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: Feedback Tank Changes
Having played now for a good amount in RoS after the change, it's clear that I took a big survivability hit.
Now technically I can have more survivability if I manage my resources well enough that I am able to keep 2 stacks of grit up always, but the amount of ADHD I have I am not capable of keeping a 2 10 second buffs up for hours on end.
If they want tank play to be more active around grit, make it toggleable, and while it's on you gain less courage and while it's off you gain more courage. This could make 1-2 mobs require you to toggle it while your hp is high to gain grit and have it on as your hp starts to dip, whereas in an AoE group you could likely keep it on. Though a truly good tank would be toggling it whenever their hp is good to create more threat/damage/aoe.
Edit: I forgot to mention, I was tanking better at 17 in RoS than I am at 18 now. The change feels like a slap in the face to a class that barely has a face to begin with. (worst solo class by a LARGE margin, barely useful in group pvp, basically the only class that is redundant in an 8 man group (generally, though not always))
Now technically I can have more survivability if I manage my resources well enough that I am able to keep 2 stacks of grit up always, but the amount of ADHD I have I am not capable of keeping a 2 10 second buffs up for hours on end.
If they want tank play to be more active around grit, make it toggleable, and while it's on you gain less courage and while it's off you gain more courage. This could make 1-2 mobs require you to toggle it while your hp is high to gain grit and have it on as your hp starts to dip, whereas in an AoE group you could likely keep it on. Though a truly good tank would be toggling it whenever their hp is good to create more threat/damage/aoe.
Edit: I forgot to mention, I was tanking better at 17 in RoS than I am at 18 now. The change feels like a slap in the face to a class that barely has a face to begin with. (worst solo class by a LARGE margin, barely useful in group pvp, basically the only class that is redundant in an 8 man group (generally, though not always))
Re: 📝January 2025 Livestream Discussion | Treasure Hunts + Pocket Dungeons 💰
General/Prompt Response
This one's gonna be rough (honestly probably not, I'll try to focus on positives). TL;DR this seems really convoluted and 'fake', as content for this game type.
We've accepted that this game 'probably isn't for us' ever since the Open Seas reveal and Caravan Showcase, but one of those was a philosophy difference and the other was just 'well they just don't have a designer that can put it all together yet'.
But my feedback on this is the same as the Caravan Showcase.
"This is far worse than the sum of its incredibly suspicious-looking parts."
As a concept of 'something to do', this content makes this into a really strange 'lobby' style game for more casual or 'solo' players, and this is one of those systems that seems entirely intentional in terms of its slot within the gameplay. It feels like you're sort of pushing those players 'into their own lane' but it sorta pushes them 'out of the world'.
If you make it more rewarding, it will swing the other way. It just doesn't feel integrated, and obviously this isn't necessarily ready yet on that front, but it's definitely giving me the same vibes as Caravans and those are literally twice as bad as I feared back when I saw them, so I hope this one won't go in the same direction.
World Art Shown
Looking good! I really like the feel of this area, really showcases the skills and plan incredibly well, and everything looks like it is just waiting to be explored, absolutely amazing art and direction. This post will be too long if I praise everything, just assume that that praise would be at least on the tier of my other Giant Piles.
Procedural Content Generation Result
I can say that it's 'visible', but not in a bad way (I probably have bias as an occasional Minecraft modder, though). That said, it's not very noticeable and I think that's what matters for those who care. I can't tell the difference between spots that have been touched by the artists directly, and other aspects, in this showcase at least.
Econ Stuff Shown
Disgusted? Probably the best term. Entirely personal for me for now as mentioned above. I don't have a problem with this content type in general, Treasure Chests in dungeons is one of my favorite FF11 things, and Throne and Liberty's Mystic Globes are at least okay, if a bit too ubiquitous sometimes. But that 'constantly being able to find a little of it' fits with the rewards and reward type those give. This, for me, seems to go all the way back to planning, but it isn't entirely clear and I don't wanna be negative without basis.
World Implementation
From everything seen, obviously I'm guessing, but it looks really good on the design backbone front, looking forward to more of that in many areas. I guess I'll mention the mob distribution under this as well since I feel like it is covered by the same Team. It's looking really good, almost to the point where I can imagine the game feeling good to play for even my group who don't like the combat much, just from the side of flowing between mobs and adapting.
Weather stuff looked good too, my 'itch' for a new game with a good weather system has obviously been 'scratched' by Throne and Liberty but y'all seem to be keeping pace and that's great!
Pocket Dungeons Themselves
If I imagine these areas filled with good PvE content, it makes me want to play, and I think that's probably the biggest 'praise/feedback' I can give. They don't look good for PvP clashes, so far, but it's unclear if that is even the 'goal' of Pocket Dungeons. If these are meant to be the sort of thing that a group just go out with the expectation of having a bit of a goal and reward, basically 'low risk' locations, I don't mind the fact that the PvP would probably not be particularly interesting.
But even though that's exactly how it should feel realistically, that seems really far from what AoC 'is' in terms of the real outcomes. I'll keep hoping it goes in the direction that I'm biasedly seeing.
This one's gonna be rough (honestly probably not, I'll try to focus on positives). TL;DR this seems really convoluted and 'fake', as content for this game type.
We've accepted that this game 'probably isn't for us' ever since the Open Seas reveal and Caravan Showcase, but one of those was a philosophy difference and the other was just 'well they just don't have a designer that can put it all together yet'.
But my feedback on this is the same as the Caravan Showcase.
"This is far worse than the sum of its incredibly suspicious-looking parts."
As a concept of 'something to do', this content makes this into a really strange 'lobby' style game for more casual or 'solo' players, and this is one of those systems that seems entirely intentional in terms of its slot within the gameplay. It feels like you're sort of pushing those players 'into their own lane' but it sorta pushes them 'out of the world'.
If you make it more rewarding, it will swing the other way. It just doesn't feel integrated, and obviously this isn't necessarily ready yet on that front, but it's definitely giving me the same vibes as Caravans and those are literally twice as bad as I feared back when I saw them, so I hope this one won't go in the same direction.
World Art Shown
Looking good! I really like the feel of this area, really showcases the skills and plan incredibly well, and everything looks like it is just waiting to be explored, absolutely amazing art and direction. This post will be too long if I praise everything, just assume that that praise would be at least on the tier of my other Giant Piles.
Procedural Content Generation Result
I can say that it's 'visible', but not in a bad way (I probably have bias as an occasional Minecraft modder, though). That said, it's not very noticeable and I think that's what matters for those who care. I can't tell the difference between spots that have been touched by the artists directly, and other aspects, in this showcase at least.
Econ Stuff Shown
Disgusted? Probably the best term. Entirely personal for me for now as mentioned above. I don't have a problem with this content type in general, Treasure Chests in dungeons is one of my favorite FF11 things, and Throne and Liberty's Mystic Globes are at least okay, if a bit too ubiquitous sometimes. But that 'constantly being able to find a little of it' fits with the rewards and reward type those give. This, for me, seems to go all the way back to planning, but it isn't entirely clear and I don't wanna be negative without basis.
World Implementation
From everything seen, obviously I'm guessing, but it looks really good on the design backbone front, looking forward to more of that in many areas. I guess I'll mention the mob distribution under this as well since I feel like it is covered by the same Team. It's looking really good, almost to the point where I can imagine the game feeling good to play for even my group who don't like the combat much, just from the side of flowing between mobs and adapting.
Weather stuff looked good too, my 'itch' for a new game with a good weather system has obviously been 'scratched' by Throne and Liberty but y'all seem to be keeping pace and that's great!
Pocket Dungeons Themselves
If I imagine these areas filled with good PvE content, it makes me want to play, and I think that's probably the biggest 'praise/feedback' I can give. They don't look good for PvP clashes, so far, but it's unclear if that is even the 'goal' of Pocket Dungeons. If these are meant to be the sort of thing that a group just go out with the expectation of having a bit of a goal and reward, basically 'low risk' locations, I don't mind the fact that the PvP would probably not be particularly interesting.
But even though that's exactly how it should feel realistically, that seems really far from what AoC 'is' in terms of the real outcomes. I'll keep hoping it goes in the direction that I'm biasedly seeing.

