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Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: [NA] Dünhold | RP| PvX | All Dünir Dwarf Guild
Working on a fun wiki where we have some basic "character sheets" of Dünhold's kin!
Come take a look at a few entries!
library.xn--dnhold-3ya.com/
Come take a look at a few entries!
library.xn--dnhold-3ya.com/
New player experience experiment.
Summary
I leveled a Mage from 1–10 solo, intentionally avoiding the most efficient path to simulate a common new-player experience: someone doing online research, exploring the world, learning their class, and trying to gear up through quests rather than raw mob grinding or zerg groups. I focused on token quests, early recipes, and storyline progression to see how it all flowed. Also, did this when the player population wasn’t crazy, which really effects the what and how leveling occurs.
What I discovered is that the current tuning creates a mismatch between effort, reward, and timing. By the time I finished the quests and earned the gear, I had already out-leveled the content it was meant for. The gear felt like a reward for a phase I had already outgrown. This wasn’t a one-off or edge case—it’s a likely path for players who want to understand the game organically.
More concerning, questing was dramatically slower than just grinding mobs. The time-to-reward ratio is way out of balance. That’s not just a numbers problem—it’s a design tension between exploration and progression. If quests are meant to provide a satisfying alternative to grinding, they need to deliver value earlier and more meaningfully.
This isn’t about chasing efficiency—it’s about making sure the game rewards players who engage deeply with its systems. Right now, intentional and immersive play feels inadvertently punished. The pacing undermines the sense of progression, and by the time you’ve earned the gear, you’ve already outgrown it. That disconnect turns what should be a satisfying early-game experience into a missed opportunity—and it’s something worth fixing.
.
Experience Overview
I started in Lion’s Hold and followed a logical questing path:
• Completed “Sweat of Your Brow” to get the horse.
• Grabbed package delivery quests, the treasure map quest (for a bag), commissions, and attempted to start purifier recipe quests (locked behind level 5).
• Headed to Samia’s Hope to pickup token quest line.
• Did initial quests near Biz Bug, then east toward Miraleth for zombie kills and token progress. This was tough solo with low DPS and drop rates; I needed help to finish it.
• Returned to Lion’s Hold to start the warhelm and bandit captain quests (now level 6). The captain was too difficult solo, so I pivoted to the warhelm recipe chain instead, getting to level 7 to solo captain
• After turning in token quests and package quests, I got my first batch of gear and hit level 9.
• Continued with RoS scout and goblin manifest quests, and eventually the starving wizard quest.
⸻
Quest-Specific Feedback
Zombie killing quest outside miraleth
Without a zerg around, this quest was super hard. Solo level 5 mage would have taken a very long time because of the drop rates. Had to pull in a high level helper on this one.
Scout RoS Quest:
Well-paced, slightly dangerous, rewarding. Solid quest.
Goblin Manifest Quest:
Needs serious rebalancing. The manifest drop rate is extremely low, and the volume of junk items makes the quest feel tedious. Getting 15 manifests, then being told to get another 15—with no lootable crates—is exhausting and unrewarding.
Starving Wizard (Wolf Meat) Quest:
Drop rate was ~1 in 8–10 wolves. Too low. PvP drama happened here too, which added spice, but doesn’t change the drop rate issue.
Tower Quest (Level 9):
I was able to get the first two chests. The third was too hard solo. By this point, I had more tokens than I needed anyway.
⸻
Main Takeaways
• Questing is not time-efficient for leveling.
Grinding mobs would’ve gotten me to level 10 in about 1/5th the time. I understand the goal isn’t to min-max, but the disparity is so large it devalues the quest path.
• Gear reward pacing is mismatched.
If the goal is to finish token quests around level 10, that works numerically—but not experientially. As a player, I’d expect to earn and use level-appropriate gear midway through a tier, not as I’m about to leave it behind.
• Quests felt satisfying, but not rewarding.
I finished with all my sub-10 gear… at level 9.75. Recipes I earned felt irrelevant for myself and only useful for market twinks. The economy isn’t fully live yet, but this highlights a mismatch between effort and practical value.
⸻
Suggestions
1. Adjust pacing so token gear is earned by level 5, not 9–10.
This keeps it relevant longer and provides a gear “ramp” instead of a gear “exit.”
2. Rebalance drop rates for all the starter quests, but manifest and meat quests especially.
3. Purifier Set Feedback:
• Positive: Recipe quests are meaningful, and the gear is superior to other starter sets.
• Issue: Players move through 0–10 too fast for it to matter. Making it felt like a waste unless you’re crafting for alts or market sales (which can’t happen in Lion’s Hold).
• Suggestion: Either:
• Make it T2 gear (relevant at level 10–15),
• Make it significantly stronger so it lasts through level 20,
• Or greatly reduce effort to craft and relocate a marketplace vendor near token turn-in.
