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: Grief system kills the game
compunerdy wrote: »This is not even real PVP.. its PVP using PVE. I also really hope this is not the vision. If nothing else, just make it so deaths from PVE do not make lootable corpses. This would help with a lot of the current issues until a better system is made.
Seconded.
1
Re: [FEEDBACK] Guild Leveling
Shouldnt use glint imo, killing things should drop a guild currency that can then be used to buy the trade pack items.
Seems like it designed to load one caravan with loads of packs and run them as a guild however u cant trade glint or the cargo or load it into somone elses caravan so this method doesnt work either
Seems like it designed to load one caravan with loads of packs and run them as a guild however u cant trade glint or the cargo or load it into somone elses caravan so this method doesnt work either
1
Re: [FEEDBACK] Guild Leveling
just seams stupid to me, devs don't really seem to do any sort of internal testing whatsoever before they tweak numbers, and 95% of the time they seem to overshoot the mark by an amount so extreme that its just laughable, it seems like so many systems are being brought into the game in placeholder builds that are most likley so far off the final build that it makes me wonder what was the actual point of wasting dev hours even building such a system, when the average joe can tell that the entire system needs a re work

1
Re: FEEDBACK - DELETION OF FEEDBACK POSTS
The person who posted the post has been here for a long time so its not a new person posting so i wont take that for an answer even for a second. Ah the good old "industry standard" this phrase is used when people have accepted things are how they are and wont call people out for the use of such shitty things.
I mean, I'm right.
You'll note that I said it mostly happens with people that sign up to a forum and start a thread without posting in others, not that it only happens in this situation.
I am wondering if the two of you feel a little silly with how aggressively you dismissed the actual and true answer you were given - I know I would.
If you didn't sound so arrogant, others might react differently.
I don't know you personally, obviously, but you come across as insufferable.
I usually just blow by your posts because I haven't bothered to figure out the ignore feature.. but I understand being misunderstood, even if that's not the position you feel you're in.
Being autistic I often experience bewilderment at other's thinking. Some things are *so* clear and obvious to me I cannot fathom how others can't see it. Or when the next logical step isn't the one chosen. I scream inside and am speechless.
I also know that the problem lies with me, and that my rigid black & white thinking is what needs to be tempered. I purposely phrase (mask) things as 'guesses', as frank and clipped speech is not the norm and puts people off. I don't want to be seen as an asshole because that is not my intention, I am simply speaking in my natural clutter-free way.
TLDR: If you don't want to be seen as an AHOLE, you should try not to sound like one.

3
Re: FEEDBACK - DELETION OF FEEDBACK POSTS
You seem overly aggressive towards someone that is giving you the only answer you are going to get.
You are acting overly pompous white knighting a thing as if its in anyway acceptable.
3
Re: Feedback Tank Changes
I will comment on each of the changes
1) Vengenace
The skill is definitely better, much better. However, the shield is still very little, if we add all 3 stacks with the passive "relentless Vengeance" on a tank with 5k HP, we will have a shield of 450, which is easily consumed by both mob and player. But the skill is much better
Suggestion: Increase to 5% of maximum HP, when you have the passive "relentless vengeance"
2) Grit
At first this change seemed good because it brought more dynamism to the tank, however, after spending 1 hour playing, pressing the skill every 10 seconds, you understand how unfeasible it is to maintain this. Imagine this for hours and hours of gameplay, simply unfeasible
Suggestion: Make the skill a toggle skill again, but it is constantly consuming Grit, so it continues to have dynamism, but makes gameplay more enjoyable. Another option would be to greatly increase the duration of the skill, to 30-60 seconds
3) Inciting Strikes
Interesting change, I believe the skill will be used more in PVE
4) Ground Pound
Excellent change, this skill needed to have a CD reduction
5) Slam
This change doesn't seem to make much sense to me. It's not a damage skill, it's not a control skill, it takes a lot of courage to generate a little aggro. Honestly, I think it will be an absolutely dispensable skill
Suggestion: Make it apply triped
6) Absorption Field
This skill was not strong enough to receive a nerf. If only she had an increase in her animation speed, but not even that was done. It just made an average skill worse
Suggestion: Revert the nerf
7) Fortify
Another nerf to tank mitigation.
