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.
Feedback after 2 Weekends
DeviLzFury_Gaming
Member, Alpha Two
I want to start this by saying my feedback will be broken down into sections for easier consumption.
Server performance, stability, etc.
Weekend 1 to weekend 2 i saw a shift in a positive direction and over all feel like it was a better experience. That being said there were things that were better but also somethings that were the same or worse.
The server meshing or server boundaries seem to be the biggest things for folks with crashing and or bricking people.
Performance wise outside of lag spikes and clipping roads, mobs, etc i have no meaningful feedback. Outside of the need to ensure smooth log ins and ques.
Stability still seems to be a hiccup from server side to UE5 errors etc. I have crashed in random areas and times and cant find why the crash occurred or reproduce the crash.
General Feedback:
Mobs- the variety of mobs so far seems nice and some have interesting mechanics but overall they seem very much the same in many aspects. Chaining mobs through walls or floors on your group when you dont see them has been an issue so addressing the dynamic environment and how mobs aggro would be nice. Some leach distances seem to be to far or short. Mob spawns should be reduced. Putting bosses on the top of a tower, trolls i love it!
The World: While some visuals are stunning and over my expectations there are some things like the clouds and lighting that are at or under expectations. It also seems very bare in some areas of trees, rocks etc. The world does not have alot of immersion into it or high fantasy feel. Some areas do but a vast amount of the world feels void of things that make it Verra. Water seems to be an issue where walking on land will throw you into water of some type. This also includes gathering nodes being underwater when the spawn in and people cant get to them.
Combat: Feels very solid and well balanced. Swings of weapons feel and look good and have weight to them. Some animations need to be fixed, IE great sword and your feet go into the ground. Some skill trees feel lack luster and copy paste of others. Mace and sword as an example. As i have been playing a mage right now i feel mage type combat is in a good place. Melee players seem to like the combat but i dont have more detailed experience on those classes. Healing is very fun and is taxing at times, which imo is good.
1st impressions as a player: While starting off in Verra it does seem a bit hard and difficult to understand the "game" if you have not been following the project. I think the whole lion hold experience needs to be revamped to be more player friendly. Instead of going over artesian skills in lion hold i think it be better to introduce the player to the world and events that have taken place. Then the player in lion hold can follow the attune to this, go get a horse, etc. Once a player gets to a node is where they should be introduced to the artesian stations and such. Giving all this info in lion hold can be lost on people who dont do it, dont want the hand holding or dont know its there. Quests currently dont have meaning, purpose or any sense of lore to the world. Adjust these to have meaning and provide substance to the story and lore but over all experience you have in Verra. To the same point commissions feel much the same.
Currency: Seems to be over complicated and might be better off removing one type or revamping the current state. players and Gold/Silver/Copper, Glint in varying tiers, and node currency. Glint being used for caravans just seems out of place imo and would better fit the gold moto more. Glint can be repurposed as a way of getting more gold, or node currency. or have glint fall under guilds and make them tradable if not stolen.
UI: Being able to change icons on the map or changing them on the dev side would be nice. The yellow does not do very well. Other quality of life UI stuff would be great also.
I know alot of my general comment may get addressed in later testing phases but this is what i want to put forward from a personal perspective and what ive had shared with me. I hope this helps give perspective to the team.
Overall testing has been night and day from week one to two. My overall expectations have been met or exceeded even after i brought them down at Steven request. To put it blunt, I have had more fun in these two weekends than my sub 2 weeks of another game where i hit max level and had nothing to do and did it all solo. Keep up the great work and thank you for communicating so well with us all during any down times and such in the discord.
Server performance, stability, etc.
Weekend 1 to weekend 2 i saw a shift in a positive direction and over all feel like it was a better experience. That being said there were things that were better but also somethings that were the same or worse.
The server meshing or server boundaries seem to be the biggest things for folks with crashing and or bricking people.
Performance wise outside of lag spikes and clipping roads, mobs, etc i have no meaningful feedback. Outside of the need to ensure smooth log ins and ques.
Stability still seems to be a hiccup from server side to UE5 errors etc. I have crashed in random areas and times and cant find why the crash occurred or reproduce the crash.
General Feedback:
Mobs- the variety of mobs so far seems nice and some have interesting mechanics but overall they seem very much the same in many aspects. Chaining mobs through walls or floors on your group when you dont see them has been an issue so addressing the dynamic environment and how mobs aggro would be nice. Some leach distances seem to be to far or short. Mob spawns should be reduced. Putting bosses on the top of a tower, trolls i love it!
The World: While some visuals are stunning and over my expectations there are some things like the clouds and lighting that are at or under expectations. It also seems very bare in some areas of trees, rocks etc. The world does not have alot of immersion into it or high fantasy feel. Some areas do but a vast amount of the world feels void of things that make it Verra. Water seems to be an issue where walking on land will throw you into water of some type. This also includes gathering nodes being underwater when the spawn in and people cant get to them.
Combat: Feels very solid and well balanced. Swings of weapons feel and look good and have weight to them. Some animations need to be fixed, IE great sword and your feet go into the ground. Some skill trees feel lack luster and copy paste of others. Mace and sword as an example. As i have been playing a mage right now i feel mage type combat is in a good place. Melee players seem to like the combat but i dont have more detailed experience on those classes. Healing is very fun and is taxing at times, which imo is good.
1st impressions as a player: While starting off in Verra it does seem a bit hard and difficult to understand the "game" if you have not been following the project. I think the whole lion hold experience needs to be revamped to be more player friendly. Instead of going over artesian skills in lion hold i think it be better to introduce the player to the world and events that have taken place. Then the player in lion hold can follow the attune to this, go get a horse, etc. Once a player gets to a node is where they should be introduced to the artesian stations and such. Giving all this info in lion hold can be lost on people who dont do it, dont want the hand holding or dont know its there. Quests currently dont have meaning, purpose or any sense of lore to the world. Adjust these to have meaning and provide substance to the story and lore but over all experience you have in Verra. To the same point commissions feel much the same.
Currency: Seems to be over complicated and might be better off removing one type or revamping the current state. players and Gold/Silver/Copper, Glint in varying tiers, and node currency. Glint being used for caravans just seems out of place imo and would better fit the gold moto more. Glint can be repurposed as a way of getting more gold, or node currency. or have glint fall under guilds and make them tradable if not stolen.
UI: Being able to change icons on the map or changing them on the dev side would be nice. The yellow does not do very well. Other quality of life UI stuff would be great also.
I know alot of my general comment may get addressed in later testing phases but this is what i want to put forward from a personal perspective and what ive had shared with me. I hope this helps give perspective to the team.
Overall testing has been night and day from week one to two. My overall expectations have been met or exceeded even after i brought them down at Steven request. To put it blunt, I have had more fun in these two weekends than my sub 2 weeks of another game where i hit max level and had nothing to do and did it all solo. Keep up the great work and thank you for communicating so well with us all during any down times and such in the discord.
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