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: Suggestion: temporary implementation for a Mail System for minor quality of life
Possibly, but these systems seem so far away and their absence creates meaningless friction testers have to deal with every day. This should not be too complicated to implement. It's a bit weird we got Boats before we got more storage/trading/mail systems.unknownsystemerror wrote: ». Adding extra coding, bugs, testing for something they are just going to have to removed later makes no sense.
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Re: Suggestion: temporary implementation for a Mail System for minor quality of life
Not going to happen, and here is why. There is no upside to creating a placeholder system to make your life easier during testing. Especially when there are already designed systems that do the same thing that are being worked on. Intrepid is busy on the development priorities that make the game work. Adding extra coding, bugs, testing for something they are just going to have to removed later makes no sense.
Re: Action camera mode - Targeting - Something have to change
Somewhat related, somewhat unrelated, would very much like to see a "Hold X to self target with skill" option.
Right click to target self works for tab target characters, if a little less customizable than I would like, but it doesn't work at all for action cam. There is always F1 to target self as well, but that ends up locking to self and requires additional input to remove.
Trying to use intercept on Tank, whether or not self targeting, is a miserable experience in action cam unfortunately.
Right click to target self works for tab target characters, if a little less customizable than I would like, but it doesn't work at all for action cam. There is always F1 to target self as well, but that ends up locking to self and requires additional input to remove.
Trying to use intercept on Tank, whether or not self targeting, is a miserable experience in action cam unfortunately.

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Suggestion: temporary implementation for a Mail System for minor quality of life
It would be very useful, if players could send eachother mail, within a node, that could contain items or materials. This would mean you could drop off materials or items in a Node and not have to wait for the recipient player to log in or travel all the way there.
This would be a massive quality of life improvement for many players involved in crafting or who do a lot of trading. You could add an option that in order to be able to claim the items in the mail you need to send payment back, and then the sender would receive that money in a mail, like in World of Warcraft.
Perhaps add an option to recall the items/materials in the mail, so people can't hold them hostage until the mail times out. Being able to drop off something at a Node that another player can pick up without the other player having to physically be there to trade takes into account the reality that not everyone wants to spend the time/energy to wait/coordinate/travel wheemnever they want to cooperate with other players.
It would be nice if we had some kind of placeholder system for this, even if this will be made redundant by some other system in the future, it would add value to the testing environment because it would alllow people to engage with various systems more easily.
The main downside with this localised version of what is essentially the WOW mail system, is that people could/would use this as additional storage. This could be counteracted by limiting the amount of mail or items/materials that can be in a mailbox at a time or by some other creative solutions like adding a timer between claiming the contents lf the mail and then allowing a certain time window after that where you can claim it before it is locked up again and a hard time limit by which that mail is sent back. Though there may be all kinds of problems with that too...
In conclusion any kind of system that makes it possible to "within a node, exchange/trade items between SPECIFIC players (so not a marketplace)" would be very helpful to testers because now a lot of time is wasted waiting around and lining up schedules.
This would be a massive quality of life improvement for many players involved in crafting or who do a lot of trading. You could add an option that in order to be able to claim the items in the mail you need to send payment back, and then the sender would receive that money in a mail, like in World of Warcraft.
Perhaps add an option to recall the items/materials in the mail, so people can't hold them hostage until the mail times out. Being able to drop off something at a Node that another player can pick up without the other player having to physically be there to trade takes into account the reality that not everyone wants to spend the time/energy to wait/coordinate/travel wheemnever they want to cooperate with other players.
It would be nice if we had some kind of placeholder system for this, even if this will be made redundant by some other system in the future, it would add value to the testing environment because it would alllow people to engage with various systems more easily.
The main downside with this localised version of what is essentially the WOW mail system, is that people could/would use this as additional storage. This could be counteracted by limiting the amount of mail or items/materials that can be in a mailbox at a time or by some other creative solutions like adding a timer between claiming the contents lf the mail and then allowing a certain time window after that where you can claim it before it is locked up again and a hard time limit by which that mail is sent back. Though there may be all kinds of problems with that too...
In conclusion any kind of system that makes it possible to "within a node, exchange/trade items between SPECIFIC players (so not a marketplace)" would be very helpful to testers because now a lot of time is wasted waiting around and lining up schedules.
7
Fighter viability at large scale
With the current TTK, the fighter has had a new life in PVP. It can now survive long enough to get in, do their damage combo, and get out.
While it has seen a definite improvement, we are still missing that extra mile that makes the class a must-have in large-scale pvp. The ranger has the vines, the rogue has a strong mana drain that could counter clerics, the mage has the strongest damage in the game, and the other archetypes (tank/cleric/bard) fill different roles and are also necessary for PVP.
The fighter is kind of in limbo right now. It has damage, but not as much as the mage's. It can apply wounds, but not as much as the ranger with its raining death. It has a bit of CC disable evasion buff for the party, but it is still inferior to the bards' and clerics' abilities to dispel and cleanse debuffs and CCs. On top of that, Battle Cry gives both the AoE riled and shaken, but since we are in a range meta, you have to choose between giving riled to your party or putting shaken on your enemies. It has an AoE trip, but it's slow to hit, small area, and tanks also do the same.
There is no big reason to bring a fighter to a large-scale pvp scenario, unlike all other archetypes.
