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: I think we have tested the grind - LFG blues
Yeah, with another probable wipe, I'd say they could add some placeholder things that would be easy wins for intrepid and help the player base not feel like they are doing the same thing all over again:
1. Rested exp (its planned for taverns but they could add an early version of it)
2. Upgraded reward tables for quests/events/commissions so players feel incentivized to do those during leveling and test them out
3. Early version of LFG boards
1. Rested exp (its planned for taverns but they could add an early version of it)
2. Upgraded reward tables for quests/events/commissions so players feel incentivized to do those during leveling and test them out
3. Early version of LFG boards
3
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
After reading the developer's letter about the system, I think this is going in the right direction. I have a few suggestions and concerns tho:
First of all, I'd like to say gathering is a main gameplay loop for solos/casual players. Locking all that behind group contested resources would be a bad thing for the general playerbase. I would suggest having something like only 10% of the materials intended for the contest of gathering zones and group pvp scenarios, while 90% of materials and rarities remain widely available and relatively easy of access to the more solo/casual players.
1. I am unsure from the way it was framed if the rarities are static for a zone. For instance, if I find a legendary braidwood in that zone, does this mean there will always be at least one legendary braidwood in that particular zone? I understood it won't be on the same spot, but is it static for the zone?
If that's the case, then I think it's bad. it would mean guilds would be constantly camping there and create an unhealthy amount of gatekeeping on a gathering system, which is mostly a solo/casual gameplay loop.
Suggestion
The base rarities should be rotated between zones. In X time this zone has a legendary braidwood, but in X+2 time base rarities are shuffled and the legendary braidwood ends up in another zone.
This also gives time for more solo oriented / casual players to find these new locations beforehand and sneak in a few materials before the large pop finds those spots and dominates it
2. I am concerned about the nature of the base rarity and the ability of gear/tools to influence it. If the rarity is the same regardless of the person gathering it, then your progression as a gatherer is meaningless. Also, if you have a base rarity of legendary materials in the world, how would gatherer progression improve that situation?
Suggestion
Base rarity should be limited to something like rare. There should be no base rarity spawns heroic/epic/legendary. You can only gather rarities above rare if you have proper gathering gear. The gathering gear should also give you a % chance of improved rarity and not guarantee. So for instance a person with white tools and no rarity % increase would get always rare with a rare base rarity. A guy with proper gathering gear would have a higher % chance of those resources being heroic/epic/legendary.
Suggestion 2
You could also have special events that have an increased % rarity chance. Events like goblins flooding a cave and players having to fight the goblin invasion and other players to contest for these boosted rarity materials.
3. Some resource timers are too long to cause a contest. For instance, minerals and wood respawn every 2 hours. There will be no wars over those materials as it is not worth declaring war over them and gathering 1 node worth of resources every 2 hours.
Raptors are a good example of this. Resources spawn every few minutes, so there is enough time for ppl to gather, fight a bit, and then a few minutes later gather it again and go back to fight, creating this gameplay loop. That won't happen with 2-hour timers.
Suggestion
Reduce the timer of materials you want people to fight over, something along the line of every 3~5 minutes would be good. If you need to, severely reduce the quantity dropped and/or increase the required amounts of those mats on recipes accordingly.
I think if the concerns are answered and something like this is implemented we will be in a good spot.
To finalize, I'd like to see the design presented on the gathering showcase back, where materials are hidden behind rocks, and you have to open them up to get the minerals. I think materials should be structured in groups of nodes forming a big rock formation rather than a group of individual nodes. You should need multiple interactions with the rocks first to remove and gather the rock, and later interact again to gather the minerals. The entire rock formation doesn't need to have only 1 type of mineral inside, and you could have multiple layers before the rock formation is completely cleared, requiring multiple interactions to get to the bottom.
With multiple interactions, you can make players that don't have the required profession level to collect let's say iron for instance first break rock, find iron but stop there. With only one hit to node collecting everything, you'd either require materials they can't collect to be dropped on the ground or not allow players to collect the rock in the first place, which would be weird.
First of all, I'd like to say gathering is a main gameplay loop for solos/casual players. Locking all that behind group contested resources would be a bad thing for the general playerbase. I would suggest having something like only 10% of the materials intended for the contest of gathering zones and group pvp scenarios, while 90% of materials and rarities remain widely available and relatively easy of access to the more solo/casual players.
