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
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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: Exploitation Action Promises
HiddenDaggerInn wrote: »I believe Steven is a man of his word and will protect his project at all costs, what worries me is the damage is more severe then we thought , hence why it's taking longer. Is the damage to great to recover from without a wipe? or will it just take more time to track all of these players transactions and for sure alt trading and any other ways to circumvent their actions.
Soon we will find out, hopefully they're able to take care of said players, but if a wipe is needed than so be it and this is another reason when you find a game changing exploit, it's never ok just to keep using it for the sake of "Testing" You actions not only affect you, but everyone else's time invested on the server for your own selfish purposes.
There has been more than one important exploit going on since the Dec launch so they are likely addressing more than just the war dec I focused more heavily on in this thread.
I also think Steven has his hands full in trying to figure out how to fairly reprimand a guild that intentionally spammed war decs for rewards .
Do you penalize the leader that declared all the wars and the people present during the time of the wars? Do you penalize anyone that accepted rewards? Or do you penalize the leader spamming the decs and just attempt to remove the benefits gained by everyone else in the guild?
When removing the tangible gains such as gold, do you also remove freeholds that were purchased from the gold made from the spamming?
While it might be easier to track tangible gains and remove some of it, how does he deal with the intangibles like the excessive xp gains?
Let's say that Steven decides to focus on taking action against the person spamming the war decs and then just removing as much of the unfair rewards gained from this exploit that he can. This would take some tracking, including figuring out all the excessive free xp each player in the guild gained from the exploiting and removing this from each player. Is this even possible? After taking action against the person that was spamming the war decs, does he also delete the character(s) that this person leveled in preparation of this punishment? How about the alt accounts purchased to funnel exploit gains to, do the devs dig in and attempt to find these and take action on these accounts as well?
I sympathize with Steven being in this position of having to babysit unethical testers but he made it clear that he would act harshly against exploiters so a lot of eyes are on him right now to see how he handles this.
If Steven refuses to follow through on his promises of harshly handling exploiters or his actions are considered weak, some players that sat back and did the right thing while one guild benefited, will reconsider their righteous actions when the next exploitable bug surfaces wondering if they too can get away with some exploiting. Steven talks a lot about risk vs rewards and some of his players are using this concept against him when it comes to exploits and actually seem to be winning.
Too many of us have seen how exploitation grows exponentially in both testing and a launched game when developers are lax in handling it so we hope Steven is taking the most recent exploits very seriously.
While I think the spamming of war decs will be a difficult one to handle, throwing up his hands because this situation is difficult to fairly take action on or worse yet, hiding behind a lame excuse such as action will not be taken because it was grey area and there wasn't a timer in place (wasn't grey for 99%), will only promote more exploiting. I fear the latter will also result in lost confidence in Steven as a developer by a significant number of his supporters.
I do not care if Steven takes longer to figure this out, it just needs to be communicated that this is still being worked on as the deadline he gave for action has come and gone and good faith based upon promises without action, only lasts so long.
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Re: Exploitation Action Promises
Also, as it wasn't posted in a post that quoted you, it wasn't a direct reply. It was a post adding to the discussion in general.
It was in reply to a post that I made, the initial post that started this thread. There was no discussion at the time, just your reply to my post which did not address any of the actual points made in my post, it was just another one of your odd white-knightish posts where you attempt to derail a topic. 🤣
There was a statement of a date they would attempt to follow through. There was no promise to do so, just a statement that this would be the attempt.
Here, let me help you with the definition of the word promise according to both webster and oxford: "a declaration that one will do or refrain from doing something specified"
Second, that date has not yet past.

I suggest you pull up a visual picture of this months calendar to help you with this. The statement was made on Jan 8th that exploit actions would be ready before next (which is now last) week.
So, you are altering the comments that Intrepid made, making them much more definate than they were when said, and you are complaining that something that they said would happen soon hasn't happened yet.
No, you are once again just very very confused on what you read and/or are intentionally attempting to derail yet another topic with lies and strawman arguments. You have a very definitive pattern which many other posters have pointed out. I would not normally give your weird rabbit hole comments the time of day but hey, you are giving free bumps to the thread so......
And then you have the balls to say you aren't being a Karen.
Are you starting to see why I am saying that the issue is you yet?
Oh, I think I and many others on the forum see you and your agenda very clearly. 🤣
Let me make my point again, not for you as you appear unwilling or incapable of comprehending it, but for anyone you managed to twist into misunderstanding it.
