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: ๐ Dev Discussion #71 - Spells & Abilities โ
Chain Reaction spells are awesome, for example you apply a dot that does 600 damage over 9 seconds and then it explodes in an aoe for another 600 damage but any targets hit also gain the copy of the spell.
Alpha Two Update Notes - Friday, January 17, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
- Fixed a bug that prevented characters that were in a bad state from logging in. These characters will now be teleported to a different spawn location
- Speaking to the Winstead Marketplace Manager should no longer cause someone to crash
- Added messaging to explain what is happening when a character is teleported because the server worker they were on or are entering is having issues
- Fixed a bug related to inventory audio playing during server transfers
- Fixed server crashes
- Some polish and improvement to NPC visuals and animations, UI assets, and the environment

4
Serious concerns about loot recovery
I believe the current state of the game makes the risk far greater than the reward when trying to recover your loot from your body.
Questions:
1 - What is the timer on dead bodies? Can it be influenced by anything (e.g. the way in which you died, or your corruption level, etc.?) I believe the timer is too short. Many times I've been in the middle of nowhere and I know that nobody looted me but my body is gone upon arrival.
2 - Does your dead body disappear if you die again while trying to retrieve your loot from it? I've never seen 2 body icons on my map. I've never found my body at a former location.
Correct me if I'm wrong, but if you die then you lose 25% of your resources and then 25% remains on your body? So you're effectively risking 50% of your remaining resources to regain 25% that you lost. Isn't that punishment enough?
We already have to worry about being looted by other players. Why do we need to worry about a timer? And if we have to worry about our body disappearing if we die again, then we're at risk of compounding our losses significantly.
It defeats the point of playing solo. A solo player might be trying to avoid the risk of being looted by someone...but what's the point if we're too far away from a re-spawn point? At least you have a chance in a trafficked area because you can get to your body in time?
I think what we're going to find, if the game stays the way it is, is that solo players are just not going to try and retrieve their bodies if they died in a far away or dangerous area. The chances of their body being there are low, and why would you risk compounding your losses over and over for something you aren't even sure will be there?
I'm absolutely gutted right now because of this. I spent hours farming Dim Glint and I've lost almost all of it. To be clear - I am all for this design - I like that we're at risk of losing loot - but I just think we should have a reasonable chance at getting it back. A longer timer would be a welcomed change. This way we can take precautions to get to our body and reduce the chance of compounding losses.
Thank you for listening.
Questions:
1 - What is the timer on dead bodies? Can it be influenced by anything (e.g. the way in which you died, or your corruption level, etc.?) I believe the timer is too short. Many times I've been in the middle of nowhere and I know that nobody looted me but my body is gone upon arrival.
2 - Does your dead body disappear if you die again while trying to retrieve your loot from it? I've never seen 2 body icons on my map. I've never found my body at a former location.
Correct me if I'm wrong, but if you die then you lose 25% of your resources and then 25% remains on your body? So you're effectively risking 50% of your remaining resources to regain 25% that you lost. Isn't that punishment enough?
We already have to worry about being looted by other players. Why do we need to worry about a timer? And if we have to worry about our body disappearing if we die again, then we're at risk of compounding our losses significantly.
It defeats the point of playing solo. A solo player might be trying to avoid the risk of being looted by someone...but what's the point if we're too far away from a re-spawn point? At least you have a chance in a trafficked area because you can get to your body in time?
I think what we're going to find, if the game stays the way it is, is that solo players are just not going to try and retrieve their bodies if they died in a far away or dangerous area. The chances of their body being there are low, and why would you risk compounding your losses over and over for something you aren't even sure will be there?
I'm absolutely gutted right now because of this. I spent hours farming Dim Glint and I've lost almost all of it. To be clear - I am all for this design - I like that we're at risk of losing loot - but I just think we should have a reasonable chance at getting it back. A longer timer would be a welcomed change. This way we can take precautions to get to our body and reduce the chance of compounding losses.
Thank you for listening.
Re: Caravan solutions, solo players/small guilds, risk<->reward
yes! let us all hold hands and sing kumbaya around the campfire together. everybody should have the same chances of success and fun in this game, regardless of their level, how good they are at the game, whether they play solo, in a small guild, in a small group, in a big self help group, or in a big pro guild. anything else would be mean and unfair and uncool and would make me cry 
clowns lmao

clowns lmao
Fishing profession Has NO FUNCTIONAL USE IN GAME
Ok sell fish to vendor or level cooking by filleting. THAT IS IT. No fish bones. No bottles with treasure maps or quests no accidental reel in of unique materials for other professions. Not even a bluegill that swallowed a gold coin upon filleting to reason to do cooking. Simply selling fish - is this the design intention of the fishing profession?
That is all
That is all
2
Re: Make Guards attack people during Node Wars.
Game mechanics and what has happend in other games aside - it is really weird that node guards don't fight back against people they are supposed to be at war with. Guards are not police - but even police are expected to fight back in the event of an invasion.
In my opinion, they should fight back simply because that is what makes sense. With that in mind, you build the system around this. It would mean that if you want to take a node war to the rival nodes actual town, then you need to bring a large force. If you find yourself in a node war and are not in said large force, you don't go inside the town you are at war with.
In my opinion, they should fight back simply because that is what makes sense. With that in mind, you build the system around this. It would mean that if you want to take a node war to the rival nodes actual town, then you need to bring a large force. If you find yourself in a node war and are not in said large force, you don't go inside the town you are at war with.

2
Re: How to fix the EXTREME server drop off we are experiencing.
As one of those in the "left behind" group, even I don't agree with that one, sorry.
They just need to ease party restrictions so you can still play with your friends of any level and not be punished for it.
They just need to ease party restrictions so you can still play with your friends of any level and not be punished for it.

11
Re: How to fix the EXTREME server drop off we are experiencing.
I don't like the idea of locking independent progression behind the progress of the server population.
I would rather have a brutal leveling curve to struggle against than 4-6k people acting like anchors that slow me down.
I personally, don't see the issue though. I have group and solo grinded hard on different characters and there are trade offs. Group is faster xp most of the time, but less drops. Solo can be slower xp, but you get all the drops.
I think if I wanted to make an alt I would not have a problem capping.
I would rather have a brutal leveling curve to struggle against than 4-6k people acting like anchors that slow me down.
I personally, don't see the issue though. I have group and solo grinded hard on different characters and there are trade offs. Group is faster xp most of the time, but less drops. Solo can be slower xp, but you get all the drops.
I think if I wanted to make an alt I would not have a problem capping.

2