1. I am unsure from the way it was framed if the rarities are static for a zone. For instance, if I find a legendary braidwood in that zone, does this mean there will always be at least one legendary braidwood in that particular zone? I understood it won't be on the same spot, but is it static for the zone?
If that's the case, then I think it's bad. it would mean guilds would be constantly camping there and create an unhealthy amount of gatekeeping on a gathering system, which is mostly a solo/casual gameplay loop.
Suggestion
The base rarities should be rotated between zones. In X time this zone has a legendary braidwood, but in X+2 time base rarities are shuffled and the legendary braidwood ends up in another zone.
This also gives time for more solo oriented / casual players to find these new locations beforehand and sneak in a few materials before the large pop finds those spots and dominates it
2. I am concerned about the nature of the base rarity and the ability of gear/tools to influence it. If the rarity is the same regardless of the person gathering it, then your progression as a gatherer is meaningless. Also, if you have a base rarity of legendary materials in the world, how would gatherer progression improve that situation?
Suggestion
Base rarity should be limited to something like rare. There should be no base rarity spawns heroic/epic/legendary. You can only gather rarities above rare if you have proper gathering gear. The gathering gear should also give you a % chance of improved rarity and not guarantee. So for instance a person with white tools and no rarity % increase would get always rare with a rare base rarity. A guy with proper gathering gear would have a higher % chance of those resources being heroic/epic/legendary.
Suggestion 2
You could also have special events that have an increased % rarity chance. Events like goblins flooding a cave and players having to fight the goblin invasion and other players to contest for these boosted rarity materials.
3. Some resource timers are too long to cause a contest. For instance, minerals and wood respawn every 2 hours. There will be no wars over those materials as it is not worth declaring war over them and gathering 1 node worth of resources every 2 hours.
Raptors are a good example of this. Resources spawn every few minutes, so there is enough time for ppl to gather, fight a bit, and then a few minutes later gather it again and go back to fight, creating this gameplay loop. That won't happen with 2-hour timers.
Suggestion
Reduce the timer of materials you want people to fight over, something along the line of every 3~5 minutes would be good. If you need to, severely reduce the quantity dropped and/or increase the required amounts of those mats on recipes accordingly.
I think if the concerns are answered and something like this is implemented we will be in a good spot.
To finalize, I'd like to see the design presented on the gathering showcase back, where materials are hidden behind rocks, and you have to open them up to get the minerals. I think materials should be structured in groups of nodes forming a big rock formation rather than a group of individual nodes. You should need multiple interactions with the rocks first to remove and gather the rock, and later interact again to gather the minerals. The entire rock formation doesn't need to have only 1 type of mineral inside, and you could have multiple layers before the rock formation is completely cleared, requiring multiple interactions to get to the bottom.
With multiple interactions, you can make players that don't have the required profession level to collect let's say iron for instance first break rock, find iron but stop there. With only one hit to node collecting everything, you'd either require materials they can't collect to be dropped on the ground or not allow players to collect the rock in the first place, which would be weird.
1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
What aspects of the current gathering system do you like and dislike?
The current gathering system technically works, but it's a terrible experience. The only way to properly participate and compete is by turning every gatherable resource into a spreadsheet with timers, and that absolutely kills the fun. Having to show up at a specific spot on a strict schedule turns gathering into a chore instead of something engaging. Chasing timers and turning it into this hyper-gamified system where it feels like I'm playing a browser game? That sucks. It's not fun, it's not enjoyable, and I want nothing to do with it the way it is right now.
If a system forces me to rely on spreadsheets, timers, and Discord bots just to have a fair shot at gathering resources, then I think it's just bad design. It locks out anyone who doesn't have that setup and straight up encourages external tools that give some players an unfair advantage. Gathering should feel natural and rewarding, not like a second job that punishes me for not min-maxing with third-party trackers. And you know what makes me quit games? When they stop feeling like games and start feeling like a chore.
The game should happen in the game, not outside of it. If I have to leave the game to play the game, then something has gone seriously wrong. The more I have to rely on external tools just to keep up, the less immersive and enjoyable the experience becomes. A good gathering system should feel like an adventure, not a spreadsheet simulator.
What makes a gatherable system fun for you? What kind of scenarios would you like to see encouraged through the system? An example could be finding a high-level Surveyor to party up with, or a party to lock down a nearby cave full of gatherables.
A fun gathering system, for me, is one that feels like an adventure, not a rigid, timer-chasing routine or chore. I want gathering to feel rewarding and dynamic, not something I have to manage with a spreadsheet just to stay competitive.
