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.
Alpha 2 Week 3 Feedback
dbenaharon97
Member, Alpha Two, Early Alpha Two
1.
make processing normal no need for specific numbers or qualities
2.
don't cancel spells that started before the enemy went behind cover if it pased certain threshold
3.
Flesh golem inside carphen tower courtyard does an attack that shows red mist right before the attack and the ground is also red making it hard to see
4.
Infected zombie's anti-healing pool attacks stays on the ground way too long.
5.
when getting profession EXP, the bar below should change to show your artisan EXP. (last type of exp shown)
6.
for some very strange reason, after i complained last week about how useless the artisan system is in the current version of the game. intrepid hurt itself in it's confusion and decided to halve the EXP you get by crafting so now you need double the amount you needed before to get worse results than a random person just farming in a random location on the map.
and to add even more fuel to this fire, some resources cannot be found naturaly meaning you have to craft them from other high quality resources, basicaly just a big waste of time system to sink hours into, if you really hate grinding mobs.
7.
after loot rolls make sure the loot goes straight to the winner or at least make it unavaliable to other players, this just makes joining randoms even less worth it.
8.
make better rewards for commisions, they are not worth doing.
9.
enemy agro range and pathing, shorten and fix, enemies just spawn on you from nowhere
10.
Fix line of sight on ranged attacks
11.
need so much exp to lvl up artisan. let us craft a number of items at once, and auto sell them
12.
fix some skills not always working like:
warrior grapple
mage freeze not stunning enemies (with immunity)
13.
separate resources spawn from one another (copper,zinc all T1), so multiple people can farm in the same location.
14.
tighten action mode to target whatever u r looking at(random targeting) with options for enemies or allies favouring (for DPS or healer)
15. no exp debt while dying as a non-combatant, this is used by big guilds to deter players from going near their their power lvling spots (max lvl player guarding low lvl players from his guild. keep resources on drop to prevent greefing
16.
provide better info about drop rates and exp rates in and out of parties and how this whole thing works, this guessing game is not fun.
17.
just make a small wiki in-game for all those questions like how to get tools? how does exp work? all those type of things.
18.
thaumaturge zombies get an unavoidable 1 shot attack with a 0.5 sec warning and im generous, either weaken or more warning.
19.
guardians in highway mountain are just a loading screen for exp, no skills and tons of HP
20. i love the 1 shots from pyromancers,firestarters and snipers, they are avoidable with CC and proper planning but if u don't it is pretty much a guaranteed wipe.
make processing normal no need for specific numbers or qualities
2.
don't cancel spells that started before the enemy went behind cover if it pased certain threshold
3.
Flesh golem inside carphen tower courtyard does an attack that shows red mist right before the attack and the ground is also red making it hard to see
4.
Infected zombie's anti-healing pool attacks stays on the ground way too long.
5.
when getting profession EXP, the bar below should change to show your artisan EXP. (last type of exp shown)
6.
for some very strange reason, after i complained last week about how useless the artisan system is in the current version of the game. intrepid hurt itself in it's confusion and decided to halve the EXP you get by crafting so now you need double the amount you needed before to get worse results than a random person just farming in a random location on the map.
and to add even more fuel to this fire, some resources cannot be found naturaly meaning you have to craft them from other high quality resources, basicaly just a big waste of time system to sink hours into, if you really hate grinding mobs.
7.
after loot rolls make sure the loot goes straight to the winner or at least make it unavaliable to other players, this just makes joining randoms even less worth it.
8.
make better rewards for commisions, they are not worth doing.
9.
enemy agro range and pathing, shorten and fix, enemies just spawn on you from nowhere
10.
Fix line of sight on ranged attacks
11.
need so much exp to lvl up artisan. let us craft a number of items at once, and auto sell them
12.
fix some skills not always working like:
warrior grapple
mage freeze not stunning enemies (with immunity)
13.
separate resources spawn from one another (copper,zinc all T1), so multiple people can farm in the same location.
14.
tighten action mode to target whatever u r looking at(random targeting) with options for enemies or allies favouring (for DPS or healer)
15. no exp debt while dying as a non-combatant, this is used by big guilds to deter players from going near their their power lvling spots (max lvl player guarding low lvl players from his guild. keep resources on drop to prevent greefing
16.
provide better info about drop rates and exp rates in and out of parties and how this whole thing works, this guessing game is not fun.
17.
just make a small wiki in-game for all those questions like how to get tools? how does exp work? all those type of things.
18.
thaumaturge zombies get an unavoidable 1 shot attack with a 0.5 sec warning and im generous, either weaken or more warning.
19.
guardians in highway mountain are just a loading screen for exp, no skills and tons of HP
20. i love the 1 shots from pyromancers,firestarters and snipers, they are avoidable with CC and proper planning but if u don't it is pretty much a guaranteed wipe.
1
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