Glorious Alpha Two Testers!
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.
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: Node Level Confusion.
As people have mentioned, this is testing. Any kind of static dungeon will have a certain level range (in this case, they may have been sloppy and said Jundark instead of a certain area of Jundark). Also, since we haven't seen all the charactor or node levels yet, they are setting some static instead of dynamic for the testing.
Did they mean the Jundark node (there are probably more than one), or zone? I think it is more important that the define what they mean by node / zone / area when they mention these things.
https://ashesofcreation.wiki/Zones_and_progression
On the Wiki from Steven:
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[6] – Steven Sharif
Did they mean the Jundark node (there are probably more than one), or zone? I think it is more important that the define what they mean by node / zone / area when they mention these things.
https://ashesofcreation.wiki/Zones_and_progression
On the Wiki from Steven:
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[6] – Steven Sharif
Re: Broken Quests As I Come Across Them
JaceGrimblade wrote: »Cloak and Gavel still not able to be completed
The chest to complete "Cloak and Gavel" is on a ledge in eastern Lionhold. In the attached pic, stand on the cliff keeping the stone arches on your left and look west and down. Drop down on the ledge to use the rusty key and complete the quest.
The coin you receive is not a quest-starter item. Instead, go to Winstead and walk over to the forge in the crafting/market area. An NPC named Randall Grimes is standing next to a chest and some crates. Normally he will ask for a password you do not have when you interact with him, but now that you possess the coin, you can show it to him to advance the questline.
The quests you can take from the book on his left are the quests that were available in an earlier alpha-2 build from the podium where Keelhaul is now in the Ruins of Aela. Now that you posses the coin, Keelhaul offers a quest as well.

The changes you're requesting to make the Alpha more fun and rewarding would hurt the game.
There have been a lot of calls for the alpha to make things easier and more accessible, demanding less time and work, and making rewards less gatekept by competition (that might push some players out of the race entirely.) This concerns crafting skills, resource distribution, mob farming accessibility, solo gameplay viability, etc.
The general request is roughly "Make the game more fun. Either make everything that's fun more available to the average player, or add more placeholder fun things until the real fun things are in the game."
Here's the example comment on YouTube that I'll use as a placeholder for many of the requests I've seen around the forum:

[Edit because it has become clear that the intention of my criticism has not been communicated very clearly:
I am not criticising profession initiation systems on their own merit. I am criticising the problems they tend to bring with them down the line, and that I believe most people who request these types of changes in the alpha right now (more resource access, etc.) are really implying when they are asking for things like initiation systems. For more details on these ideas and where they come from, you'll need to read on.]
The problem with this is that it feeds into the "everyone does everything" mindset that ultimately just promotes the type of meaningless time waster gameplay that WoW and its infinite copies consist of.
This is neither better nor worse than the "meaningful time waster" (I used "meaningful" in the sense of: you're building towards something) that is pure grinding gameplay. Neither of these are a good thing, but at least the grinding gameplay leaves room to turn into the holy grail that is meaningful, worthwhile, enjoyable engagement in the long run.
Why do you need to craft mediocre items? What is the desire you're filling there?
- If it's gameplay variety, why do you need the game to reward you with mediocre rewards for the variety? You can already enjoy engaging in the artisanships of your choice if you choose to do so, why don't you just do it?
Isn't it immediately obvious that if the game starts meaningfully rewarding you for low-effort time investment, the efforts of passionate crafters will become meaningless, because you already get enough of your rewards for your own activities not to need them? If you like running around engaging in simple artisanry, just to take in the scenery and enjoy a simple task, why do you need the game to hold you by the hand and make you do it; why should that be something the game needs to do for you?
- If it's for the sensation of pursuing readiness for battle, why do you want the game to impose that need on you? Why not just head out there to engage in artisanship as long as that's what you want to do, and then do other things when you no longer enjoy it for the low reward it yields?
- Or if you feel that the need to have strong gear is already in the game to pursue the type of content you want to pursue, why do you need to make it yourself; especially if you'd be okay with mediocre gear anyway? Why can you not use the currency you've saved to spend on worthwhile gear other people have crafted?
You shouldn't need to craft mediocre items, except to practice the skill that will eventually allow you to craft sensational items. If that's not what you aspire to do, why do you need the game to force or persuade you to start pursuing it anyway? If that is what you want to do, why do you need the game to reward you to do so much as get started, and why do you want it to persuade you to try out everything else?
