Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Don't put hard gates on profession levels
They realy dont want somone to be self sufficient, economy dies when everyone can do everything themselfs however i will say one thing with the current node setup on my server it make it realy hard to do the economy side too accomodate since crafting benches are all over the place.
If a node did lumber milling and carpentry and the other did weaving/tailoring for example i would know i need to bring my wood to sell to the lumber town and the lumber town knows they can take wooden boards and sell at the weaving town since they need the boards to make bolts of cloth but as of this moment the processing benches are going up across the map from the crafting benches resulting in alot of running :P
The system in Albion online is no limit, and economy is all good. It took some years of testing to get it up running, and now its 7+ years since release and still going.
If AOC keep the system with those hard limits, and no in game zinks, my guess is that the servers will be ghost towns pretty fast after release.
1
Don't put hard gates on profession levels
Currently the system limits the amount of skills you can level up to journeyman etc. I'd like to propose that gaining those skills get exponentially harder instead, removing the need for a hard lock.
Let me break down why:
Currently the system has a hard cap which means that, once you hit it, you'll lose the satisfaction of gaining experience and potentially leveling up. Once you finished your final profession you'll be "done". You cannot improve anymore - ever. This feels bad.
The lock is a design decision:
Now, I can hear the keyboards rattling in the background telling me that they're limited for a reason! And you'd be right! I agree actually. I'm specifically not asking for those numbers to be reasonable. Call it a leveling fantasy. It doesn't need to be real. It just needs to give an excuse to keep the fantasy of leveling going. The very worst case scenario here is that several years after we start someone might have 1 extra profession 1 step higher. I think that'd be ok if they're dedicating that much of their time to the system. In the same way that mayors can be a bit special with dragons, our most dedicated artisans can be a little special with their extra leveled profession level.
Please note that I'm deliberately avoiding numbers here. There are various ways in which you could implement a system like this but I'm not interested in discussing the how's. I'd much rather discuss the why's instead.
Let me break down why:
Currently the system has a hard cap which means that, once you hit it, you'll lose the satisfaction of gaining experience and potentially leveling up. Once you finished your final profession you'll be "done". You cannot improve anymore - ever. This feels bad.
The lock is a design decision:
Now, I can hear the keyboards rattling in the background telling me that they're limited for a reason! And you'd be right! I agree actually. I'm specifically not asking for those numbers to be reasonable. Call it a leveling fantasy. It doesn't need to be real. It just needs to give an excuse to keep the fantasy of leveling going. The very worst case scenario here is that several years after we start someone might have 1 extra profession 1 step higher. I think that'd be ok if they're dedicating that much of their time to the system. In the same way that mayors can be a bit special with dragons, our most dedicated artisans can be a little special with their extra leveled profession level.
Please note that I'm deliberately avoiding numbers here. There are various ways in which you could implement a system like this but I'm not interested in discussing the how's. I'd much rather discuss the why's instead.

1
Re: MASSIVE performance drop with this latest build
NOTE: I did completely reinstall the Alpha 2 Game client and that did not solve the issue.
Hi mate, something that did manage to help me a little bit was in the NVIDIA control panel it was not registering AOC as a game so some of the settings were sub optimal, for instance I was capped at 40fps
However I will agree with you, this latest patch has dropped my fps significantly and it's even worse around nodes I also feel like I'm playing a slide show with my entire game freezing feeling like it has to re-download the area every time I enter the server boundary

1
Re: [Suggestion] Behavioral pattern analysis to identify griefers/trainers in dungeons.
TheRealScar wrote: »The question I have is - why would you think Intrepid want to stop this behavior?
Sure, they want to fix the hate bug that exists, but other than that there is no reason or indication that this is something that isn't intended.
I posted with no expectations from intrepid. If it helps it helps, if it doesn't, nothing lost. Hell, maybe intrepid considers training mobs part of competing for resources.
They definately consider it a part of the game. How and when it is used is up to players.
The reason I am confident saying they consider it a part of the game is twofold. First, they built the threat system in a way where it is possible, despite knowing how to building in a way where it isn't possible.
Second, when confronted with the excessive use of it in game, their answer wasn't to make it impossible, but rather to state thst they will fix a bug that makes it easier than it should be.
So, imo at least, us players should be working on the assumption that Intrepid intend for this to be a part of the game.