4. Add light, medium, and weapon versions of the purifier gear to improve utility across classes.
⸻
Final Thought:
This feedback comes from the perspective of someone intentionally walking the path a new player is likely to take—engaging with the world, experimenting with class mechanics, and seeking gear through quests rather than shortcuts. The questlines themselves show real promise in terms of structure and tone, but the overall progression loop feels misaligned. When the rewards arrive too late to be useful, and the leveling path feels more punishing than exploratory, the game risks discouraging the kind of thoughtful, immersive play it should encourage.
It’s important to remember that the journey to level 10 is just an introduction. This phase doesn’t need to be punishing or deliver long-term gear—it just needs to set players off on the right foot. It should teach the core systems, offer a taste of the world’s depth, and deliver timely, meaningful rewards that feel connected to the effort. Done right, this part of the experience can build player confidence and momentum—not burn it.
I leveled a Mage from 1–10 solo, intentionally avoiding the most efficient path to simulate a common new-player experience: someone doing online research, exploring the world, learning their class, and trying to gear up through quests rather than raw mob grinding or zerg groups. I focused on token quests, early recipes, and storyline progression to see how it all flowed. Also, did this when the player population wasn’t crazy, which really effects the what and how leveling occurs.
What I discovered is that the current tuning creates a mismatch between effort, reward, and timing. By the time I finished the quests and earned the gear, I had already out-leveled the content it was meant for. The gear felt like a reward for a phase I had already outgrown. This wasn’t a one-off or edge case—it’s a likely path for players who want to understand the game organically.
More concerning, questing was dramatically slower than just grinding mobs. The time-to-reward ratio is way out of balance. That’s not just a numbers problem—it’s a design tension between exploration and progression. If quests are meant to provide a satisfying alternative to grinding, they need to deliver value earlier and more meaningfully.
This isn’t about chasing efficiency—it’s about making sure the game rewards players who engage deeply with its systems. Right now, intentional and immersive play feels inadvertently punished. The pacing undermines the sense of progression, and by the time you’ve earned the gear, you’ve already outgrown it. That disconnect turns what should be a satisfying early-game experience into a missed opportunity—and it’s something worth fixing.
.
Experience Overview
I started in Lion’s Hold and followed a logical questing path:
• Completed “Sweat of Your Brow” to get the horse.
• Grabbed package delivery quests, the treasure map quest (for a bag), commissions, and attempted to start purifier recipe quests (locked behind level 5).
• Headed to Samia’s Hope to pickup token quest line.
• Did initial quests near Biz Bug, then east toward Miraleth for zombie kills and token progress. This was tough solo with low DPS and drop rates; I needed help to finish it.
• Returned to Lion’s Hold to start the warhelm and bandit captain quests (now level 6). The captain was too difficult solo, so I pivoted to the warhelm recipe chain instead, getting to level 7 to solo captain
• After turning in token quests and package quests, I got my first batch of gear and hit level 9.
• Continued with RoS scout and goblin manifest quests, and eventually the starving wizard quest.
⸻
Quest-Specific Feedback
Zombie killing quest outside miraleth
Without a zerg around, this quest was super hard. Solo level 5 mage would have taken a very long time because of the drop rates. Had to pull in a high level helper on this one.
Scout RoS Quest:
Well-paced, slightly dangerous, rewarding. Solid quest.
Goblin Manifest Quest:
Needs serious rebalancing. The manifest drop rate is extremely low, and the volume of junk items makes the quest feel tedious. Getting 15 manifests, then being told to get another 15—with no lootable crates—is exhausting and unrewarding.
Starving Wizard (Wolf Meat) Quest:
Drop rate was ~1 in 8–10 wolves. Too low. PvP drama happened here too, which added spice, but doesn’t change the drop rate issue.
Tower Quest (Level 9):
I was able to get the first two chests. The third was too hard solo. By this point, I had more tokens than I needed anyway.
⸻
Main Takeaways
• Questing is not time-efficient for leveling.
Grinding mobs would’ve gotten me to level 10 in about 1/5th the time. I understand the goal isn’t to min-max, but the disparity is so large it devalues the quest path.
• Gear reward pacing is mismatched.
If the goal is to finish token quests around level 10, that works numerically—but not experientially. As a player, I’d expect to earn and use level-appropriate gear midway through a tier, not as I’m about to leave it behind.
• Quests felt satisfying, but not rewarding.
I finished with all my sub-10 gear… at level 9.75. Recipes I earned felt irrelevant for myself and only useful for market twinks. The economy isn’t fully live yet, but this highlights a mismatch between effort and practical value.
⸻
Suggestions
1. Adjust pacing so token gear is earned by level 5, not 9–10.
This keeps it relevant longer and provides a gear “ramp” instead of a gear “exit.”
2. Rebalance drop rates for all the starter quests, but manifest and meat quests especially.
3. Purifier Set Feedback:
• Positive: Recipe quests are meaningful, and the gear is superior to other starter sets.