1
Re: Forge bugs with the tanking changes makes life miserable for tanks. Kind of tank thread
I will preface this by saying that I haven't had a chance to play yet, but all of the changes looked mostly fine except for grit. Because, I'm sorry, WHAT? Grit was fine! I don't want to have to mash more buttons... this is giving shield block from Vanilla WoW. Pardon me while I press the same button every 5 seconds for 4 hours.
My mind is already going a mile a minute while tanking. I don't want to have a button I need to mash or else or darn, my mit dropped for half a second and now I'm dead and have a 2% exp penalty again because tanks are disproportionately affected by exp penalties. Especially if we've now got more abilities working off of courage, so we're gonna need to watch the courage bar in order to make sure we don't accidentally exhaust courage right before we need to use grit?
Having a cancelable able aura was fine, like defensive stance in WoW, or the forms Fighters in this game already have? Let's make the fighters spam their "angy" button ever 5 seconds at this rate or suffer a 20% damage penalty...
But to be somewhat more serious, what about maybe make it a skill that's an aura that's auto applied as long as you're using a shield? I cannot emphasize how much I reeeaaaaally don't want to have to weave this the next time I play.
Also, but did I miss it? Is there no replacement for the threat bonuses any where in the changes? No more damage penalty? This feels like the opposite of reinforcing class fantasy. Tanks already felt kinda bad to play compared to other classes, and I don't see how this isn't about to just feel worse.
My mind is already going a mile a minute while tanking. I don't want to have a button I need to mash or else or darn, my mit dropped for half a second and now I'm dead and have a 2% exp penalty again because tanks are disproportionately affected by exp penalties. Especially if we've now got more abilities working off of courage, so we're gonna need to watch the courage bar in order to make sure we don't accidentally exhaust courage right before we need to use grit?
Having a cancelable able aura was fine, like defensive stance in WoW, or the forms Fighters in this game already have? Let's make the fighters spam their "angy" button ever 5 seconds at this rate or suffer a 20% damage penalty...
But to be somewhat more serious, what about maybe make it a skill that's an aura that's auto applied as long as you're using a shield? I cannot emphasize how much I reeeaaaaally don't want to have to weave this the next time I play.
Also, but did I miss it? Is there no replacement for the threat bonuses any where in the changes? No more damage penalty? This feels like the opposite of reinforcing class fantasy. Tanks already felt kinda bad to play compared to other classes, and I don't see how this isn't about to just feel worse.
1
Re: Feedback Tank Changes
pyrianawolfteaser wrote: »I haven't tanked anything yet with this patch for a group, just some solo kills, but this feedback is spot on from what I've seen, will be running RoS later today and can comment more after that (18 tank with relatively decent pre 20 gear)
I'm lvl 25, with a pretty decent set, firebrand shield, and I thought that, overall, the tank was weaker. But I'm happy to see more people testing it and giving feedback on the changes.

1
Re: Feedback Tank Changes
I am parking my tank till they fix this. tank was already by far the worst class and this just made it worse.

5
Re: Suggestion: mini game for crafter's
Go outside, turn three times, hit a nail with a hammer, return to desk, ask 'was that productive?' Realise mini games are artificially created time sinks to give non combatants reason to pay the sub.