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.
Various Feedback for A2 Weekends One and Two
Thysius7
Member, Alpha Two
I've compiled some feedback I had over the last two weeks and wanted to post it here, as its a bit much for the survey form.
UI Issues
General Polish
Quality of Life Stuff
Gameplay
UI Issues
- Arrows in the UI Editor do not function currently.
- Some UI Elements should have a toggle for visibility. For example the Block/Sprint/Swap Weapon/Auto Attack element isn't really needed once you know the hotkeys, and in my opinion is just taking up screen space.
- Quest Log tracking seems to reset upon each log in, it does not save which quests you have tracked or untracked.
- The map could use some fidelity improvements, the textures on it are pretty rough, and the player icons are much to small and require you to zoom in and search around for your party.
- Caravan UI needs to be dismissible, and currently it sometimes auto joins when you haven't selected attack or defend. I ended up with 4 boxes just sitting there that I couldn't get rid of.
General Polish
- Interaction boxes with gathering nodes are pretty janky sometimes, requiring the player to shuffle around until they find the right spot to interact.
- Sheathing weapons? Not sure if this is intended for the future, but it feels a bit odd running around with your weapon out all the time.
- Keybinding "Shift-W" removes the bind on "W" for Move Forward. It can be rebound and works properly.
Quality of Life Stuff
- A toggle for the profanity filter, and a second pass on what triggers it. Some funny instances were people not being able to say the words jewelry or whole.
- Friend's List, I'm assuming this is just not added in yet.
- A separate volume control for ambient noise and character/spell effects. I don't always want to hear birds chirping if I'm listening to my own music, but I generally like the feedback from casting/hitting a target.
- Making quest items unique, so players don't end up with 20 scrolls that grant the same quest.
- Joeva emberspring (and maybe other Nodes too) location is quite annoying. If it's position is intended to allow the Node to expand, I'd consider connecting the emberspring with the Node so that it changes locations as the Node levels up.
- An "organize" button in the storage and a "merge/deposit similar" button would be amazing.
- Lastly for this section, something that I saw as a frequent topic of discussion that isn't an issue yet: transmog. Seems a lot of people would like a toggle to disable other player's transmog (so if you want to you can play in a transmog-less world).
Gameplay
- I believe only players that attacked you (or participated in a kill on you), should be able to loot your body. It feels kind of silly when you die to a mob and run back to your body only to it have been looted by a random passerby.
- Monster leash distance is wayyy too long in some cases. I had things follow me for 5 minutes straight without being kited, just mounted and running.
- Tier 1 crafting materials (copper etc.) seem much too rare, compared to higher tier materials.
- I believe you may want to seriously consider reducing the death penalty for Tanks specifically. They are by far the most likely person to die in a group, and from the experience this weekend, sometimes die multiple times in a fight by basically just doing their job.
- Caravans do not seem worth the time, effort, or risk. They are monotonously slow at base speed, appear not to provide much income without moving substantial amounts of goods, and there's nothing stopping a 30 man guild of level 25's coming and just wrecking a level 10 trying to move some tier 1 wood. I'm not sure what the solution here is to be honest. I know it's intended as a core feature to spark PvP, but it doesn't feel particularly fun currently. Perhaps, one way to mitigate some of this would be allowing a single player to get a pack horse or something to more quickly transport a smaller amount of goods?
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