Tank was already a fragile class in relation to what the tank archetype should be, with this further nerf in its mitigations, this situation gets worse.
Suggestion: roll back the nerf
8) Indomitable Spirit
Again, another nerf to tank survival
Suggestion: Revert the nerf
9) Conclusion
Testing new things is always welcome, but unfortunately intrepid has worsened the problems in the tank.
Our class continues to deal mediocre damage, has less ability to generate aggro, has less damage mitigation and less sustain. In other words, the tank has just become even more fragile and even more dispensable in groups. A single positive "vengenace" change does not justify this excess of nerfs on the class that was already weak and became even weaker.
Furthermore, if the skills continue to have such a high courage cost, we need more courage, 100 is not enough for a more fluid combat
Completely agree with these statements. Playing tank in PVP is even worse now. Instead of worrying about my positioning and cc to initiate or peel in a fight, when to drop a shield, how to control the battlefield now you're forced to focus on building courage and spamming grit constantly so you don't die.
You made the "tank" class even more fragile to magic damage, and overall made it less fun and engaging to play.
Regeneration on Elite mobs above level 20 feedback
So I logged into the game after the downtime, what a fantastic patch this was, great work with the desert looks absolutely phenomenal, after checking out the new desert biome, i decided to farm some glint at my favorite farm spot, only to find that the Mobs had a weird 800 hp per second regeneration buff, I decided to just farm through it and check it out after the next server reset, however after the reset the buff was still on the mobs so i decided to report it in the discord.
After reporting the bug it was quite disheartening to find out that this is not a bug and for some reason this is intended game mechanics.. So i would like to give some feedback on this on the forums and am curious if anyone has any similar thoughts or different thoughts i would like to hear them
I play mostly solo, the mobs that i usually grind glint on are quite tough ( i farm the zombies at grave peak ) but after quite a considerable effort of farming, caravans, gold, gear upgrades i have balanced my character to a point where i could solo these relatively Quickley on a Bard, ( about 1- 2 minutes kill time ) this would net me about 1.5 - 2 bright glint an hour, the higher end being with some Decent RNG
with 1.5 bright glint, i could run a caravan with extreme risk and maybe make 10 - 12 gold, netting me about 5 gold per hour, it was not super efficient but for someone that plays solo it was reliable and i enjoyed doing it
fast forward to the new patch, not only are the mobs un killable for me, i can't even beat the regen, this is every 1-3 star mob above level 20, it is not unique to the zombies, and therefore makes it for the most part impossible to solo farm an efficient amount of glint to even run caravans anymore.
i have quite a few issues with this system but i would like to voice a couple of them that stand out to me
First off it is extremely clear that this was not tested what so ever, someone at intrepid has decided that 1000-2000 regen rating sounds like a good idea and '' lets just go with that '' attitude has been selected, this is what the PTR is suppose to be for, if any testing was done it would be blatantly obvious that this is far over tuned and groups level 20 or so are going to have issues even killing these mobs
my next issue is that the gms stated on the discord when i raised this concern that '' this is not a solo friendly game '' ... okay fine that is fair enough, but if that is the case, spend some time actually adding mechanics to the mobs, attacking a mob with an infinite health regen just feels like you are fighting a buggeed mob in an alpha where everything else is already bugged, want to do quests? can't bugged, want to run caravans? enjoy falling through the ground, want to pvp? 0.5s TTK ( but its balanced around group pvp ), i cannot understand for the life of me why this change was implemented, were people farming to much glint? okay .. cut the glint rate in half, dont make it take 25 minutes to kill a mob
there is already almost 0 content for solo players so this has been a big let down for me and i really hope that this is reverted, i dont mind if other things need to be tuned to fix this but fighting these mobs now jsut feel like you are attacking a wall made of steel with a feather, its not good design or content. i think most of the rest of the patch was great however this part just stinks
also i will say, intrepid you need to test your game, if you are going to make these changes, go and fight the mobs first without spawning full legendary gear and see how it really feels for the average player, changes like this just feel like you guys are so out of touch with the playerbase its crazy.