I think a big issue here is a lack of vision for where "meaning" in the game could come from, if you'd declare your own purpose for your pursuits.
If your purpose of doing things in Verra breaks down to "get stronger for its own sake" and "complete more difficult quests and take down more difficult encounters for its own sake", you're missing so much potential of what a PvX game can be.
You're bound to get disappointed and bored on that path; it's a boring path.
The vision for a PvX game is to have a long-term vision of how you want your actions to shape the world. Collect resources to rule territories/nodes (or aid their leadership that you support), plan what the node should look like, what its objectives should be, and how the node should be constructed (buildings, hierarchy) to facilitate those goals. The vision is to siege, shape the story of the world quests, build guilds, and generally unite other players for shared objectives in how those plans should pan out.
If you expect to be wowed by the world without building your interest on these pillars, you're wasting most of the potential of the game. If that's all you want to do, then single-player RPGs and daily-driven MMOs - with solo quests and artisan professions that everyone who puts some time into can use to create anything they want for themselves - already exist. You're not supposed to be able to get yourself everything you want in Ashes. You're supposed to be required to cooperate with others, and accept that there will be some things you just won't have access to, unless you specialise in them and gather enough supporters around you. The upside is that when you achieve something, or help someone else achieve something, it's actually meaningful.
Some of these visions can't be experienced in the game yet. You can't experience the reshaping of the world yet, because the story arcs aren't set in place to make it meaningful, quests and dungeons in general aren't complete and numerous enough to let you immerse in the world yet, the node control and building options are limited in how they affect gameplay... You can't experience the full benefit of shaping your node to your vision yet, because the rewards and some of the content don't quite exist yet.
Asking for additional rewards and more accessible gameplay would be an empty band-aid solution. You'd own more and do more, but there still wouldn't be any profound connection, so you'd just spend more time on a superficial shell of a game because the rewards are more addictive.
If you're not having fun because you aren't immersed in the purpose of your gameplay, wait for the immersive features to be completed; don't just ask for the devs to entice you to waste more time on non-immersive, purposeless gameplay. No one needs you to sink 50 hours a week into an alpha. No one needs you to reach max-level at everything in an alpha. Focus on the fundamentals, and if you get bored from a lack of immersion and rewards, go play a finished game.
I think the devs should be better at instilling that vision in you.
Giving you a better idea of the options that will influence your decisions in the long term. The things that can be enticing about the game, that can spark your creativity.
But they shouldn't change the vision just to entertain you more in the alpha. They shouldn't speed up gameplay, so you feel more achieved or entertained when 80% of the content and player competition of the finished game simply don't exist yet. that would only distract from your agency in envisioning your own purpose for your gameplay; it would make the alpha experience less representative of the final gameplay, and thus lead to bad design and balancing decisions for the real game.
Instead of appeasing you by giving you more things to do and easier rewards for what you get to do, they should paint the picture of what you're not yet able to do. The things that will be added that will fit the puzzle together and make it a cohesive, rewarding gameplay experience.
Until that happens, either focus on growing your guild and planning your vision together, or just play something else.
*That's* what you should be asking for. Not a better chance to compete or more rewards. Just more insight on what new systems/quests/dungeons will be released, how it will fit into the systems that already exist to make them feel more meaningful, how it will be developed, and how long it is expected to take until you can see more of it.
The general request is roughly "Make the game more fun. Either make everything that's fun more available to the average player, or add more placeholder fun things until the real fun things are in the game."
I will make my case by addressing a common comment I've seen in the wild, and then tying it back to the greater vision for the alpha. I know it's not very popular to argue an opinion through proxy by creating a thread about a YouTube comment, but I've really seen this sentiment repeated *everywhere* over the last 2-3 months, and I think providing an example makes it a little more clear that I'm not just arguing against a made-up opinion. I'm choosing a YouTube comment instead of a forum comment, because it's untainted by the back-and-forth about insignificant details that a lot of forum comments tend to suffer from.
Here's the example comment on YouTube that I'll use as a placeholder for many of the requests I've seen around the forum:

[Edit because it has become clear that the intention of my criticism has not been communicated very clearly:
I am not criticising profession initiation systems on their own merit. I am criticising the problems they tend to bring with them down the line, and that I believe most people who request these types of changes in the alpha right now (more resource access, etc.) are really implying when they are asking for things like initiation systems. For more details on these ideas and where they come from, you'll need to read on.]