Steven, you assured us back in November that you take exploits in alpha seriously and warned players that if they use them, they would be dealt with harshly. You indicated on December 25th that spamming war decs was exploitive and it would be addressed. On Jan 8th, you stated that exploit actions would be ready before last week. As we are past the deadline you volunteered for this, please update the community that this is still being worked on and that you intend to keep the promises you made to the community with handling exploitation and exploiters harshly.
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Re: Forced pvp caused by war
I see the comments of just renounce citizenship but hares the thing, if I log in and the war is already going then what chance do I have to get to the town hall. In the case that started this thread I had not even rendered the game before I died then getting back into town was impossible. There were 20 or so max lvls just camping the one-way road up to town hall so good luck opening the chat box and renouncing with anything less than a personal goon squad of your own lvl 25s, in which case just fight. All I'm saying is for those in the mid tiers of gameplay going from logging out at "home base" a supposed safe place, to I can't play for almost 3 hours while this war resolves is going to put off a lot of players.
Re: Forced pvp caused by war
There's a ton of jank right now with these systems. At the bare minimum, you should get a 10-15 minutes delay between declaration and war. It makes 0 sense that you can declare war, then gank all the low/mid levels right in town where they have no means to defend themselves nor see it coming.
IMO town centers should be damage immune zones. As it stands now the level of griefing that is possible (and does/will happen in town centers) is much too high, even outside of any war. Especially when there is no risk/reward, rhyme or reason for it to be possible to happen (low/mid levels being griefed have no way to defend themselves and will just die outright and lose materials to a grief, even if they have ten lvl 25 guildies right next to them).
IMO town centers should be damage immune zones. As it stands now the level of griefing that is possible (and does/will happen in town centers) is much too high, even outside of any war. Especially when there is no risk/reward, rhyme or reason for it to be possible to happen (low/mid levels being griefed have no way to defend themselves and will just die outright and lose materials to a grief, even if they have ten lvl 25 guildies right next to them).
Re: Travel
Also, isn't the purpose of NOT having fast travels in a large world, to force ppl to pick a homebase and most of the time choose activities that are reachable, like they do irl?
If you want to be in the import/export business, yes you will travel great distances quite often (and that SHOULD be a thing in AoC), but most ppl don't go to another country to get milk (except my dad, ba dum tsst, etc), they only go occasionally either on vacation or on a specific business trip with an important purpose.
What OP is presenting as the problem is equivalent to the hurdles of taking a plane from washington to florida to fix a printer... the solution is that you stay in your state and fix THEIR printers instead. :P
If you want to be in the import/export business, yes you will travel great distances quite often (and that SHOULD be a thing in AoC), but most ppl don't go to another country to get milk (except my dad, ba dum tsst, etc), they only go occasionally either on vacation or on a specific business trip with an important purpose.
What OP is presenting as the problem is equivalent to the hurdles of taking a plane from washington to florida to fix a printer... the solution is that you stay in your state and fix THEIR printers instead. :P
Re: Exploitation Action Promises
Cool, then you agree with me on the point you seem to be arguing.
Why are you arguing that point then?
I am not arguing any point, I am arguing you MAKING the strange point in reply to a post that had zero to do with it. 😲
The problem is, if you look at your relationship with Intrepid differently to how they look at their relationship with you, your expectations will not line up with reality.
If my expectations is for the devs to be fair and honest and handle exploits as they stated they would do, we do align.
You may have noticed, your expectations are not currently lined up with reality. This is probably because of the way you are looking at your relationship with Intrepid.
The only thing that lacks reality are your posts in this thread. Please stay on topic and refrain from strawman arguments that derail the topic.
🤦♀️🤦♀️🤦♀️The truth is, you have a valid issue to bring up if these issues are still present in summer.
No, I have a valid issue to bring now now, after the date Steven promised exploit action would be taken and there has been nothing but silence.
You do not have a valid issue to bring up in regards to a minor issue with a major in game system that is still in development
So now you turn exploiting in the game which Steven has stated he takes very seriously and will handle with harsh punishments into a minor issue? 🤣
You simply do not have a valid complaint right now. Your current dissatisfaction is akin to a Karen demanding to speak to the manager.
No, my point is that a developer should follow through with what they promise their community in regards to handling exploitation and if the timeframe they provide for doing this changes, communicate this with the community. Pretty simple concept which has nothing to do with a Karen.
