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: Build diversity
Have faith in their concept of augment design.
The radical change comes from the overall directional shift of the aggregate, not from aspects of each specific skill.
My teammate and I play two, almost entirely different Darkblighters in Throne and Liberty, and that was before the new Weapon Mastery system caused an even larger divergence. FF11 used to do this with 'just gear' for a while, and TL/Onigiri doubled down on this.
I maintain that the reason games don't do this is because players in general can't/don't handle the complexity, not that the complexity itself is hard to manage.
Also, REHOC, my very human friend, watch out for the formulaic/high frequency nature of your mirroring in the opening line of your posts.
The radical change comes from the overall directional shift of the aggregate, not from aspects of each specific skill.
My teammate and I play two, almost entirely different Darkblighters in Throne and Liberty, and that was before the new Weapon Mastery system caused an even larger divergence. FF11 used to do this with 'just gear' for a while, and TL/Onigiri doubled down on this.
I maintain that the reason games don't do this is because players in general can't/don't handle the complexity, not that the complexity itself is hard to manage.
Also, REHOC, my very human friend, watch out for the formulaic/high frequency nature of your mirroring in the opening line of your posts.

1
Re: Suggestion: Add Voiced Ability Callouts for Immersion & Impact
As long as it's something I can completely disable on my end, I'm all for it.

1
Re: Unable to find Server Status/Updates
Do you have this channel? If not, you might need to sync your main site acc with discord



1
Re: Head Start
LoL 2 days is not giving anyone that much of an advantage. And with the number of people that kickstarted I would assume that there will be 100s of people fighting to get quest resources. I don't think you can really call any of that P2W.
1
Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
I'm seeing these stats on gear pieces now. Are these stats supposed to equate to CC resistance? If so, please, PLEASE, reconsider implementation of these stats. Walk it back. These stats have no place in PVP.
When it comes to PVP we should have CC abilities, CC Break abilities, temporary CC immunity (from certain abilities and from being CCed). If landed, the effects of CC abilities should be guaranteed. Likewise, if CCed, CC Breaks and CC immunity should Dispel/Prevent being CCed in a guaranteed manner.
Introducing CC resistance to the game will essentially leave CCs up to RNG, diminishing skill, feeling bad and ultimately becoming super toxic. This will be especially problematic for classes whose role is defined by being able to control the battlefield with CC.
I played BDO for ~5 years. CC resistance exists in that game. For years, this was a huge point of contention from the PVP community, with most people agreeing that CC resist ruined the game and many people quitting over it. In a game where landing the first CC often determined the victor, CC being decided by RNG felt super bad. You could be in a position where your opponent makes a mistake, you engage to punish, but you still lose because your CC was resisted and the CC from their reaction to your punish landed. Felt super bad.
IMO RNG has no place in combat. Especially in PVP. This sentiment extends to the weapon combo system as well, but that's a whole other conversation to be had.
Please Intrepid, I implore you, DO NOT implement CC resist.
I'm seeing these stats on gear pieces now. Are these stats supposed to equate to CC resistance? If so, please, PLEASE, reconsider implementation of these stats. Walk it back. These stats have no place in PVP.
When it comes to PVP we should have CC abilities, CC Break abilities, temporary CC immunity (from certain abilities and from being CCed). If landed, the effects of CC abilities should be guaranteed. Likewise, if CCed, CC Breaks and CC immunity should Dispel/Prevent being CCed in a guaranteed manner.
Introducing CC resistance to the game will essentially leave CCs up to RNG, diminishing skill, feeling bad and ultimately becoming super toxic. This will be especially problematic for classes whose role is defined by being able to control the battlefield with CC.
I played BDO for ~5 years. CC resistance exists in that game. For years, this was a huge point of contention from the PVP community, with most people agreeing that CC resist ruined the game and many people quitting over it. In a game where landing the first CC often determined the victor, CC being decided by RNG felt super bad. You could be in a position where your opponent makes a mistake, you engage to punish, but you still lose because your CC was resisted and the CC from their reaction to your punish landed. Felt super bad.
IMO RNG has no place in combat. Especially in PVP. This sentiment extends to the weapon combo system as well, but that's a whole other conversation to be had.
Please Intrepid, I implore you, DO NOT implement CC resist.
Re: Lawless Areas Should Exist
I personally love easily accessible lawless areas which hold some unique resources like the tropics and the old desert lawless. Especially in the desert you could pop in, gather some resources and find some consequence free pvp.
Re: Lawless Areas Should Exist
When the game hits live (or even beta), and we have sieges fully implemented, wars working as they should, naval content in full, caravans balanced to be worthwhile and corruption better tuned, you are unlikely to miss lawless zones.
Neither of these systems you refer to are solo/small scale PvP which he is asking for. I agree with OP that it's concerning that lawless zones are being removed when nodes are being added to those spots. Large lawless zones was the reason I kept on playing.