The problem with this is that it feeds into the "everyone does everything" mindset that ultimately just promotes the type of meaningless time waster gameplay that WoW and its infinite copies consist of.
This is neither better nor worse than the "meaningful time waster" (I used "meaningful" in the sense of: you're building towards something) that is pure grinding gameplay. Neither of these are a good thing, but at least the grinding gameplay leaves room to turn into the holy grail that is meaningful, worthwhile, enjoyable engagement in the long run.
Why do you need to craft mediocre items? What is the desire you're filling there?
- If it's gameplay variety, why do you need the game to reward you with mediocre rewards for the variety? You can already enjoy engaging in the artisanships of your choice if you choose to do so, why don't you just do it?
Isn't it immediately obvious that if the game starts meaningfully rewarding you for low-effort time investment, the efforts of passionate crafters will become meaningless, because you already get enough of your rewards for your own activities not to need them? If you like running around engaging in simple artisanry, just to take in the scenery and enjoy a simple task, why do you need the game to hold you by the hand and make you do it; why should that be something the game needs to do for you?
- If it's for the sensation of pursuing readiness for battle, why do you want the game to impose that need on you? Why not just head out there to engage in artisanship as long as that's what you want to do, and then do other things when you no longer enjoy it for the low reward it yields?
- Or if you feel that the need to have strong gear is already in the game to pursue the type of content you want to pursue, why do you need to make it yourself; especially if you'd be okay with mediocre gear anyway? Why can you not use the currency you've saved to spend on worthwhile gear other people have crafted?
You shouldn't need to craft mediocre items, except to practice the skill that will eventually allow you to craft sensational items. If that's not what you aspire to do, why do you need the game to force or persuade you to start pursuing it anyway? If that is what you want to do, why do you need the game to reward you to do so much as get started, and why do you want it to persuade you to try out everything else?
I think a big issue here is a lack of vision for where "meaning" in the game could come from, if you'd declare your own purpose for your pursuits.
If your purpose of doing things in Verra breaks down to "get stronger for its own sake" and "complete more difficult quests and take down more difficult encounters for its own sake", you're missing so much potential of what a PvX game can be.
You're bound to get disappointed and bored on that path; it's a boring path.
The vision for a PvX game is to have a long-term vision of how you want your actions to shape the world. Collect resources to rule territories/nodes (or aid their leadership that you support), plan what the node should look like, what its objectives should be, and how the node should be constructed (buildings, hierarchy) to facilitate those goals. The vision is to siege, shape the story of the world quests, build guilds, and generally unite other players for shared objectives in how those plans should pan out.
If you expect to be wowed by the world without building your interest on these pillars, you're wasting most of the potential of the game. If that's all you want to do, then single-player RPGs and daily-driven MMOs - with solo quests and artisan professions that everyone who puts some time into can use to create anything they want for themselves - already exist. You're not supposed to be able to get yourself everything you want in Ashes. You're supposed to be required to cooperate with others, and accept that there will be some things you just won't have access to, unless you specialise in them and gather enough supporters around you. The upside is that when you achieve something, or help someone else achieve something, it's actually meaningful.
Some of these visions can't be experienced in the game yet. You can't experience the reshaping of the world yet, because the story arcs aren't set in place to make it meaningful, quests and dungeons in general aren't complete and numerous enough to let you immerse in the world yet, the node control and building options are limited in how they affect gameplay... You can't experience the full benefit of shaping your node to your vision yet, because the rewards and some of the content don't quite exist yet.
Asking for additional rewards and more accessible gameplay would be an empty band-aid solution. You'd own more and do more, but there still wouldn't be any profound connection, so you'd just spend more time on a superficial shell of a game because the rewards are more addictive.
If you're not having fun because you aren't immersed in the purpose of your gameplay, wait for the immersive features to be completed; don't just ask for the devs to entice you to waste more time on non-immersive, purposeless gameplay. No one needs you to sink 50 hours a week into an alpha. No one needs you to reach max-level at everything in an alpha. Focus on the fundamentals, and if you get bored from a lack of immersion and rewards, go play a finished game.
I think the devs should be better at instilling that vision in you.
Giving you a better idea of the options that will influence your decisions in the long term. The things that can be enticing about the game, that can spark your creativity.
