Welcome back, soldier. We've been expecting you.
Mission: To determine the quality of Verdemyr Isle [CODENAME: Laketown Two] and offer constructive criticism for the betterment of the phase and RPH as a whole.
PROTOCOL 1: POSITIVE VIBES ONLY.
PROTOCOL 2: Phase will be judged based on 3 categories.
Accuracy to Lore
ACCURACY TO LORE
This phase, in many areas, is much more accurate to the lore than other phases, something to be appreciated. Most phases completely disregard the fact the Horde and Alliance are at war, and live in a pretend world where conflict never happens and the only enemies are DMed mobs.
It's much more fitting for a constant battlefield being right outside than a playground for adventurers, and I'm glad a phase this big has done that.
But, sadly, that all comes crashing down because of one thing: Ravengarde.
A massive, gleaming set of marble walls, with human garrison buildings everywhere, with solely human and dwarf guards... Everything about this spits in the face of the HORDE V ALLY conflict, and sucks all of the character out of the phase. It's like a shitty neutral town from days gone by was injected into something with life and is just draining all the good RP from it like some weird, nerdy cancer.
And back on track, it just doesn't make any sense. Such a city could be the tide turner for the Alliance's favor; it's obviously led by mostly Alliance races, and it doesn't seem to have any relations with a neutral faction which would justify their lack of action. It feels very lazy, and undercuts what otherwise seems to be very lore-accurate and conducive to good RP.
Score: 4/10. Hopefully something can be done to remedy this.
The quality of the roleplay here is, I feel, very underwhelming. While I've looked around the phase and found plenty of opportunity for events to be hosted and DMed, it seems like the phase is guiding me away from all of that. All roads here seem to lead to a tavern, something I could go to a thousand other, smaller phases for, and arguably for a more lore-accurate and quality controlled experience.
It's obvious from the characters in the phase that there isn't any moderation based on quality. Blatantly overpowered characters riddle the place, and I'm almost forced to isolate myself to a few characters I know for sure aren't shitters. Even within the guild 42460 itself I'm left to wonder if there was any sort of vetting process at all.
Though I understand this phase garners quite a few people and it's difficult to moderate, surely it'd be better to set a reasonable cap on players allowed in the phase with .ph cap, at a point where Quintus and his officers are confident that they can keep it clean of painfully inept roleplayers.
Score: 3/10. Again, I think this circles back to Ravengarde, and if it weren't there, the phase could naturally direct RPers away from it and closer to quest-givers and the opportunity for DMed events.
I'm happy to say that Verdemyr seems to be very well built, aside from a few glaring, if temporary issues. If these issues are addressed, I could easily give it a 9/10 score.
My first complaint is going to be Ravengarde (a common theme). It's all built on Monty Tiles, and it's totally flat. Aside from a set of stairs leading to a harbor and another leading to Quintus' personal castle, there isn't any texture to the ground.
At one point, there's some grassy little unoccupied space that's just horribly awkward.
It's like the building that used to be here just up and left. That's just quackin' crazy, jimbo.
There's also a point in the wall where the wall just kinda stops abruptly. You'd have to see it for yourself to understand, so aren't you lucky that I know how to take screenshots.
But yeah I have no major complaints outside of that. Seems to just be points that are WIP, but weird to host with parts of your phase totally unfinished. This drags the rating down, but when these parts are completed this is, again, a solid 9/10.
Score: 8/10. Good, but with some big things holding it.
Mission completed. Attaching analysis.
This phase has some major potential for very good RP, but it seems to have lost sight of that in pursuit of a larger playerbase, sadly. I want to give this a higher rating, as I know it doesn't deserve only half a point higher than the Suramar Arena phase, but with such a massive guild and almost complete monopoly on public RP, it deserves more criticism and harsher judgment. Not only that, but the pieces are there, and I can't, in good conscience, give a good rating to an unfinished puzzle.
Overall, the rating is 4.5/10. Like I said before, I think most problems circulate around Ravengarde; I'm genuinely impressed with everything else. While I'm 100% sure that it won't happen, I think removing the city entirely would be best for the phase. And another, easier alternative might be for the city to join a faction, or place the spawn much further away so as to designate it more as a small part of the phase as a whole rather than the focus.
Good job, soldier. We'll be seeing you around next time.
i expect ONLY POSITIVE VIBES down below. we aren't here to TEAR OTHERS DOWN we're here to BUILD THEM UP.