art of eliminating downtime.
It would be perfectly possible to still keep the storyline in the game by just adding an option to skip it so I don't have to feel annoyed clicking through text for 15 seconds at times.
tl;dr - take out mobless parts of dungeons and do something about story quests needing 20-30+ seconds to turn in every time.
I really started noticing how these breaks in between the time that I get to fight really make the game less fun. I do not like to be taken out of the action combat which is the sole reason I play. I think the game would become much more enjoyable if I could be constantly fighting without being taken out of the fight in these short intermissions which don't really add too much.
I know that some people may want to explore the nice scenery of the dungeons, but that can be done after all the mobs are killed before entering a portal between rooms. Quest dialogue and travel really shouldn't distract from the gameplay if people don't want it to, because it just feels like unnecessary filler. I believe that most of the playerbase plays for the combat and not the story anyways, so time spent having to run around all over the place just feels boring and distracting from the focus I have on the action.
Other similar games in this genre have taken some measures against this sort of downtime (Kritika's dungeons are filled with mobs and DFO has the scenario system which will alleviate having to run around in town most of the time), and I think it'd put Dragon Nest a step above these games if it could perfect the art of eliminating downtime.
It would be perfectly possible to still keep the storyline in the game by just adding an option to skip it so I don't have to feel annoyed clicking through text for 15 seconds at times.
tl;dr - take out mobless parts of dungeons and do something about story quests needing 20-30+ seconds to turn in every time.
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