2
Re: @ Intrepid - You're bleeding testers
It'd be interesting to see the actual tester count. I've already resigned to waiting for rogue or phase 3.
My biggest issues with the game are similar to yours.
1. The game is toxic, and encourages the behavior.
2. The PvP has no meaning. There's no "sides" it's just free for all chaos. This loses it fun pretty quick. After years of TF, UET, Tribes, ect. Death match, team death match, ffa pvp gets old fast.
3. Exploits in themselves aren't the issue, actual exploits, it's alpha. The problem is this isn't like an actual Alpha testing phase. This is a play test. There's not enough systems to actually play test.
4. It's good to see exploiters banned overall, but yeah a day late and dollar short for me.
5. Phase 2 right before the holiday was a bad idea. Should have let phase 1 go until the new year. Releasing phase 2 then going on holiday right after wasn't smart... never merge on friday...
6. The wipe was a big kick in the nuts
7. The reduction in the servers was also bad. Either too expensive or not enough testers dictated this.
8. Since the game is a "play test" and not an "alpha" losing items to inventory bugs is rough and should have been addressed ASAP as a critical bug. Nothing like losing 3 hours of farming because rclicking items from your inventory to your node storage just drops the items from the table. Or any number of the looting, inventory bugs out there. If this was an actual alpha it wouldn't matter, but it's NOT alpha it's a play test. Literrally you're playing the game as a tester to get data from the developers that's not in the Alpha's scope. Nor would paid testers that would normally be in alpha be grinding for items, materials, gear, exp, ect. But hey we paid to be here so screw us and our value of our time.
9. Go BIG or GO HOME! Want to experience the game and all it's systems. Join or make a MEGA guild. It's the only way you'll be able to defend a node or take over an area, poi, dungeon, ect.
My biggest issues with the game are similar to yours.
1. The game is toxic, and encourages the behavior.
2. The PvP has no meaning. There's no "sides" it's just free for all chaos. This loses it fun pretty quick. After years of TF, UET, Tribes, ect. Death match, team death match, ffa pvp gets old fast.
3. Exploits in themselves aren't the issue, actual exploits, it's alpha. The problem is this isn't like an actual Alpha testing phase. This is a play test. There's not enough systems to actually play test.
4. It's good to see exploiters banned overall, but yeah a day late and dollar short for me.
5. Phase 2 right before the holiday was a bad idea. Should have let phase 1 go until the new year. Releasing phase 2 then going on holiday right after wasn't smart... never merge on friday...
6. The wipe was a big kick in the nuts
7. The reduction in the servers was also bad. Either too expensive or not enough testers dictated this.
8. Since the game is a "play test" and not an "alpha" losing items to inventory bugs is rough and should have been addressed ASAP as a critical bug. Nothing like losing 3 hours of farming because rclicking items from your inventory to your node storage just drops the items from the table. Or any number of the looting, inventory bugs out there. If this was an actual alpha it wouldn't matter, but it's NOT alpha it's a play test. Literrally you're playing the game as a tester to get data from the developers that's not in the Alpha's scope. Nor would paid testers that would normally be in alpha be grinding for items, materials, gear, exp, ect. But hey we paid to be here so screw us and our value of our time.
9. Go BIG or GO HOME! Want to experience the game and all it's systems. Join or make a MEGA guild. It's the only way you'll be able to defend a node or take over an area, poi, dungeon, ect.
2
Re: [feedback] Seasons
Spend a week in west Colorado in October, snow in the morning and 70 that afternoon.
This is what i mean tho i get places get snow, in the uk we really dont until January. but doesn't autumn in Colorado start in September. what's it like as its coming off the back of the summer, it doesn't go straight to snow you get that period where its all oranges and browns then it transitions however slowly or dramatically into the cold side where there's snow late sept early October
1
[feedback] Seasons
Currently in game its autumn (fall) and while the trees look good and give a nice vibe. The snow on the ground makes it feel more like winter then anything.
i even asked my wife who doesnt play games her opinion on what season it was and she said "winter, theres snow on the ground"
now i understand that its common in places to have snow fall in autumn but to go from "sunny" to 2 seasons on the run with snow feels miserable.
A suggestion would be to maybe have the bright vibrant autumn for 3/4 of the season and then for the last 1/4 of the season to migrate to a colder snowy feel as winter approaches.
love how the game looks just my 2 cents on this
i even asked my wife who doesnt play games her opinion on what season it was and she said "winter, theres snow on the ground"
now i understand that its common in places to have snow fall in autumn but to go from "sunny" to 2 seasons on the run with snow feels miserable.
A suggestion would be to maybe have the bright vibrant autumn for 3/4 of the season and then for the last 1/4 of the season to migrate to a colder snowy feel as winter approaches.
love how the game looks just my 2 cents on this
1
Re: Bard Flourish wish...
Songcaller wrote: »Hmm. Why moonwalk when you can travel to the Black desert and float on particle bubbles?
I just think someone moonwalking away from you in PvP would be infuriating.
The mental image makes me smile.
Is there a video of what you are talking about? I never played much BDO beyond trying the character creator.

1
Re: Chats
Yeah, the current Chat Box is rather grim, but I imagine it's something that will be improved over time.
But I agree, people spamming the same shit over and over and over again... it'd be great if a Chat Box was equipped with the tools to strip out an identical or semi-identical message if sent within a certain timeframe.
And if it could recognise WTS/WTB/WTT and automatically put those into the new Trade Channel.
And a special channel for Guild Adverts that you can turn off if you're not looking.
But I agree, people spamming the same shit over and over and over again... it'd be great if a Chat Box was equipped with the tools to strip out an identical or semi-identical message if sent within a certain timeframe.
And if it could recognise WTS/WTB/WTT and automatically put those into the new Trade Channel.
And a special channel for Guild Adverts that you can turn off if you're not looking.
Re: [Suggestion] Behavioral pattern analysis to identify griefers/trainers in dungeons.
AirborneBerserker wrote: »TheRealScar wrote: »People aren't going to run dungeons if they just die all the time. They will specifically avoid dungeon activities resulting in death when its a solo player training mobs into every group in the dungeon, regardless of motivation.
Apparently proof reading is also hard.
And if you don't want people calling out your double standards then I would suggest not having double standards.
He wrote “every group.” You gave a hypothetical about a specific group getting retaliated against. You should read more carefully.
1