The best gathering experiences come from exploring the world and making meaningful choices, not from being forced to follow a strict external schedule. I'd love to see systems that encourage spontaneous interactions, maybe a rare resource node that requires multiple people to extract, or events where groups need to scout out and secure prime gathering spots before others get to them. Grouping up with others like a high-level Surveyor sounds like a great start, as it would hopefully encourage player interaction in an organic way to create a positiv experience.
If gathering can create real moments of discovery, competition, and teamwork inside the game, rather than rewarding those who track spawns outside of it, then that's the kind of system I'd actually enjoy engaging with.
Are there gatherable systems in other games that you enjoy? What about those mechanics do you find fun?
In Final Fantasy XIV, the gathering system has a sense of progression, where you can level up your gathering professions and unlock new abilities that make the experience more dynamic. It's satisfying to feel like you're getting better at something, and it's rewarding when you get a rare resource or complete a gathering quest.
While I think the system is far from perfect, I do believe it provides a really solid foundation that could be improved upon. The mechanics from the Botanist and Miner Professions, in particular, are a great starting point to take inspiration from.
How does it work in more detail?
Don't worry, I got you - here is a video that explains how it works:
https://www.youtube.com/watch?v=swWU0QtOVFc
If you haven't played it Final Fantasy XIV before, it might be a good idea to try out the gathering system yourself to get a better feel to what I'm talking about.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
Most of it! Gimmie-Gimmie! I'm really excited about the shift from a static system with timers to something more dynamic. I hope this means I can get rid of spreadsheets and third-party systems for tracking, would be a huge improvement. I want to focus on the world, the adventure, and the experience, not be stuck managing external tools. A system that feels more organic and engaging is exactly what I'm hoping for, and I can't wait to see how it turns out!
What I don't like about the upcoming gathering-related changes, and why?
In the Surveying Updates, it states: "Testers will also be able to gain information about gatherables waiting to respawn -" I disagree with this.
I'm all for using surveying to find where resources are located and what they are, but not when they spawn. Let me go on an adventure and discover the general locations of specific gatherables, and let me be excited when I find rare instances of them. But please, don't tell me when they'll spawn. If they haven't spawned yet, they don't exist yet - that's part of the adventure.
The unpredictability is what makes gathering, and exploration, so fun. Revealing exact spawn times removes that excitement and sense of discovery. Keep the adventure alive!
The current gathering system technically works, but it's a terrible experience. The only way to properly participate and compete is by turning every gatherable resource into a spreadsheet with timers, and that absolutely kills the fun. Having to show up at a specific spot on a strict schedule turns gathering into a chore instead of something engaging. Chasing timers and turning it into this hyper-gamified system where it feels like I'm playing a browser game? That sucks. It's not fun, it's not enjoyable, and I want nothing to do with it the way it is right now.
If a system forces me to rely on spreadsheets, timers, and Discord bots just to have a fair shot at gathering resources, then I think it's just bad design. It locks out anyone who doesn't have that setup and straight up encourages external tools that give some players an unfair advantage. Gathering should feel natural and rewarding, not like a second job that punishes me for not min-maxing with third-party trackers. And you know what makes me quit games? When they stop feeling like games and start feeling like a chore.
The game should happen in the game, not outside of it. If I have to leave the game to play the game, then something has gone seriously wrong. The more I have to rely on external tools just to keep up, the less immersive and enjoyable the experience becomes. A good gathering system should feel like an adventure, not a spreadsheet simulator.
What makes a gatherable system fun for you? What kind of scenarios would you like to see encouraged through the system? An example could be finding a high-level Surveyor to party up with, or a party to lock down a nearby cave full of gatherables.
A fun gathering system, for me, is one that feels like an adventure, not a rigid, timer-chasing routine or chore. I want gathering to feel rewarding and dynamic, not something I have to manage with a spreadsheet just to stay competitive.
The best gathering experiences come from exploring the world and making meaningful choices, not from being forced to follow a strict external schedule. I'd love to see systems that encourage spontaneous interactions, maybe a rare resource node that requires multiple people to extract, or events where groups need to scout out and secure prime gathering spots before others get to them. Grouping up with others like a high-level Surveyor sounds like a great start, as it would hopefully encourage player interaction in an organic way to create a positiv experience.
If gathering can create real moments of discovery, competition, and teamwork inside the game, rather than rewarding those who track spawns outside of it, then that's the kind of system I'd actually enjoy engaging with.