But they shouldn't change the vision just to entertain you more in the alpha. They shouldn't speed up gameplay, so you feel more achieved or entertained when 80% of the content and player competition of the finished game simply don't exist yet. that would only distract from your agency in envisioning your own purpose for your gameplay; it would make the alpha experience less representative of the final gameplay, and thus lead to bad design and balancing decisions for the real game.
Instead of appeasing you by giving you more things to do and easier rewards for what you get to do, they should paint the picture of what you're not yet able to do. The things that will be added that will fit the puzzle together and make it a cohesive, rewarding gameplay experience.
Until that happens, either focus on growing your guild and planning your vision together, or just play something else.
*That's* what you should be asking for. Not a better chance to compete or more rewards. Just more insight on what new systems/quests/dungeons will be released, how it will fit into the systems that already exist to make them feel more meaningful, how it will be developed, and how long it is expected to take until you can see more of it.
Re: Game Balance
That last sentence is worded extremely incohesively. I'm guessing you're trying to say that you want to be able to achieve more on your own, because that's the only interpretation that makes sense.It is starting to feel more and more like a job where you just log in and find a group (fates willing) and just go grind the exact same area for hours on end where it takes an entire group to kill a single mob. If I wanted to play Dark Souls or Elden Ring then I would, but I don't. I want to play a fantasy MMORPG where I can feel like I can accomplish more than just mining or harvesting on my own.
In that case: Wrong game.
Go play WoW, Black Desert, Guild Wars 2, or ESO - or New Worlds, if you want something more modern. They all still exist. Or, really, play a light-hearted single-player RPG, that would really be the best use of your time.
Not every game needs to fit the same formula. This one emphasises Holy Trinity groups, PvP interfering with PvE, and guild expansion and territory control. You could hardly have picked a worse game to make this complaint in.
Unless of course you can find it in yourself to care enough about those things to give up on the "I need to do be able to do everything I want, when I want, without preparation, on my own" mentality, and start enjoying the coordination of group-focused gameplay, and the long-term vision of growing your node and shaping its future. Then, welcome to the tribe.
Re: Node Level Confusion.
push
valid concern!
i want a dev that can answer that question to do it pls.
valid concern!
i want a dev that can answer that question to do it pls.
Birqa
2
Re: Node Level Confusion.
I'd assume they meant for 'during Alpha Testing'.
I'm honestly sick of dealing with assumptions.
In this case, it's a big deal because, at best, they're temporarily developing the game in a direction that makes me less interested in the project—and at worst, they're permanently destroying the appeal of the node system.
Vhaeyne
3
Re: How much does the quality of the game drop
P3 will have EU servers.Once again, until the problem with the servers is solved.
That is, adding servers for all regions, which would eliminate the delay
This is not a game yet, hence why it's not suitable for playing. It's very suitable for testing though. And our testing directly helps Intrepid solve their issues. The most direct example of this I can give is the Proper Burial quest. 2 days ago the location near the cemetary was lagging so damn much that you couldn't even kill a mob properly. Yesterday it was completely fine.And until the problem with the monsters that teleport for 2-3 chunks from the game will not be solved
The game is not suitable for playing
And Intrepid keep saying every day that they're working on more and more such locations. And they would only know which locations to work on if we overload the servers in a semi-natural way.
Ludullu
1
Re: How much does the quality of the game drop
If Steven is to be believed, we've got 8k people on Shol concurrently. That's an insane number, considering that the og plan for the FULL RELEASE was to have 10k concurrent players. And even despite that huge number the game as a whole is getting more stable. Yes, super popular places are really fucked by lag/rubberbanding/broken spawns, but that's also the point of stress testing the server and it gives Intrepid a ton of data for player activity heatmaps and overall behavior.
As for zergs - we have no proper tools to deal with them yet. No properly balanced guild wars or node wars, no fully designed corruption and bounty hunting, no proper PvE AI that would react to a zerg in the best way possible. So of course zergs would dominate right now.
Though, none of this is to say that on the full release zerg still won't win most of the time. That's simply the nature of these kinds of games. It's impossible to completely stop a zerg from winning in an open world mmo. And with Steven's love for that kind of gameplay, it was kind of obvious that the game would inevitably have the design that appeals to zergs. So the best thing we can do is just keep reminding Steven to implement at least a few tools that help players deal with zergs.
As for your friends. If they left because they completely dislike the game - that's a shame, but they wouldn't have stuck around either way. But if they left because the game is unfinished, then just keep their information and then contact them when the game does release.