Suggestion
1. Put the AoE shaken into another ability (maybe on Maim, so you can apply shaken at a range even?).
2. Turn Battle Cry passive into an AoE CC break (for your group, not for your raid)
2. Make whirlwind apply wounds on every tick (could replace the savagery passive)
I think these changes would be enough to make fighters a must-have in large-scale pvp, without making them OP on a smaller scale.
While it has seen a definite improvement, we are still missing that extra mile that makes the class a must-have in large-scale pvp. The ranger has the vines, the rogue has a strong mana drain that could counter clerics, the mage has the strongest damage in the game, and the other archetypes (tank/cleric/bard) fill different roles and are also necessary for PVP.
The fighter is kind of in limbo right now. It has damage, but not as much as the mage's. It can apply wounds, but not as much as the ranger with its raining death. It has a bit of CC disable evasion buff for the party, but it is still inferior to the bards' and clerics' abilities to dispel and cleanse debuffs and CCs. On top of that, Battle Cry gives both the AoE riled and shaken, but since we are in a range meta, you have to choose between giving riled to your party or putting shaken on your enemies. It has an AoE trip, but it's slow to hit, small area, and tanks also do the same.
There is no big reason to bring a fighter to a large-scale pvp scenario, unlike all other archetypes.
Suggestion
1. Put the AoE shaken into another ability (maybe on Maim, so you can apply shaken at a range even?).
2. Turn Battle Cry passive into an AoE CC break (for your group, not for your raid)
2. Make whirlwind apply wounds on every tick (could replace the savagery passive)
I think these changes would be enough to make fighters a must-have in large-scale pvp, without making them OP on a smaller scale.
1
Re: Action mode jankness needs to be addressed
Yeah. Action mode needs a lot of work.
Reticle (or target closest to it) should determine soft target. Tab should lock reticle's soft target on first press, then cycle targets if pressed again.
Right now you can hover reticle on a target, press tab and it'll target a mob next to it, further away even sometimes. Completely insane.
Need options for how tab target cycling works in action mode so it can be consistent and you can build a playstyle around it. Cycle options should include Left to Right, Right to Left, Nearest to Furthest, Furthest to Nearest.
Need a Free Cursor Mode hotkey while in action cam. Not being able to interact with inventory/menus in action mode is crazy. Also need to be able to free cursor in combat for some class actions and marking targets etc. Switching to tab cam mid combat currently is a poor solution because it interrupts auto attacks, blocks etc. because of the different keybinds for different modes.
Would also be nice if it went to free camera mode (unlocked from PC PoV) while not moving and during stationary actions (gathering, auto-attacking, etc.).
There's more buggy shit that needs to get fixed but those are the main issues I have with it.
Reticle (or target closest to it) should determine soft target. Tab should lock reticle's soft target on first press, then cycle targets if pressed again.
Right now you can hover reticle on a target, press tab and it'll target a mob next to it, further away even sometimes. Completely insane.
Need options for how tab target cycling works in action mode so it can be consistent and you can build a playstyle around it. Cycle options should include Left to Right, Right to Left, Nearest to Furthest, Furthest to Nearest.
Need a Free Cursor Mode hotkey while in action cam. Not being able to interact with inventory/menus in action mode is crazy. Also need to be able to free cursor in combat for some class actions and marking targets etc. Switching to tab cam mid combat currently is a poor solution because it interrupts auto attacks, blocks etc. because of the different keybinds for different modes.
Would also be nice if it went to free camera mode (unlocked from PC PoV) while not moving and during stationary actions (gathering, auto-attacking, etc.).
There's more buggy shit that needs to get fixed but those are the main issues I have with it.
< dagger weapons design issue >
pls make dagger great again,especially for rogue . i didn''t see anybody use dagger so far.i have to use 2H sword too due to its physical power rating far more than dagger. attacking speed attribute looks like useless.
Playing with daggers is fun and visually satisfying, but playing with a great 2H sword is actually more powerful, that doesn't seem right to me, it's strange to imagine performing a back stab with a two-handed great 2H sword. Rogue Skills should have a bonus for performing with daggers.
Playing with daggers is fun and visually satisfying, but playing with a great 2H sword is actually more powerful, that doesn't seem right to me, it's strange to imagine performing a back stab with a two-handed great 2H sword. Rogue Skills should have a bonus for performing with daggers.

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Re: Quests: Effort vs Rewards and How Do We Fix It?
Another large downside to quest is if you do want to level as a group, that most quest become much more inefficient, due to most pick-up items are one time pick-up with 2+ minute spawn time that you need 3 of for 8 people. Every quest should allow each player on it to interact with the items needed without a long wait time. Downtime waiting on item re-spawns is the bane of group questing and need to be fixed ASAP.
Very true and something I forgot to mention. To tack into that there are also quite a few quests in the game the require mob drops. I'm personally chalking this up the a bug, but a lot of these quests don't share the drop with a group. This means if you need 8 items now you need 64. I pray this is just a big but if not dear God Intrepid please change it to be a shared drop.
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Re: < dagger weapons design issue >
I haven't tested Daggers, but do they have their own skill tree? If yes, I'd imagine that changing THAT would be a good way to start making them more valuable.
We already got some diminishing returns on pure power output, so I think we're getting closer to a point where just getting a weapon that gives you the most power won't be as good.
dagger use like the longbow weapon tree
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