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.
Potentially Awesome
ladyshadowstar
Member, Alpha Two
Hey there,
Overall I found this weekend to be pretty decent for what it was at this stage. After working a few hours through the technical bugs to even get into the game, it was pretty smooth after that.
I enjoy the resources growing aspect and how the town systems work, super cool stuff there (albeit unclear how exactly it will come into play, but I like the concepts with legacy and whatnot)
I find the monster killing stuff aggravating though as it's super difficult to stack up those quest Kills and loot drops and lack of XP if someone finishes off a creature. Might be a good idea to have a system where players gain exp based around the percentage of damage done to them and/or how effects were used against them, so not purely damage based. That way everyone gets rewarded for contributions and loot drops can be based on a similar structure (ex. Killing a goblin has a random drop of glint between 5 and 20, so say a player did 25% of the damage, they would at maximum be able to loot 5glint outta it) so locking loot I think would be much better than anyone can loot the corpse. I don't think it worked for Ultima online, and I think for this game it won't help in the long run.
I think we are also missing details or at least intro quests in how to use some the mechanics such as hunting and what the deal is with spawns that have a crosshair on them that you can't attack, and maybe some direction into how does one be able to do hunting type gathering would be very helpful. This would also be helpful in explaining how towns work with more details as to what does what for town building. Maybe setup like donation centers with town specific rewards for player contributions could be a thing too, makes it feel like your actually helping to build the town up and can create more engagement for town dwellers.
Since there is a town growing mechanic, have you considered letting players build their own shops with their own merch/materials that they can say, hire an NPC vendor or something to operate it? Just take a percentage off the sales, essentially representing paying your staff on commission. I think that could be a really neat feature to have :-) and there's other things too that could be worked into township and being a citizen/merchant/town guard/whatever.
Respawn times for quest required entities could use a boost as well. One of the early quests took hours for the 1 guy to respawn, though it think it was adjusted during the testing period in that instance.
Jumping into the game as a new player could really use some direction as to what to do and who too talk to in order to get things going would be very helpful as well. Myself and others were running around the start area trying to figure out what the heck are we supposed to be doing lol
So far I like the inventory system with intown storage options as well as the amount of loot you can carry starting out.
The mini map was kinda annoying to navigate as well when your character was in motion to different directions and zooming in and out stops the toon from moving every time you click on it
Quest indicators and stuff definitely needs to be worked out more, but it's on the right track and I'm sure it'll be smoother out and more accurate. But again, respawn rates for required quest materials and such really need a boost. (The early quests where you are supposed to find the tree splinters for example were pretty much impossible to find for the level of the quest)
The combat systems works nicely so far, and the animations are decent for being in alpha, no real complaints there.
Character leveling and skill tree is intuitive, seems to be looking like a solid system this far.
Character creation could use more customization and variety, but I'm sure it's one of those things that will be boosted as we continue testing.
Again, overall was a decent experience and I look forward to continuing being a part of the team!! Games looking to be great!
Overall I found this weekend to be pretty decent for what it was at this stage. After working a few hours through the technical bugs to even get into the game, it was pretty smooth after that.
I enjoy the resources growing aspect and how the town systems work, super cool stuff there (albeit unclear how exactly it will come into play, but I like the concepts with legacy and whatnot)
I find the monster killing stuff aggravating though as it's super difficult to stack up those quest Kills and loot drops and lack of XP if someone finishes off a creature. Might be a good idea to have a system where players gain exp based around the percentage of damage done to them and/or how effects were used against them, so not purely damage based. That way everyone gets rewarded for contributions and loot drops can be based on a similar structure (ex. Killing a goblin has a random drop of glint between 5 and 20, so say a player did 25% of the damage, they would at maximum be able to loot 5glint outta it) so locking loot I think would be much better than anyone can loot the corpse. I don't think it worked for Ultima online, and I think for this game it won't help in the long run.
I think we are also missing details or at least intro quests in how to use some the mechanics such as hunting and what the deal is with spawns that have a crosshair on them that you can't attack, and maybe some direction into how does one be able to do hunting type gathering would be very helpful. This would also be helpful in explaining how towns work with more details as to what does what for town building. Maybe setup like donation centers with town specific rewards for player contributions could be a thing too, makes it feel like your actually helping to build the town up and can create more engagement for town dwellers.
Since there is a town growing mechanic, have you considered letting players build their own shops with their own merch/materials that they can say, hire an NPC vendor or something to operate it? Just take a percentage off the sales, essentially representing paying your staff on commission. I think that could be a really neat feature to have :-) and there's other things too that could be worked into township and being a citizen/merchant/town guard/whatever.
Respawn times for quest required entities could use a boost as well. One of the early quests took hours for the 1 guy to respawn, though it think it was adjusted during the testing period in that instance.
Jumping into the game as a new player could really use some direction as to what to do and who too talk to in order to get things going would be very helpful as well. Myself and others were running around the start area trying to figure out what the heck are we supposed to be doing lol
So far I like the inventory system with intown storage options as well as the amount of loot you can carry starting out.
The mini map was kinda annoying to navigate as well when your character was in motion to different directions and zooming in and out stops the toon from moving every time you click on it
Quest indicators and stuff definitely needs to be worked out more, but it's on the right track and I'm sure it'll be smoother out and more accurate. But again, respawn rates for required quest materials and such really need a boost. (The early quests where you are supposed to find the tree splinters for example were pretty much impossible to find for the level of the quest)
The combat systems works nicely so far, and the animations are decent for being in alpha, no real complaints there.
Character leveling and skill tree is intuitive, seems to be looking like a solid system this far.
Character creation could use more customization and variety, but I'm sure it's one of those things that will be boosted as we continue testing.
Again, overall was a decent experience and I look forward to continuing being a part of the team!! Games looking to be great!
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