As for zergs - we have no proper tools to deal with them yet. No properly balanced guild wars or node wars, no fully designed corruption and bounty hunting, no proper PvE AI that would react to a zerg in the best way possible. So of course zergs would dominate right now.
Though, none of this is to say that on the full release zerg still won't win most of the time. That's simply the nature of these kinds of games. It's impossible to completely stop a zerg from winning in an open world mmo. And with Steven's love for that kind of gameplay, it was kind of obvious that the game would inevitably have the design that appeals to zergs. So the best thing we can do is just keep reminding Steven to implement at least a few tools that help players deal with zergs.
As for your friends. If they left because they completely dislike the game - that's a shame, but they wouldn't have stuck around either way. But if they left because the game is unfinished, then just keep their information and then contact them when the game does release.
Ludullu
1
Game Balance
I am enjoying the game so far but I personally feel that the balance between even a single lvl is too skewed at most times. While I am all for promoting group activities for it to be almost a dependency in order to play the game is not really my cup of tea. The ability to quest alone is almost impossible unless you go to areas with mobs that are more than a few lvls below you.
Furthermore, the lack of quests or story driven immersion is greatly lowering the fun factor of this game. It is starting to feel more and more like a job where you just log in and find a group (fates willing) and just go grind the exact same area for hours on end where it takes an entire group to kill a single mob. If I wanted to play Dark Souls or Elden Ring then I would, but I don't. I want to play a fantasy MMORPG where I can feel like I can accomplish more than just mining or harvesting on my own.
Furthermore, the lack of quests or story driven immersion is greatly lowering the fun factor of this game. It is starting to feel more and more like a job where you just log in and find a group (fates willing) and just go grind the exact same area for hours on end where it takes an entire group to kill a single mob. If I wanted to play Dark Souls or Elden Ring then I would, but I don't. I want to play a fantasy MMORPG where I can feel like I can accomplish more than just mining or harvesting on my own.
1
New Player Experience/Thoughts While Playing
Thanks for reading, this was a couple hours worth of playing and writing all this. I know the devs have worked really hard and I want to say thank you all! What I've seen has made me super excited for the future of Ashes!!
New Player Experience
Random thoughts while playing:
⦁ Chopped down a tree but where did I get this axe from? Would feel better if I crafted an axe to chop down trees with.
⦁ Maybe different grades of axes would be cool, after a certain grade you need a certain mastery to equip it? Holding a dragon axe again like runescape sounds cool!
⦁ Size of quest font originally is very small. Maybe include other forms of information gathering to quest system (like an audio 'ding' when completing a quest objective)
⦁ First quest gave me "glint", so I see in the chat box "Received: Dull Glint", it would be nice if, when I click on something underlined in the chat box, and it also has the "Received" tag, that it will open up the corresponding inventory area, where that item goes.
⦁ In the skills tab - when hovering over a skill, it should outline it slightly. It does wonders to make the game feel new and not old.
⦁ In the skills tab, Lvl 1 looks like Lv 11 in the game, first impressions... made me feel stupid. Suggestion: Add a period, like "Lvl.1"
⦁ Love love LOVE the animation for "Zone Entered Lionhold", but I didn't see anything on the way out. It's probably just being worked on.
⦁ Man, the chat box felt like a total mess. My feed wasn’t caught up, so I had to scroll down manually. I couldn’t figure out how to get my cursor back, so I hit Esc—only to find out it kicked me out of the chat box without any warning. It would’ve helped if there were some kind of visual indicator, like the box being highlighted or un-highlighted. After scrolling, I tried to type again, but I guess the focus wasn’t on the typing area anymore. Instead of writing anything, I ended up opening a bunch of random windows I didn’t even want. Just chaotic. Suggestion: Pressing enter, should also bring up the cursor. Or give me an option for that please please.
⦁ After writing that last bit, I tried clicking on the options icon in the chat box. I hit Esc again to bring the cursor out, and that opened the options menu as expected. But when I clicked the actual chat options button, the first menu didn’t go away—so I ended up with two menus overlapping each other, not nice.
⦁ I love that there's no weight limit! This is freaking awesome!
⦁ Again I pressed Esc to pull out the cursor and that darn menu stays up despite me going in my inventory. So frustrating! I wish it was like BDO, where L-CTRL brings out the cursor.
⦁ Really nice that the Lumber milling station works on it's own! Wish it gave me a running timer when I exit out of it though.