Are there gatherable systems in other games that you enjoy? What about those mechanics do you find fun?
In Final Fantasy XIV, the gathering system has a sense of progression, where you can level up your gathering professions and unlock new abilities that make the experience more dynamic. It's satisfying to feel like you're getting better at something, and it's rewarding when you get a rare resource or complete a gathering quest.
While I think the system is far from perfect, I do believe it provides a really solid foundation that could be improved upon. The mechanics from the Botanist and Miner Professions, in particular, are a great starting point to take inspiration from.
How does it work in more detail?
Don't worry, I got you - here is a video that explains how it works:

If you haven't played it Final Fantasy XIV before, it might be a good idea to try out the gathering system yourself to get a better feel to what I'm talking about.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
Most of it! Gimmie-Gimmie! I'm really excited about the shift from a static system with timers to something more dynamic. I hope this means I can get rid of spreadsheets and third-party systems for tracking, would be a huge improvement. I want to focus on the world, the adventure, and the experience, not be stuck managing external tools. A system that feels more organic and engaging is exactly what I'm hoping for, and I can't wait to see how it turns out!
What I don't like about the upcoming gathering-related changes, and why?
In the Surveying Updates, it states: "Testers will also be able to gain information about gatherables waiting to respawn -" I disagree with this.
I'm all for using surveying to find where resources are located and what they are, but not when they spawn. Let me go on an adventure and discover the general locations of specific gatherables, and let me be excited when I find rare instances of them. But please, don't tell me when they'll spawn. If they haven't spawned yet, they don't exist yet - that's part of the adventure.
The unpredictability is what makes gathering, and exploration, so fun. Revealing exact spawn times removes that excitement and sense of discovery. Keep the adventure alive!

8
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
I was in a voice call with some folks and this idea came up.
As an event, in the lawless lands, have a mega-node spawn for various JM level gatherables. Like a giant rock cluster or copse of trees. Make it an event where a team is going to be needed to gather and protect the gatherers from others [creatures or other humans].
It will get the pvp fans something to shoot for and the gatherers would also be interested in.
There could be a buildup phase to let people know that the Active portion is happening soon. Soon could be hours or days.
Spitballing an idea.
As an event, in the lawless lands, have a mega-node spawn for various JM level gatherables. Like a giant rock cluster or copse of trees. Make it an event where a team is going to be needed to gather and protect the gatherers from others [creatures or other humans].
It will get the pvp fans something to shoot for and the gatherers would also be interested in.
There could be a buildup phase to let people know that the Active portion is happening soon. Soon could be hours or days.
Spitballing an idea.
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
To quote Steven/webpage " Testers will also be able to gain information about gatherables that are waiting to respawn"
What a HORRIBLE idea.
Also, stop this insane idea of trying make conflict around gatherables. There is enough PvP content already planned.
Couldn't agree more. I'm probably in the minority in that the PvP of this game doesn't interest me, I don't PvP in any game (I'm also not a tester, so I'm further invalidated). I think it should be part of the node system and wars, caravans and certain zones and such, but to try and force it everywhere is really off putting and kind of a dumb decision. I know this game isn't meant to be for everyone, but they also don't need to try and make it even more niche lol.
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
Gathering:
What I like currently: I love the variety of species and rarities of T1 trees and minerals (rocks & stones)
I love all of the items you can get to increase your gathering skills (Gsthering short, pants, belt, special resource bags, elixir, food, etc)
I love the idea of the Pylons and that Arcane Engineers can craft them and that they will track harvestables and increase your stats.
I love being able to catch potential mounts.
What I dislike:
I hate the static trees and minerals. For example: This spot will spawn a braidwood that is epic or legendary every four hours at this spot. You’ll NEVER find Willow wood on that mountain. Every four hours, rare zinc will spawn here.
I hate that my rarity skillset has ZERO impact on getting legendary, epic or rare trees. It only seems to impact the quantity and common/uncommon trees.
I hate that someone can come up to me the last tenth of a second I am harvesting a tree and sleep me to take it from me. Perhaps, make it that if you are harvesting it, you cannot be interrupted. So then they have to decide if they want to attack you to slow you down on the way to the tree or kill you afterwards to loot
You and they go purple or red based on if you fight back or not.
I hate that Pylons are broken. Especially the hunting ones which cannot even recognize a huntable animal (even if it is beside the pylon). I also hate that they are NoT tradeable.
