|Darcnes Goblin Squad Member|
Caldeathe's comments make me think Dwight from The Office.
New Player Guide wrote:False: Left clicking selects the node, but Right-click is required to harvest.
HarvestingLeft-click a Resource node to harvest it.
Having a TL;DR section is excellent. Definitely need to keep content together with well placed page breaks though.
I agree with Cal about being explicit on how some things like walk and run require movement but stealth and jump do not. And while this is hardly the place for it, holding forward while auto-running really needs to cancel auto-run, and if not there ought to be a notice that it doesn't. This will get you killed if you're expecting that rather common behavior and it fails you at the wrong time.
Accessing your Character, it quickly becomes obvious what this actually means, but it certainly evokes thoughts of needing to do more than click 'Enter World' at the character select screen.
On that note, you should probably either let people know that there is a pause before you can enter your account creds during login. Or use a splash screen to hide it until loading is finished, or optimize that bit. Really don't want new players to feel like they are doing something wrong when it just hasn't been fixed yet.
Pictures are needed, not in the TL;DR section though. Make a reference to a more detailed description below.
I agree that explicitly stating that xp refunds are not allowed and that some fore-thought should be exercised before making purchases is necessary. The other major thing here is giving players a clear idea of is going to be required for what. Dredging that info out of a spreadsheet is not user-friendly, and nothing pisses off people more than buying something that seems perfectly reasonable to expect to be in the progression they are after, only to find out they wasted resources on something that's actually completely unrelated/unnecessary.
Under Training Feats > Achievements the second sentence is not well crafted: " To make earn credit for an Achievement ".
For ability scores, it might be worth phrasing it slightly differently, e.g. "Ability scores have no mechanical benefit; they are used as a pre-requisite for feat training and also improved by training feats that are associated with that ability." or something to that effect. The info is there, but it could be more easily processed.
As an aside, is there any particular reason the team chose a wand instead of a foot as the icon to open the feats window? Not everyone carries a wand you know.
In combat, make note of the fact that some feats are slotted on the left, and some on the right. I still don't know what the difference between the two is, besides some arbitrary rule that says "No, you can't easily access these skills, you're stuck reaching to the 6 key for that one." Bad juju right there, I hate arbitrary keybindings, but until keybindings are a thing, be up front about it.
Under combat, P5, "If you suddenly lose all your attack icons, you probably hit “~” by mistake." This should probably bolded and italicized with something like "Protip: " or "Note: " prefixed to it. Same goes for other honorable mentions on things to watch out for.
"If you attack another player character twice, ".. twice in how long? Log off? Day? Ever?
"If you attack the Thornguard they will become hostile to you and they never forget and never forgive.".. why not allow that second attack? (Assuming they're not in combat already, to avoid exploits.) People will absolutely attack Thornguards and completely by accident. Ask yourself this, did you ever attack the Priest of Discord? A vendor? Do you know someone who did? Let the player be killed as a result of the first attack, but let the second cement the hatred.
I know, that one is less a function of the document than the game, but this is the first I've seen mention of it. Just remember how different EQ would have been if the Priest of Discord remembered everyone who ever hit him.
Under Minimum Viable Product: "You’re seeing a game in a state of development that most players have never experienced." This was true until Destiny was released. You might want to make mention of that. ;)
Life in a Sandbox, give a quick definition of emergent behavior/gameplay. Fewer people have heard that than sandbox. Maybe make the paragraph about emergent play and link it to sandbox instead of convoluting the description. It's a great concept and one people should be familiar with. The whole paragraph currently reads like a senior manager's description of a job posting that people "in the know" are going to have to decode.
Getting into some of how to use the UI, one thing comes to mind. For the love of whatever gods you hold dear, get scroll events working on the UI. That is such a major usability issue and will hurt you when the non-hardcore come knocking.
For Chat, what classifies as Local? What is the "local map"? Players will wonder. I know I do.
The Tutorial, this needs to be mentioned in the TL;DR section.
The Combat UI, might make mention that relatively few feats use Power.
Nice work on the Ranged vs Melee section, that's going to be fairly critical for players to know.
Understanding Attack Actions:
(It's worth noting that I started to rage a little bit here. Then I remembered it's alpha. You guys need some serious UX love. Everywhere. I hope that's a priority once EE happens.)
The information in this section is solid. It's also going to be a bit much for a lot of new players to process. Maybe make a note that they should re-read this section once they've gone out and fought a few things, bought a few feats, etc.. then again, a picture is worth a thousand words, and that could very well solve the confusion that's like to stem from this section.
Great descriptions of what each stat is though, those are very clear.
That's all I've read thus far, going to put it down for a bit.
Edit: Holy crap, this is too long for my usual proof. I think I'll find a beer instead.