Greetings! I have pondered making this post or not, as I didn't want to step on any toes. But after playing RoA for a little bit, it became clear I had a few things I wanted to say. I will try to keep this brief. Peasant Mode Freemium Mode I started RoA in "Freemium" mode, and I have to say that it feels a little restrictive. Despite only tipping my toes into RoA, the main restriction of less resources from harvesting, as a new player/character, is quite severe. So it did not take long for me to just toss a sub at the game. Other players might not pick that option however. I would like to suggest reeling back in some of those limitations. I'd also encourage you to remove the line of inactive character storing as I seen it lead to confusion outside of the Darkfall community (people take it that your Freemium character is deleted after 30 days). The New Player Experience Always a rough topic in every Darkfall game, and RoA is no different. I decided to play RoA based on an impulse. I am not playing this game with anyone I know and I am not taking significant hand-outs, in an effort to experience this as a true new player (or as new as I can be as someone who hung around Darkfall since 1977). The initial experience is mostly unchanged from DF2012 and I'll not go into that again. But what I did notice are issues specific to RoA: Various quests related to skinning, are bugged due to skinning not existing and looting said items do not progress these quests. The quest flow with Nectar of the Gods feels weird and gimmicky. I have to ask why even bother having attribute progression in the game if it is to be this trivialized. Quest rewards in general are terrible were it not for the Nectar of the Gods gimmick. They are static and often useless to new players (even worse for veterans). Considering that RoA specifically encourages questing, it would have been good if a notable reward pass was made here. After you completed some quests and got 75 in all base attributes, you're effectively thrown to the wolves - literally, because the market is not actively populated with items for new players, which means new players have to harvest and craft their own gear, and this is a lot of pressure on new players on their first day or two of playing. So as it stands, the new player experience is a short tour guide through broken quests with poor rewards that teaches you nothing about the game, and by the end of that you suddenly have a bunch of attributes and a severe case of "Now what?". So I'd propose a few changes: For starters, fix broken quests. This needs no further explaining. Change attributes; Make the statistical values of 75 base attributes (health, mana, stamina, resistances, damage, speed, etc.) baseline for all characters. Set attributes at a value of 1 out of 25, with the progression from 1 through 25 being the equivalent of progressing from 75 to 100 in the current formula. Buffs should still be able to boost this past 25. Progression rate from 1 through 25 does not need to change compared to 75 through 100. Remove Nectar of the Gods from inventories and quest rewards. Improve material and gold rewards from all quests in the game, significantly. Bonus: Add long term value to quests by making repeatable quests offer a bigger bonus reward for high kill rates. Bonus: Increase quest rewards based on your alignment as an incentive to remain "blue". This would include dungeon dailies. Encourage players to sell new player items on the market. One option to consider is a tax and delivery fee removal for basic raw/refined materials and R0 through R30 items. It may not seem like a lot but for truly new (and poor) players, every gold piece counts. Fix item localisation holes so that new players who want to craft their own basic items do not have to travel half the map for very basic resource. The main offender in my experience is rawhide/leather, due to being the only basic material you cannot harvest, and the game not really telling you which mobs drop it (it seems far too few mobs drop it). The combined effect of these changes will be an easier to understand progression flow and better quest rewards that are more relevant to the needs of a new player, as well as improve some of that early game gear acquisition since currently this is a complete roadblock in some situations. New Player Content Outside of some quests, the game doesn't really offer anything in the way of new player content. Specifically missing is introductory PvP content. In my brief time in RoA this was perhaps the most frequently asked question in chat; Where can I find PvP as a new player? The typical answer was "go do villages" (without the game explaining how these work). And while this might have been an acceptable answer, the game as it is structured now, does nothing to prevent new players from landing on top of a seasoned group of veterans - and we all know how that story ends. But during my brief RoA time, I did attempt to solo capture a village (I happened to be near one going live). A bug with the timer being delayed aside, I liked the overal capture concept, it is a step up from New Dawn's "single capture point" system... But as I was capturing, one problem stood out: No one came. No, the game is not dead, it turns out the village I was at (Lainstone), is considered "trash". And it didn't take me long to see why; At T3 gear score (AKA what a new player would wear), the reward was so poor that even me as a new player had no value in it. So then it hit me. RoA has no new player PvP content, but it does have plenty of villages veterans do not bother with. So... Split all villages in the game into two categories: Regular, and New Player. The vast majority of villages should be regular villages. Villages located close to NPC towns are to be designated New Player villages. Create two billboards in NPC