• Issue: Players move through 0–10 too fast for it to matter. Making it felt like a waste unless you’re crafting for alts or market sales (which can’t happen in Lion’s Hold).
• Suggestion: Either:
• Make it T2 gear (relevant at level 10–15),
• Make it significantly stronger so it lasts through level 20,
• Or greatly reduce effort to craft and relocate a marketplace vendor near token turn-in.
4. Add light, medium, and weapon versions of the purifier gear to improve utility across classes.
⸻
Final Thought:
This feedback comes from the perspective of someone intentionally walking the path a new player is likely to take—engaging with the world, experimenting with class mechanics, and seeking gear through quests rather than shortcuts. The questlines themselves show real promise in terms of structure and tone, but the overall progression loop feels misaligned. When the rewards arrive too late to be useful, and the leveling path feels more punishing than exploratory, the game risks discouraging the kind of thoughtful, immersive play it should encourage.
It’s important to remember that the journey to level 10 is just an introduction. This phase doesn’t need to be punishing or deliver long-term gear—it just needs to set players off on the right foot. It should teach the core systems, offer a taste of the world’s depth, and deliver timely, meaningful rewards that feel connected to the effort. Done right, this part of the experience can build player confidence and momentum—not burn it.
MetalDad
7
Re: Bunny hopping
Looking closely at the node war stream, the bunny hopping Keenge was doing looks like it done to ensure he maintained line of sight on his targets when fighting around hills, rocks, and fences. We saw in the longbow showcase that arrows are blocked by obstacles, so spamming jump would make sure more of your shots hit.Yeah... I know you were directly answering my post.They are NOT doing it for adhd/boredom during pvp.
And I was telling you that G_B was saying that it's useless in PvP - just in question form instead of as a statement.
What's the motivation for bunny hopping in PvP with tab-target/soft lock?
Seems to me then, the solution is simple.
Leave unlimited jumping in the game for all the types that want to jump forever.
Instead, apply a significant accuracy and damage penalty to attacks or spells launched while in the air. And apply a significant critical hit boost from enemies attacking the jumping player.
After all, How many archers in the world can land all their shots while sprinting full speed and jumping in random directions?
1
Re: Bunny hopping
Shouldnt Jumping move you slower than running in game? And lower your ability to perform other actions/skills?
Endowed
1
Re: Bunny hopping
Necroing this thread....please put in a stam drain on bunny hoppy. Medium to large fights with dozens and dozens of bunny hopping players is just absolute cheese on top of ridiculously horrible to see.
Barab
1
Re: Bunny hopping
Curious to see how this tests in A2. I agree with the spirit of @George_Black’s point though. Bunny hopping and diving animations are annoying in aimed combat.
CROW3
1
Re: Bunny hopping
This issue with the bunny hop is it does provide in game advantage. It makes it harder to single a player out in a crowd that you want to focus. It makes it easier to rotate your camera in game while keeping your same directional momentum. It makes your movements less predictable and in some cases disguises animations that would otherwise be telegraphed.
Anyone on here saying they jump spam for no reason is flat out lying. I have been a top level end game pvp player in 4 different MMO's over 20 years. Players do immersion breaking things when ever there is an advantage to it. This will always be the case.
Shut that bunny shiit down and drink the tears of anyone who complains. The game will be better for it.
Anyone on here saying they jump spam for no reason is flat out lying. I have been a top level end game pvp player in 4 different MMO's over 20 years. Players do immersion breaking things when ever there is an advantage to it. This will always be the case.
Shut that bunny shiit down and drink the tears of anyone who complains. The game will be better for it.
1
Re: Bunny hopping
George_Black wrote: »Bunny hopping
In Sea of Thieves - i call it MONKEY jumping !!
And G~OOOOOOOOOOOOOSH is it ugly.
I can understand your wish to limit jumping around. The Idea that it drains Stamina bit by bit every single time is not wrong. The Question is how quick it should prevent People from jumping around.
Aszkalon
1
Re: Bunny hopping
lets remove the idea that its immersion breaking or theres an rp reason or some other crap. Do you really want to be stuck in a spot like a crevasse or maybe you fell into a cluster of rocks, and you have to wait for stamina to hopefully spam jump out?
Come on, this is silly. leave spam jumping alone.
Edit: This change would also most likely make climbing feel like crap assuming jumping and traversing terrain are one and the same. instead of just climbing the terrain you get to have "fun" standing there every few seconds waiting for stamina.
Jumping is fine, great, and expected in a rpg to be able to do.
Spam jumping while swinging a heavy 2h sword is ridiculous. More so when you can, what looks to me from the video be able to change direction mid air while moving around, in combat while being hit.
I don't even care if there is just a graphically different movement displayed besides the hopping that gives the same movement bonus. this is entirely about looks and the hops are awful.
Remember they changed melee combat in A1 because of how most testers felt the lack of impact.
1
Re: Bunny hopping
I did notice the bunny hopping, hopefully can be resolved if they add a dodge roll.
1
