Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
11/03 Feedback
Crowigor
Member, Alpha One, Alpha Two, Early Alpha Two
Lobby:
Map and Mini-map:
General:
Monster Teleportation:
I will put this in a separate block. Well, I don't know what you were thinking to turn it on again, but it looks more like cringe than a solution.
In general, as usual, they wanted the best, but it turned out as always.
P.S. There are old approaches to evading monsters, I recommend the team to study them.
- To exit the game when "connection…" appears, you need to press ESC. It's not obvious, it would be nice to add a button for exit.
Map and Mini-map:
- Clicking on the quest zone in the mini-map should not open the quest log.
- On the map, click and hold LMB are different actions. Clicking on the quest zone should open the quest log—this is good. But holding should not.
- It would be good to add counters to the descriptions of quest zones. For example, "kill 10 goblins 5/10", "find a chest 0/1", etc.
- I have already written about this, but it would still be nice to separate the display of quests on the mini-map and the global map. For example, on the global map, I would like to have the ability to see all quests, not dig through 30 commissions to plot a route.
- The character marker and the direction of the character's view need to be fixed. It merges with other markers, making it impossible to use the "clock system" for coordinating actions (enemy at 3 o'clock, etc.).
- There needs to be a setting to remember the zoom of the global map. Otherwise, there are inconvenient situations when you have to zoom in or out each time. It's not very convenient on a mount.
- Sharing a marker with the group would be an excellent feature. It's strange—you can set a marker, but you can't show it to your party members.
- Marker: Now I don't quite understand why even have the ability to put a marker on the map, its direction is not shown anywhere, unless you already approach closely, only then it is visible on the mini-map, but if approached closely enough I don't need this marker.
General:
- Finally, add a friend list.
- Finally, add the ability to invite to a group/raid/guild from chat, people's nicknames are not simple and typing them each time is a kind of masochism.
Monster Teleportation:
I will put this in a separate block. Well, I don't know what you were thinking to turn it on again, but it looks more like cringe than a solution.
- It's harder to run away from mobs. Wolves have become even more dangerous, and navigating the terrain loses 50% of its appeal. How can a wolf climb a wall that a person can jump up to and pull themselves up?
- If previously (since A1) mobs were bugged by climbing higher, now you can stick them in the texture.
- Monsters emerging from stones are like a scene from some horror movie.
- Now it's easy to aggro only the needed mobs: find a convenient platform so that there is an insurmountable wall between you and the monster (conditionally, for example, you can climb a tower or a wall). Shoot at the mob, step back 2-3 meters, and voila—the monster stands in front of you, and no one interferes.
In general, as usual, they wanted the best, but it turned out as always.
P.S. There are old approaches to evading monsters, I recommend the team to study them.
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