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: Major Graphic Upgrade Needed.
I don't know what kind of superficial teens you're surrounded by, but where I grew up, young people still care about substance more than aesthetics. Weird flex there.jimmyhoffa wrote: »I suppose they could leave the graphics as is if they think Gen X will give them enough players to sustain the game?
Not to mention this game looks gorgeous, you're just either getting overly distracted by a lack of minor short-range eye-candy that will still be improved as the performance gets optimised, or don't to understand that not every genre lends itself look like AAA single-player titles.

(Open in YouTube for fewer compression artifacts.)
25:45
40:55
Not to mention the close-up renderings in the glamour trailers at 13:40 (which are admittedly not *super* relevant to bring up, but still. Just these first 2 timestamps are glorious already.)
https://www.twitch.tv/videos/2357503626?t=4h2m05s
4:02:05
4:05:45
I'm personally also a huge fan of the environments like this in live already. But if you need the closeup eye-candy, you'll need to wait for optimisation, so it'll look more true to the YouTube Dev presentation above.
Re: FEEDBACK - DELETION OF FEEDBACK POSTS
who are you lol were you in the room when it happened?
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Re: Major Graphic Upgrade Needed.
jimmyhoffa wrote: »I suppose they could leave the graphics as is if they think Gen X will give them enough players to sustain the game?
Your right, gen X don't cry and wine nearly as much. Thanks for noticing.

Re: Feedback to the current state of Artisanship
Crimsonyoshi wrote: »It’s time for an update to the original post I made a few weeks ago.
For reference, I’ve still been playing nearly every single day for 2-4 hours since the last post, and I’ve hit a couple of new milestones since then ~...~
Beyond that, nothing more really jumps out as much for me beyond what I’ve said in all posts within this thread. While I’ve been critical of how long things are taking, there is immense satisfaction getting those powerful base pieces of gear out now and seeing the impact they make. I think if it required less drone work to do, that would alleviate a good chunk of the aforementioned. I am still eager to see systems come online and then iterated on, and I look forward to seeing how much more powerful journeyman crafted gear is going to be. I am lucky in that the guild I’m in is super supportive of one another, because without them and especially our gathering crew, we wouldn’t be anywhere close to where we are now capability wise.
Thanks for putting all the effort into both the testing and the report.
Could you clarify if the issue is moreso the 'monotony' of the busywork for leveling, or would you have done that anyway 'for the cause'?
Like, leveling via all that Flax, would you say that was necessary (either because there is no other reasonable way within your guild, or because you absolutely needed to reach 20 even if the method was tedious), 'most efficient', or 'just your preference'?
Happy to clarify! The monotony for levelling was very much so just for that. As common and uncommon are both cheap and plentiful both in the wild and on the marketplace, they are the go to materials to gain artisan XP in significant quantities. There really was zero need for that rarity and tier of gear that was made within the guild / alliance, and items often were in my own marketplace shop for multiple days before someone possibly bought the finished products (my prices were very low, quite close to only making back input costs the game destroys for processing and crafting). I would hazard a guess that if I could make common and uncommon apprentice gear in sufficient quantities, that too would have a fairly low demand.
Node buy orders are pretty well the only thing where you can take some of the processed goods to, but since I needed my processed goods to make tailoring gear to level tailoring itself, no node buy orders required finished product and it was vendored en masse.
It was not required of me to level as quickly as I did to journeyman as the server still does not have journeyman nodes up for tailoring, and a host of other artisan tracks yet. However, the sheer bottleneck of willow allowed me to utilize 80 willow boards to date of varying rarities. That contributed perhaps up to about 15% of one single artisan level for processing and tailoring, as those went into shirts predominately. I know I would not get the other 985% needed to gain the remainder of the 9.85 levels to 20 in the next two weeks when I expect journeyman stations to come online. So to that end, yes, the flax was 100% necessary to ensure I can remain at the front of the curve to start producing journeyman items as soon as possible, before market prices fall there too which will in turn reduce profitability. Lower profits make it harder to then save up again for a subsequent tier upgrade, and make it harder to provide more gear sooner for within our guild / alliance.
Re: Feedback to the current state of Artisanship
Current state of crafting is this.
basicly non existent
Mobs drop up to blue gear in quality and there for any resources blue or below are almost usesless and heroic+ quality resources are quite rare especially in wood and hunting therefor very little items are being crafted cause it usualy cheaper and easier to buy the blue drops that are quite abundant on vendors or easier to farm if it a named mob drop.
not to mention we cant make journeyman stuff atm due to building taking so long to get up and going due to lack of resources in the world especialy wood due to willow respawning as journeyman tree that no one can even hit so this reduces the speed of node progression even further
either mobs need to drop white quality only items and anything coloured is crafted or heroic and higher resources need to be more common to actualy have enough mats to craft thing to sell
the only thing i see that is blue and above on player vendors are lvl 1 stuff that people had excess quality mats cause there not realy used in anything later on so they burnt it making a heroic ruby necklace or something.
basicly non existent
Mobs drop up to blue gear in quality and there for any resources blue or below are almost usesless and heroic+ quality resources are quite rare especially in wood and hunting therefor very little items are being crafted cause it usualy cheaper and easier to buy the blue drops that are quite abundant on vendors or easier to farm if it a named mob drop.
not to mention we cant make journeyman stuff atm due to building taking so long to get up and going due to lack of resources in the world especialy wood due to willow respawning as journeyman tree that no one can even hit so this reduces the speed of node progression even further