You have not been close to having a valid response to anything I have said, you are twisting and strawmanning your way through the entire thread. I see now why so many others you have replied to have suggested you be banned or suspended, your actions appear to be intentional trolling to derail topics to get closer to that 16k number.
Congrats on your 15,866th post. 🤣
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Items are duplicating during laggy fights
Repro:
1: Be on a laggy sw
2: go corrupted
3: zombie ress (in place)
Player that looted you has a couple of your items and you didn't lose anything.
1: Be on a laggy sw
2: go corrupted
3: zombie ress (in place)
Player that looted you has a couple of your items and you didn't lose anything.
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Re: Exploitation Action Promises
I believe Steven is a man of his word and will protect his project at all costs, what worries me is the damage is more severe then we thought , hence why it's taking longer. Is the damage to great to recover from without a wipe? or will it just take more time to track all of these players transactions and for sure alt trading and any other ways to circumvent their actions.
Soon we will find out, hopefully they're able to take care of said players, but if a wipe is needed than so be it and this is another reason when you find a game changing exploit, it's never ok just to keep using it for the sake of "Testing" You actions not only affect you, but everyone else's time invested on the server for your own selfish purposes.
Soon we will find out, hopefully they're able to take care of said players, but if a wipe is needed than so be it and this is another reason when you find a game changing exploit, it's never ok just to keep using it for the sake of "Testing" You actions not only affect you, but everyone else's time invested on the server for your own selfish purposes.
Re: Repeated Griefing
This mechanic has absolutely zero place and has already been declared as griefing by the developers. If you want to contest an area, flag up and fight for it.
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Alpha Two Update Notes - Thursday, January 16, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
CHARACTER, ARCHETYPES, AND COMBAT
MAGE
FIGHTER
CHARACTER
CARAVANS
ENEMIES AND NPCS
FREEHOLDS
NODES
VISUALS
USER INTERFACE
QUESTS
GENERAL
CHARACTER, ARCHETYPES, AND COMBAT
MAGE
- Ball Lightning hit frequency has been reduced by 50%
- Magma Field damage per tick has been increased by 20%
- Shell duration has been reduced from 15 seconds to 8 seconds
- Prismatic Beam - Fire Empowerment
- Reduced the burn damage from 100% to 25% per tick application
- Increased burn apply chance from 33% to 100%
- Prismatic Beam - Ice Empowerment
- Reduced the duration of chill from 6 seconds to 1 second per tick application
- Increased chill apply chance from 33% to 100%
- Prismatic Beam - Lightning Empowerment
- Reduced the volatile debuff duration from 6 seconds to 1.5 seconds per tick application
- Arcane Circle
- Reduced duration from 15 seconds to 10 seconds
- Reduced the cooldown from 90 seconds to 60 seconds
- Bonus damage has been reduced from 30% to 20%
- Chain Lightning increased damage by 30%
- Aftershock passive’s damage bonus has been reduced, to offset this increase. Aftershock now triggers for half of the original damage, down from full
- Blink - Fixed a bug preventing the Unyielding Blink passive skill from enabling the ability to break disabling effects
- Chain Lightning, Arcane Circle, and Ball Lighting have updated visual effects
FIGHTER
- Forms will now persist after logging out
- Scatter Shot’s charged projectile will now follow the ground to improve its hit reliability on uneven terrain
- Ammo Imbue effects will persist after logging out
- Updated the visual effects for Thorns
- Absorption Field, Ground Pound, Indomitable Spirit, Iron Aura, Tomahawk, and Tank Wall have updated visual effects
- Wings of Salvation - Fixed a bug preventing the Unyielding Wings of Salvation passive skill from enabling the ability to break disabling effects
CHARACTER
- Fixed a bug that could cause items a character lost on death to also remain in their inventory
- Fixed a bug which could cause a loss of stats after using food buffs and scrolls and then logging in and out
- Fixed a bug causing all leveled weapon skill tree effects from being active, even on weapons that are not equipped
CARAVANS
- Previous Caravans should now disappear correctly when resetting a Caravan
- Updated the visual effects for the Caravan Trample ability
- Caravans should no longer lose functionality when dismounting in deep water
- Fixed a bug that could cause Caravans to disappear when being placed on rocky terrain