I hate that their is ONLY ONE Tier 2 tree: Willow wood
And. oNLY ONE tier 3 tree: Braidwood
Minerals have TONS of tier 2 and tier 3 options.
What would be great changes?
1) make all gathersble spawns RANDOM. Random in both what type it is and what rarity rating it is. If you want to find rarity, then get your skill up and harvest TONS of trees.
2) Fix Pylons and let them be TRADEABLE.
3) make more varieties of T2 and Tier 3 trees.
4) add more complexity to hunting and to fishing.
5) Make your rarity skill level actually have meaning and impact your results.
What I like currently: I love the variety of species and rarities of T1 trees and minerals (rocks & stones)
I love all of the items you can get to increase your gathering skills (Gsthering short, pants, belt, special resource bags, elixir, food, etc)
I love the idea of the Pylons and that Arcane Engineers can craft them and that they will track harvestables and increase your stats.
I love being able to catch potential mounts.
What I dislike:
I hate the static trees and minerals. For example: This spot will spawn a braidwood that is epic or legendary every four hours at this spot. You’ll NEVER find Willow wood on that mountain. Every four hours, rare zinc will spawn here.
I hate that my rarity skillset has ZERO impact on getting legendary, epic or rare trees. It only seems to impact the quantity and common/uncommon trees.
I hate that someone can come up to me the last tenth of a second I am harvesting a tree and sleep me to take it from me. Perhaps, make it that if you are harvesting it, you cannot be interrupted. So then they have to decide if they want to attack you to slow you down on the way to the tree or kill you afterwards to loot
You and they go purple or red based on if you fight back or not.
I hate that Pylons are broken. Especially the hunting ones which cannot even recognize a huntable animal (even if it is beside the pylon). I also hate that they are NoT tradeable.
I hate that their is ONLY ONE Tier 2 tree: Willow wood
And. oNLY ONE tier 3 tree: Braidwood
Minerals have TONS of tier 2 and tier 3 options.
What would be great changes?
1) make all gathersble spawns RANDOM. Random in both what type it is and what rarity rating it is. If you want to find rarity, then get your skill up and harvest TONS of trees.
2) Fix Pylons and let them be TRADEABLE.
3) make more varieties of T2 and Tier 3 trees.
4) add more complexity to hunting and to fishing.
5) Make your rarity skill level actually have meaning and impact your results.
5
Re: Disgusted by the team already and I haven´t played the game yet.
Redberet76 wrote: »I am disgusted to see the audacity to ask high amounts of money to play a test phase. It reeks like milking the product and clients to the max. Besides that, it takes ages to finish this game and there are already many customers like me who have pre-paid the game and they are completely neglected by this company.
Not a good sign!
Lol, bye then!
Re: Disgusted by the team already and I haven´t played the game yet.
Pretend you're paying ~18 months of sub time up front and do the math on what you're paying.
Re: Discounted Subscription Fee for Testing Phases?
chaotictiger11 wrote: »I have a few friends who are very interested in testing this game and ultimately playing it upon official release. However, they don't really want to spend $100+/- for an unreleased game that they will have to pay a subscription fee for ON TOP of paying to test. I know they are not alone and there are probably thousands of potential testers out there that just don't want to spend that much money up front. Since Intrepid is planning on a monthly subscription fee for the final product, couldn't they implement it earlier into either Alpha Phase 3 or sometime in the Beta for let's say $5/month? That way Intrepid is getting money still and nobody is playing for free, but players that are interested in testing can have an affordable experience and then when the game is released, they'll know a $15/month or $20/month is worth the price for such an involved and massive game? I personally had no problem paying the money because I knew I'd have access to all testing phases and the concept of AoC is quite literally what I've been waiting for for a very long time. I understand not implementing it into Alpha because everybody that DID pay $100 will be upset they spent so much and new people wouldn't have to spend as much, but I feel this would significantly increase the amount of testers for Beta at least. Am I delusional? Please let me know if my thought is unreasonable and why that is the case. Or let me know if you think it's a good idea or maybe how a modified but similar idea might work?
Steven's always said: If you're not sure, then wait. If they don't want to get in and test, then it's certainly not worth them buying in just now.
Regarding your point about the cheaper subs, the earlier Supporter Packages came with included months of game-time on live release. They're just too late for that bit.
However, if they can send a referral code to enough others and convince them to subscribe, they could get to play for free, using the Referral scheme.
But yeah, sounds like they're better off waiting longer. Maybe try them in Beta once things are more in place.