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.
Threat Assessment.
Vhaeyne
Member, Alpha One, Alpha Two, Early Alpha Two
My current feedback on the "Threat Assessment" system is that it feels like a double-edged sword, potentially creating more unbalanced fights than it prevents.
Specifically, I’m referring to how players can see each other’s levels when targeting their nameplates. Some games with open-world PvP don’t provide this information, and I feel that omission often leads to more dynamic and interesting gameplay.
A fundamental issue with displaying player levels is that it makes it much easier for gankers to identify targets with minimal effort. If you know you have the advantage, it's far easier to justify attacking someone. Without this information, players must infer others' levels based on their actions or prior encounters, adding an element of uncertainty and strategy.
According to the wiki, future updates may even reveal not just levels but also the type and grade of gear players are wearing. In my view, this will make gameplay less engaging, as it encourages players to seek out low-risk, high-reward situations in PvP.
For example, if I’m level 25 and spot a level 15 player gathering resources, they essentially become a piñata. With the way gear scaling works in this game, it could even be a case of a level 19 being overwhelmed by a level 20 simply because the higher-level player has the new tier of gear. The difference in power could be dramatic.
I’m thrilled to be playing a game with open-world PvP again, but I believe the current "Threat Assessment" system disproportionately benefits those looking for easy wins.
I’d prefer a system where players must observe details like the level of mobs I’m farming and how quickly I’m killing them before deciding if I’m an easy target. This approach would encourage more thoughtful engagement rather than preying on low-risk opportunities.
Specifically, I’m referring to how players can see each other’s levels when targeting their nameplates. Some games with open-world PvP don’t provide this information, and I feel that omission often leads to more dynamic and interesting gameplay.
A fundamental issue with displaying player levels is that it makes it much easier for gankers to identify targets with minimal effort. If you know you have the advantage, it's far easier to justify attacking someone. Without this information, players must infer others' levels based on their actions or prior encounters, adding an element of uncertainty and strategy.
According to the wiki, future updates may even reveal not just levels but also the type and grade of gear players are wearing. In my view, this will make gameplay less engaging, as it encourages players to seek out low-risk, high-reward situations in PvP.
For example, if I’m level 25 and spot a level 15 player gathering resources, they essentially become a piñata. With the way gear scaling works in this game, it could even be a case of a level 19 being overwhelmed by a level 20 simply because the higher-level player has the new tier of gear. The difference in power could be dramatic.
I’m thrilled to be playing a game with open-world PvP again, but I believe the current "Threat Assessment" system disproportionately benefits those looking for easy wins.
I’d prefer a system where players must observe details like the level of mobs I’m farming and how quickly I’m killing them before deciding if I’m an easy target. This approach would encourage more thoughtful engagement rather than preying on low-risk opportunities.
This is my personal feedback, shared to help the game thrive in its niche.
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Comments
Wasn't there a point in history (going back to the earliest of gameplay) even health-bars were hidden from each other in pvp?
I don't remember playing a game without health bars in PvP myself.
Health bars make a little more sense to me so long as they don't have the direct HP numbers, but percentage instead. That or just the bar with no numbers.
Not sure I would enjoy not seeing the bar visually represent how hurt they are.
This is my personal feedback, shared to help the game thrive in its niche.