cities: Regular villages, and New Player villages. Regular billboard: Does not teleport to live New Player villages, exists in NPC towns and player holdings. New Player billboard: Teleports only to New Player villages, exists only in NPC towns, costs nothing to use, and has a gear restriction up to R40 (checks inventory and paperdoll). Add a new daily quest near New Player billboards to participate in a New Player village (victory or not being irrelevant), to act as sort of a breadcrumb to lead players to this content, as well as act as a participation incentive, even if losing. New Player village rewards: Reward items only a new player would consider useful, such as: Permanent attribute boost items. Skill books and scrolls. Scribing items. Basic raw materials (no rares). Gear up to R50. Gold. New Player villages should have an upper reward limit at T3 gear score, to discourage over-gearing on alts. Regular villages should continue to scale more towards the higher end. Unpopular opinion: Death at active New Player villages should only result in inventory drops on death, but equipped gear is kept. New players need a chance to learn and not get completely morally crushed after their likely initial crushing defeat at the hands of another player, whom 9 out of 10 times will be a more experienced player or a group of players. In total, veteran players will not be losing any villages as they evidently do not even bother with the villages that would qualify to be turned into new player content, but for newer players this could be an excellent learning ground, and fill a very clear content void right now. On a side note, it would be good to offer more PvP (or PvPvE) activities on both billboards other than just villages, but this is where completely new content would have to come in. The GUI... Last, but absolutely not least, is the RoA GUI, and how incredibly clunky it feels. While I have positive things to say about the developments BPG made to DF2012 in other areas, the GUI is not one of these. My initial reaction booting up RoA for the first time, was quite literally, "Ugh". Everything about it feels like it requires too many user actions to get to a desired outcome, where as other desirable functionality is downright missing. To get to the point: Too many user actions required to perform basic operations. If I hold a melee weapon and want to cast a transfer, you cannot simply click the transfer ability and begin casting it, by default RoA expects you to: Select a staff -> Unsheathe it -> select a spell -> cast it via LMB. In the heat of combat, especially with interface delay, this is very frustrating, and this could be halved if selecting a spell simply loads up that spell while pulling out a staff in the same user action. The GUI input delay. Nothing good to say about this. The game needs action queueing and it needs it extremely badly. I understand some players will not like it as it takes a different kind of getting used to, and this is why this needs to be an optional setting in the game configuration. To clarify: Action queueing is not a literal ability queue where I can press 5 buttons and then watch as the game executes these in the order I pressed them. It is a system that when I press for example my melee weapon keybinding while my client is still busy firing an arrow, it will instead of doing nothing like it does now, pull out that melee weapon as soon as the arrow is fired. This particular example would solve being locked in archery mode while rapidly trying to swap to melee but the game does not let you, so you end up firing another arrow instead - very frustrating. The game is lacking a "weapon bar", a function UW and ND players know quite well. It lets you have one universal place to update all your weapon bindings and then upon their activation (via keybind) you can let the game equip this assigned weapon as well as swap to an assigned hotbar. RoA can partially do this via right clicking twice on a hotbar slot, however RoA's implementation lacks persistence; The hotbar info is lost each time the weapon is changed. It also relies on tiny hotbar slots as opposed to a dedicated GUI component. Inventory management is severely lacking. Missing are: Auto stacking/sorting. Drag selection. Select by type. Auto loot. These GUI issues are often real show-stoppers. They make the game feel very 2009-era and a lot can be done to improve the GUI, including in areas I did not mention here. New Dawn in my opinion only did a few things right, and on number one stands their GUI changes. They managed to make DF2012 more enjoyable by removing a lot of those pain points. If there was just one thing I'd like for RoA to steal from ND, then it has to be their GUI changes. Closing Note Thanks for reading the ramblings of a moderately certified insane person. I know not everyone will like to read some of the things I wrote here, I was very much unsure if I should even write it given the reactions topics like this have gotten in the past. I can only say that I tried to be fair to RoA and give it a good shot, and this is purely my honest feedback about the pain points I experienced as a new player. I do have good things to say about RoA in general as well. Some of the general changes that have been made such as harvesting and crafting speeds are certainly an improvement over New Dawn, where people were forced to buy alt accounts to deal with their time-gating of crafting and gathering via an absolutely horrific specialization system. The removal of tombstone carving skinning is also a great QoL change and does help reduce that "clicky experience" in PvE, and it is changes of this nature that I'd like to see more of. For now, I'll continue to log on to RoA when I can and I will try to delve a little further into RoA mechanics I have not yet explored. Edit: Fixed spelling errors.