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Gnada's Alpha One Week 1 Testing Feedback

GnadaGnada Member, Alpha One, Alpha Two, Early Alpha Two
Gathering

Far too few nodes in off the beaten path areas. Would expect to find more ore in rocky areas, for example.

Far too few nodes near the starter (portal) area. It's faster to go all the way across the
map to complete the lvl 1 "build a wand/sword" quest than to search in the starter area for wood and ore

Cooldown time to get out of combat is too long. Suggest just allowing mining while in combat.


General
Skill usage doesn't feel crisp

Changing passive and active skill build while on a mount prevents future use of mount sprint.

Need target of target, assist functonality for grouping (especially healing)


Server/Client Performance

Raid frames do not update consistently, bug out, or show inaccurate info at times

Health bars do not always update when a player is healed

Mobs sometimes "load" into view as you pass them, leads to ambush effect.

Saw more instances of poor server performance than Alpha preview weekend. Mostly during boss encounters.
Includes some instances where only a single party was involved, but boss seemed to be lagging, skipping animations
or generally not performing well.


QUESTS
Many quests are bugged any unable to be completed
Unfortunately, didn't get to compile a list before the servers went down

Comments

  • HillefuegoHillefuego Member, Alpha One, Alpha Two, Early Alpha Two
    Nice overview. Maybe something like this could be stickied as sort of a template. Often summaries of feedback are hard to read.

    Skill usage not being crisp I would expect to change after they implement the new combat system in phase 2.
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