either mobs need to drop white quality only items and anything coloured is crafted or heroic and higher resources need to be more common to actualy have enough mats to craft thing to sell

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Re: Grief system kills the game
And it's also been said repeatedly that training mobs is not intended and that the aggro mechanics are not functioning as intended by the developers. And ask the players that got sanctioned recently for training mobs if that's what Intrepid means by PVX? It's not, so stop trying to defend you intentionally griefing, and generally just being a jerk, in a test environment with "PVX."
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Re: Grief system kills the game
When people bring monsters to me or my groups i see it as a challenge and an opportunity for some fun outside of the monotonous grind. Shrug, different strokes for different folks.
If people are going to say that professions, traveling, and caravans are supposed to be dull and boring, at least let us spice up the mob grinding with PVX. The complainers can go pick flowers.
I can understand your reasoning, even though I don't agree on the conclusion. What I mean: you say grinding is dull and boring, and so are professions, caravans and travelling. In other words, you say that all gameloops are currently dull, boring and tedious - and I agree, they are.
But shouldn't the solution for Intrepid rather be to - well ... - make these systems fun to engage with instead of having players grief each other because the game itself doesn't manage to entertain them? Isn't this approach a bit ... off?
My personal solution: I neither pick flowers nor do I get griefed, because I stopped playing. At least my impression of the current vibe and mood here on the Forum, Reddit, etc. is that more and more people put the Alpha aside, also because of the toxic behaviour they experience. So eventually there won't be anyone left to train monsters on. Then again, I'm somewhat hopeful Intrepid will spice up the levelling experience soon so people don't have to randomly kill each other because there isn't much fun to be found in the current state of the Alpha besides that.
Re: Tanking has no incentives, only detriments to the player
I completely agree here, having items lost forever even after being revived sucks, especially as a tank since you're already struggling to keep up level wise due to exp debt.One possible solution would be if you die and are resurrected and die shortly after you should only drop 25% that can be picked up but not lose an additional 25% to the void. This wouldn't take away from pvp loot and allow the tank to retrieve the loot back if the group can defeat the monsters.
Re: FEEDBACK - DELETION OF FEEDBACK POSTS
This is no stab at you Noaani its just the system has failed which is a really bad look for Intrepid if they want people to actually have faith that their post will be seen
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