I do agree that ToS has a lot of potential to be great. They have this large world with beautiful assets.
However the only thing I care to do when I log in is to continue where I left off in the quest chain.
Whereas RO / Neverwinter has me thinking, “hmm what do I want to do today, out of all the options I have?”. I find that to be a really problematic game play issue.
The argument that this will be available after the main quest line is complete doesn’t resolve the issue. A game with limited content and replay value doesn’t magically have tons of content at end game when there’s arguably less things to do (check RO2).
RO & Neverwinter had a tremendous replay value. I’ve visited the same places for thousands of times, each for a different reason. Neverwinter had a significantly smaller world than RO but the replay value was even greater. The same setting is reused over and over and over and over for myriad of game play possibilities.
As of now there isn’t much reason to return to lower level in ToS. Imagine all those hard work creating the world, where it will only be traveled once / twice on our path to soft cap.
@Divini
I’m not trying to compare / bash ToS. My point is the lack of content, using RO as a familiar example.
RO being polished over a decade doesn’t lessen the issue that the content / replay value of ToS is low.
@TankezonE
In a way yes, but somehow it feels different because RO felt much more open / self directed, while ToS seems to be hand holding you the whole way there. I don’t know if this is because of the 3x Exp rate we had on CBT, but it didn’t feel as though I had a lot of options besides grinding for the next quest in the chain… The maps are chained together like candy crush levels where you move from one to the next in the exact same fashion no matter how many time you reroll a new character.
Let me sum it up real simple.
I’m already tired thinking I have to bring another character through lvl 1 - 100+ in the exact same fashion I did in iCBT1, and iCBT2