After reporting the bug it was quite disheartening to find out that this is not a bug and for some reason this is intended game mechanics.. So i would like to give some feedback on this on the forums and am curious if anyone has any similar thoughts or different thoughts i would like to hear them
I play mostly solo, the mobs that i usually grind glint on are quite tough ( i farm the zombies at grave peak ) but after quite a considerable effort of farming, caravans, gold, gear upgrades i have balanced my character to a point where i could solo these relatively Quickley on a Bard, ( about 1- 2 minutes kill time ) this would net me about 1.5 - 2 bright glint an hour, the higher end being with some Decent RNG
with 1.5 bright glint, i could run a caravan with extreme risk and maybe make 10 - 12 gold, netting me about 5 gold per hour, it was not super efficient but for someone that plays solo it was reliable and i enjoyed doing it
fast forward to the new patch, not only are the mobs un killable for me, i can't even beat the regen, this is every 1-3 star mob above level 20, it is not unique to the zombies, and therefore makes it for the most part impossible to solo farm an efficient amount of glint to even run caravans anymore.
i have quite a few issues with this system but i would like to voice a couple of them that stand out to me
First off it is extremely clear that this was not tested what so ever, someone at intrepid has decided that 1000-2000 regen rating sounds like a good idea and '' lets just go with that '' attitude has been selected, this is what the PTR is suppose to be for, if any testing was done it would be blatantly obvious that this is far over tuned and groups level 20 or so are going to have issues even killing these mobs
my next issue is that the gms stated on the discord when i raised this concern that '' this is not a solo friendly game '' ... okay fine that is fair enough, but if that is the case, spend some time actually adding mechanics to the mobs, attacking a mob with an infinite health regen just feels like you are fighting a buggeed mob in an alpha where everything else is already bugged, want to do quests? can't bugged, want to run caravans? enjoy falling through the ground, want to pvp? 0.5s TTK ( but its balanced around group pvp ), i cannot understand for the life of me why this change was implemented, were people farming to much glint? okay .. cut the glint rate in half, dont make it take 25 minutes to kill a mob
there is already almost 0 content for solo players so this has been a big let down for me and i really hope that this is reverted, i dont mind if other things need to be tuned to fix this but fighting these mobs now jsut feel like you are attacking a wall made of steel with a feather, its not good design or content. i think most of the rest of the patch was great however this part just stinks
also i will say, intrepid you need to test your game, if you are going to make these changes, go and fight the mobs first without spawning full legendary gear and see how it really feels for the average player, changes like this just feel like you guys are so out of touch with the playerbase its crazy.

1
Re: nothing changed ...
Ok this is not a game it's a test environment. In game development you add content and systems in layers and slowly. As you do so, you will get new bugs and performance problems. We just had a huge update. Now is the time to fix what's broken. As testers we report and IS fixes them. Once that's done the process starts all over again. Till one day, all systems and content is in the game and most bugs and performance issues are addressed. That's what an Alpha is. If you can't take that process come back some time in July or Aug as we get closer to bate. That's the polishing phase. When proformance will be the main focus. Or stick around and help us report these things as they pop up.
you see the problem is. that my performance is SO BAD (5 stutters in 10 secconds!!!! when im fighting) that i cant even go in game and report bugs etc because im fighting with basic things like loading map or interacting with spells and mobs etc.... i understand its alpha, i understand there is bugs, but i have some problems with game that is not global to all players. and since other players dont have these problems then no one cares about my performance issues.. i see videos people playing dungeons etc and thats absolutely unreal for me because i have literally problem to kill one simple mob..
I get ya. After this update I can't even play the game. It 100% crashes windows and I have to hard reboot. I have turn on my crash logs and have played and crashed enough times to have six crash logs. I will be sending them today and will be waiting for IS team to figure it out. We are here for data, that's it. If we get some fun and learn the game. That's a side benefit. We are here helping build a game. Welcome to Alpha.
Re: Grief system kills the game
You don't want mobs to be trained? How will the ai learn without training?