- Fixed a bug that would show incorrect stats in the Caravan UI
- Fixed a bug that could cause problems with Caravans when crossing server boundaries
- Fixed a bug that prevented characters from relaunching Caravans
- A Caravan Event will now trigger after successful Caravan recovery
- Caravan Events will now end if Caravans timeout and are removed from the world
- Fixed a bug causing Caravan components to replace things in equipped slots, when other open slots are available
- Fixed a bug preventing ranged targeted abilities from affecting the drivers of Caravans
ENEMIES AND NPCS
- Honorsworn Tower enemies are now lower level, to provide earlier leveling content near New Aela
- Changed NPC aggro, to prevent enemies from aggroing characters within range when they lose a previous target. This is to address issues with NPC training
- More enemies will now change their behavior based on line of sight
- Moved the Firebrand event to be further south. This is to prevent from Firebrand terrorizing Freeholds
- Forgelord Zammer, Befallen Forge miniboss, has updated abilities, behavior, animations, and visual effects
- Bandit Arsonists and Undead Dünir Berserkers have updated enemy behavior
- Magma Golem damage has been reduced, and this enemy will use abilities less often
- Fixed a bug causing Skeleton Knights to continue to drop the Oath of Kyronic Order. This item will now only drop once
- Changed NPC movement to make it more smooth
- The correct Giant Beetle variant will now spawn south of Sunhaven
- Zombie, Goblin, Magma Golem, and Undead Dünir have updated visual effects
- Dünir Cleric has updated visuals
- Fixed a bug with some Undead Dünir corpses remaining in the world for too long
- Fixed a bug with some enemy visuals staying in the world after they died
- Fixed a number of instant respawn locations for enemies
- Fixed a bug that could cause Ashen Flame Warriors to become unresponsive in combat
FREEHOLDS
- When attempting to purchase a Freehold with insufficient funds, messaging should be more clear
- Removed trees that were spawning inside of homes, blocking entrances, or the Freehold grounds
- Fixed a bug preventing gatherables from being planted on Freeholds
- Enemies should no longer spawn close to Freeholds
- Fixed a bug with Freehold pricing
- Fixed a bug with Freeholds not properly loading
- Improved Freehold visuals
NODES
- Fixed base price calculation for commodities that are acquired and sold at the same Node
- Fixed a bug with Node War camps not granting PVP opt-in protection
- Sunhaven, Azmaran, and Aithanahr emblems have been updated
- War Commissions II, III, IV and V can now be completed
VISUALS
- Adjusted some enemy NPC hit visual effects
- Changed weather, clouds, and fog to be more smooth
- Sephilion has improved environment visuals
- Sandsquall Desert has had a visual polishing pass
- Befallen Forge has improved lighting
- Befallen Forge - Ambient lava visuals here have been updated
- Cave visuals have been updated
- Adjusted lighting on darker skin tones
- Fixed a visual bug that would make it seem like characters were getting the Memorial Site buff again when crossing server worker boundaries
- Minor environment and animation changes
USER INTERFACE
- Character buff and debuff icons have been updated
- Updated a large number of icons and buttons for gatherable, gear, mounts, objectives, and consumables
- Fixed a bug with the connecting dialogue box not functioning properly when attempting to connect to a realm that is down
- Fixed a number of typos
QUESTS
- Fixed many bugs that prevented a variety of quests from being completed
- Fixed typos and adjusted dialogue to be clearer for a number of quests
- Tower Administrator Quests should no longer spam chat
- X Marks the Spot - Fixed the location of the quest marker for this quest
- Echoes of the Great Heard - Shortened item description names
- Fixed a bug preventing delivery quests from starting correctly
GENERAL
- Fixed an exploit related to parties and treasure mounds
- Fixed a bug that was causing gatherables to spawn underground or incorrectly on slopes
- Dunzen Scepter now has an attack ability
- Added set bonus tags to Dunzen armor pieces
- Fixed a bug that prevented the Hornhexer's Headband from contributing towards the light armor set bonus
- Targeting mounts will now show the correct PVP flagging color in the targeting frame
- Made improvements for character collision at benches in New Aela
- Wreckage of Carphin has improved environment collision
- Added sound effects to the Plumed Halberdier, Timeless Terrapin, and Verdant Voyager mounts
- Fixed a bug causing Glint to be lost when getting change back from purchases
- Fixed a bug that would cause targeting indicators to not display on walls
- Fixed some typos on items

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