⦁ Found the cursor button!! It's R-CTRL?? So confused! Where is the option to keybind this, I can't find it anywhere? This is such a huge detail to overlook.
⦁ Staggered's definition is "Disable Evasion reduced by 25%"... I have no earthly idea what Disable Evasion means or is. This feel intentionally unclear. If it's what I'm speculating, then maybe it's their chance to evade? But then, why not just say "Reduce target's chance to evade by 25%"?
⦁ Found the character sheet, Physical Disable Evasion. After reading the definition, I'm still confused. It says it's disabling physical effect (like what?). Maybe, slow, bleed? So Staggered must be an "Effect Penetration" debuff? I feel like there are so many better words to describe this than "disable", and I still have no idea what it does.
⦁ Love how friendly the community is!
⦁ Found the 2nd page in the character sheet that shows the artisan tools, it would be better if we equipped them ourselves in the beginning, for reasons like - it shows me where that tab is, it tells me that tools exist in the game, and that they can be upgraded, it get's me thinking about the artisan professions (btw at that point, it'd be a great time to segue into how many professions you can master, etc).
New Player Experience
Random thoughts while playing:
⦁ Chopped down a tree but where did I get this axe from? Would feel better if I crafted an axe to chop down trees with.
⦁ Maybe different grades of axes would be cool, after a certain grade you need a certain mastery to equip it? Holding a dragon axe again like runescape sounds cool!
⦁ Size of quest font originally is very small. Maybe include other forms of information gathering to quest system (like an audio 'ding' when completing a quest objective)
⦁ First quest gave me "glint", so I see in the chat box "Received: Dull Glint", it would be nice if, when I click on something underlined in the chat box, and it also has the "Received" tag, that it will open up the corresponding inventory area, where that item goes.
⦁ In the skills tab - when hovering over a skill, it should outline it slightly. It does wonders to make the game feel new and not old.
⦁ In the skills tab, Lvl 1 looks like Lv 11 in the game, first impressions... made me feel stupid. Suggestion: Add a period, like "Lvl.1"
⦁ Love love LOVE the animation for "Zone Entered Lionhold", but I didn't see anything on the way out. It's probably just being worked on.
⦁ Man, the chat box felt like a total mess. My feed wasn’t caught up, so I had to scroll down manually. I couldn’t figure out how to get my cursor back, so I hit Esc—only to find out it kicked me out of the chat box without any warning. It would’ve helped if there were some kind of visual indicator, like the box being highlighted or un-highlighted. After scrolling, I tried to type again, but I guess the focus wasn’t on the typing area anymore. Instead of writing anything, I ended up opening a bunch of random windows I didn’t even want. Just chaotic. Suggestion: Pressing enter, should also bring up the cursor. Or give me an option for that please please.
⦁ After writing that last bit, I tried clicking on the options icon in the chat box. I hit Esc again to bring the cursor out, and that opened the options menu as expected. But when I clicked the actual chat options button, the first menu didn’t go away—so I ended up with two menus overlapping each other, not nice.
⦁ I love that there's no weight limit! This is freaking awesome!
⦁ Again I pressed Esc to pull out the cursor and that darn menu stays up despite me going in my inventory. So frustrating! I wish it was like BDO, where L-CTRL brings out the cursor.
⦁ Really nice that the Lumber milling station works on it's own! Wish it gave me a running timer when I exit out of it though.
⦁ Found the cursor button!! It's R-CTRL?? So confused! Where is the option to keybind this, I can't find it anywhere? This is such a huge detail to overlook.
⦁ Staggered's definition is "Disable Evasion reduced by 25%"... I have no earthly idea what Disable Evasion means or is. This feel intentionally unclear. If it's what I'm speculating, then maybe it's their chance to evade? But then, why not just say "Reduce target's chance to evade by 25%"?
⦁ Found the character sheet, Physical Disable Evasion. After reading the definition, I'm still confused. It says it's disabling physical effect (like what?). Maybe, slow, bleed? So Staggered must be an "Effect Penetration" debuff? I feel like there are so many better words to describe this than "disable", and I still have no idea what it does.
⦁ Love how friendly the community is!
⦁ Found the 2nd page in the character sheet that shows the artisan tools, it would be better if we equipped them ourselves in the beginning, for reasons like - it shows me where that tab is, it tells me that tools exist in the game, and that they can be upgraded, it get's me thinking about the artisan professions (btw at that point, it'd be a great time to segue into how many professions you can master, etc).



