Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Alpha two feedback thus far.
Zash
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
As an engaged player, I’ve experienced both the excitement and challenges this game offers. While there’s a solid foundation, I believe there are key areas for improvement that could significantly enhance the overall experience. Below, I've outlined specific bugs and suggested changes to combat, movement, quest mechanics, and UI that could elevate gameplay and make it more enjoyable for everyone. Thank you for considering this feedback!
Bugs
Changes
Quest Mechanics
Bugs
- Experiencing balding like Asmon
- Character movement can get stuck during combat.
- Quest-related mobs often find themselves stuck underground or are unable to be killed.
- Floating mobs and entities are scattered throughout the game, including in Gryphon nests.
Changes
- Introduce an option to unbind movement from mouse clicks.
- The quest list is confusing; clearer categories for main story quests, mission boards, and artisan tasks are needed.
- Improve the distinction between buildings and artisan trainers. Mouse-over signs should provide information about each building. Enhance the visibility and character of the lumber mill and other crafting stations—these should stand out more. Adding titles above NPCs to indicate their professions and separating the trade master into different NPCs would be helpful.
- Enhance differentiation between quest types in the quest list and above NPCs' heads.
- Adjust the camera focal length; it currently feels too much like a mobile game.
- Shading appears washed out—there's a lack of deep blacks and overall depth.
- Movement needs to be more fluid, both on foot and mounted. It currently feels somewhat outdated. A more modern, action-oriented approach, similar to BDO or Assassin's Creed, would be beneficial. While I appreciate the classic MMO vibe with tab targeting, and I do like tab target and have enjoyed it in the past, it’s clear that modern systems offer a superior combat experience. Combat refinement is needed; it feels bland and lacks responsiveness. As a fighter, I want to be able to move constantly while attacking, maybe some direction input on auto attacks and abilities if that doable.
- Mount speeds feel too close to sprinting; riding should feel more special. BDO sets a good standard here.
Quest Mechanics
- Quests are too heavily contested. For item pickup quests, consider spreading the quest locations across a highlighted area on the minimap instead of specific spots.
- Specific kill quests for named mobs are also highly contested. It would be beneficial to scale mob HP based on the number of players in the area and grant kill credit to all who participate, not just those who tag the mob.
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