1
Re: Action mode jankness needs to be addressed
action mode feels only 10% implemented compared to tab mode.
i agree with the cursor targeting being really bad as @Zettrex screenshot mentioned in their thread. as well as the vision range differences, ui interaction being cumbersome and some bugs.
theres still the bug after dying in action mode that the character starts walking forward when auto attacking which can be fixed by going in tab mode and back. but yeah thats how bad it feels sometimes.
the key addition for greed pass all is a step but if i wanna know what item im rolling on i need to switch to tab mode look at it and then decide. same for needing for items. action mode makes me press z way to often. in a perfect world i wouldnt swap modes at all.
to give another example on healing and targeting issues: i used jest on my tank to give them a hot and then i want to keep using basic attacks on the enemy but the game tells me "invalid target" because it doesnt register that i moved my cursor over to the enemy npc. only tabbing onto that npc fixes that which is almost being back to tab mode again.
also a nice quality of life thing would be if i could cast on myself without making me the friendly target at the same time. atm i first need to target myself then use the heal then untarget myself and then im able to heal the tank as example again just to be in the next buggy mess ^^
if you can make the system as responsive as ESO where you, for example,can only use your Shied Charge when the enemy is within range (aka not real action combat) and the same for healing skills like Natures Grasp, it would be as close to perfect as i can imagine.
i already made some reports on that topic but didnt see any info on if thats somewhere on your list and if you are aware of those issues.
i just hope that we get there soon to make both playstyles viable.
i agree with the cursor targeting being really bad as @Zettrex screenshot mentioned in their thread. as well as the vision range differences, ui interaction being cumbersome and some bugs.
theres still the bug after dying in action mode that the character starts walking forward when auto attacking which can be fixed by going in tab mode and back. but yeah thats how bad it feels sometimes.
the key addition for greed pass all is a step but if i wanna know what item im rolling on i need to switch to tab mode look at it and then decide. same for needing for items. action mode makes me press z way to often. in a perfect world i wouldnt swap modes at all.
to give another example on healing and targeting issues: i used jest on my tank to give them a hot and then i want to keep using basic attacks on the enemy but the game tells me "invalid target" because it doesnt register that i moved my cursor over to the enemy npc. only tabbing onto that npc fixes that which is almost being back to tab mode again.
also a nice quality of life thing would be if i could cast on myself without making me the friendly target at the same time. atm i first need to target myself then use the heal then untarget myself and then im able to heal the tank as example again just to be in the next buggy mess ^^
if you can make the system as responsive as ESO where you, for example,can only use your Shied Charge when the enemy is within range (aka not real action combat) and the same for healing skills like Natures Grasp, it would be as close to perfect as i can imagine.

i already made some reports on that topic but didnt see any info on if thats somewhere on your list and if you are aware of those issues.
i just hope that we get there soon to make both playstyles viable.


3
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.
1
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.