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 Week 4
dbenaharon97
Member, Alpha Two, Early Alpha Two
Video format: https://youtu.be/uxFgUzG7wW8
this is the 4th weekend of alpha 2 phase 1 and once again we have more feedback points from me and players in my guild, spread it around as you see fit.
1.
first point im sure will be fixed, or at least, this is how important i think it is, what i talk about is guild wars. currently you can decalre wars on another guild without cooldown or warning time, you can easily abuse it to kill whoever u want without any reprecautions, the only downside is that your entire server will remember that, so dont abuse. we simply need to put some cooldown and startup time on wars.
oh and i forgot, don't let people quit the guild while war is on, right now people can just taunt a big guild that will declare war on you and then they leave the guild and you are left to clean the mess you didn't even know started.
2.
very simple very short, caravans needs follow function, it is alreaedy a very long and slow trip, make our lifes a little bit easier, okay?
3.
add another bar for tank to indicate courage, it is very hard to see it around your class avatar
4.
continuing with tank qualitys of life, add a threat meter of some kind, to each mob, maybe a sword with green yellow and red, depending on your threat level toward it, making it easier for the tank to know which mob to agro next.
5.
i think i already said it in previous weeks, but bosses and certain mobs have very interesting mechanics that force you to actually know what you are doing and can change a dungeon from extremely hard to very easy, i love that keep doing things like that.
6.
tropic stabber goblins, have a bugged attack causing them to be able to stab at any range, even if frozen or stunned they will attack untill the party is dead or the goblin is dead.
7.
this point im not 100% sure about, i don't realy see the negative for it so i might need some help from other people to give their perspective on it. resource visibality. i like that fact that plants, ores or trees do not glow or shine when u aim at them, you also cannot see what kind of node it is from a distance. this actaully gives dedicated artisan players an edge as they will be able to tell what kind of ore or plant it is from a distance, saving the time of runnig to it to check what it is. the only negative i can see is, "dont waste my time having to check everything" but you can use that sentence for pretty much 90% of the game, so im not sure, please share your opinion below.
8.
artisan skills lvling system needs a complete overhaul, most stuff don't make any sense when you start calculating what gives what and much you would need to level, especially after havling the EXP gain last week. we shall see i guess.
9.
after finishing a carvan run, let us sell the loot right from the hunting lodge without having to first taking it out of the caravancery into the storage and only then go sell it, just more steps that adds nothing, if there was some kind of mechanic in between i would understand, but i dont see any.
10.
i love the idea of guards actually protecting towns from combant players and letting people enjoy socializing in the nodes in peace,i still do see some afk killing, they mostly occur where guards are not present. but hopefully this will be fixed with time as npc locations and patrol routes will change.
11.
this one is a feeling of mine that i am not sure about but if it is as i think it is, please keep it like that. material rarity seems to be affected by your skill lvl as well as the overall area lvl, so for example with lvl 15 hunting from lvl 1-2 grems near lionhold you will be getting common or uncommon carcasses max, if you head north where u can find lvl 18-19 grems u will find a lot more uncommon and rares, same seems to be true for trees and ores, maybe my luck just happen to concide with the location i was at, at that time, who knows, well intrepid will.
12.
on server starts resources should grow with the player base, there is no need for journyman ores when none even has apprentice tools even, the only reason i care is because they share the same spawn location with T1 resoucres, so as the weekend goes by, u will find less and less resouces untill the next server rest that brings everything back to square 1. you can also separate the spawns, either one is good.
13.
bard changes this week seems to have made the class much more fun to play, i specificaly didn't play a bard but i have been told by guild mates who play bard only since alpha 2 start that the class feels much more enjoyable to play as you actually have more options that have meaning with how you choose to play. and as a player that is used to a single bard from my guild that is quite good, you can feel a big differance when someone knows what they are doing, it can be the differance between constant mana breaks or wipes into consistent skill usage to the point that my manna stays full and all my skills are on cooldown to due me constantly using them. so long story short, i love the classes directions keep on.
14.
regarding node layout, there are only 2 types, 1 more mountainy and one that is pretty flat, if we scale it to 82 nodes that are planned to be in the game, that is around 32 different nodes, this will be enough, question is will the veraity scale be kept all the way to 82? i surely hope so
15.
i want /played to know how much of my time i wasted runnig around like a hamster in steven's wheel.
16.
caravans need proximity chat so much, a musical carvan going by with people singing and laughing can change your whole game night on it's head. (show clip of us having fun.)
17.
another point about carvans is i want my guards to be able to sit on my carvan either above or inside it. i also want a taxi type of a carvan, where players will pay based on distance traveled, they can afk inside the caravan, this might be a bit of a problem as you need to keep the players still when you transit between water and land, but i belive it is possible, so let me be a taxti driver in the game.
18.
mage light doesnt work most of the time and when it does, it actually makes the enviroment even darker, might need a softer brush to gradualy bring light and even extand the size.
19.
and for the last one, dungeons. i dont know if this one is already planned but all the dungeons in the game are simply a place you stay still at while killing mobs that respawn, what would be nice to see, is some kind of progression type of dungeon that tells some kind of enviromental story as you progress through it for for 1,2 or 3 hours.
that is pretty much it for this week, the game is slowly shaping up nicely and it is enjoyable to see, good job intrepid.
this is the 4th weekend of alpha 2 phase 1 and once again we have more feedback points from me and players in my guild, spread it around as you see fit.
1.
first point im sure will be fixed, or at least, this is how important i think it is, what i talk about is guild wars. currently you can decalre wars on another guild without cooldown or warning time, you can easily abuse it to kill whoever u want without any reprecautions, the only downside is that your entire server will remember that, so dont abuse. we simply need to put some cooldown and startup time on wars.
oh and i forgot, don't let people quit the guild while war is on, right now people can just taunt a big guild that will declare war on you and then they leave the guild and you are left to clean the mess you didn't even know started.
2.
very simple very short, caravans needs follow function, it is alreaedy a very long and slow trip, make our lifes a little bit easier, okay?
3.
add another bar for tank to indicate courage, it is very hard to see it around your class avatar
4.
continuing with tank qualitys of life, add a threat meter of some kind, to each mob, maybe a sword with green yellow and red, depending on your threat level toward it, making it easier for the tank to know which mob to agro next.
5.
i think i already said it in previous weeks, but bosses and certain mobs have very interesting mechanics that force you to actually know what you are doing and can change a dungeon from extremely hard to very easy, i love that keep doing things like that.
6.
tropic stabber goblins, have a bugged attack causing them to be able to stab at any range, even if frozen or stunned they will attack untill the party is dead or the goblin is dead.
7.
this point im not 100% sure about, i don't realy see the negative for it so i might need some help from other people to give their perspective on it. resource visibality. i like that fact that plants, ores or trees do not glow or shine when u aim at them, you also cannot see what kind of node it is from a distance. this actaully gives dedicated artisan players an edge as they will be able to tell what kind of ore or plant it is from a distance, saving the time of runnig to it to check what it is. the only negative i can see is, "dont waste my time having to check everything" but you can use that sentence for pretty much 90% of the game, so im not sure, please share your opinion below.
8.
artisan skills lvling system needs a complete overhaul, most stuff don't make any sense when you start calculating what gives what and much you would need to level, especially after havling the EXP gain last week. we shall see i guess.
9.
after finishing a carvan run, let us sell the loot right from the hunting lodge without having to first taking it out of the caravancery into the storage and only then go sell it, just more steps that adds nothing, if there was some kind of mechanic in between i would understand, but i dont see any.
10.
i love the idea of guards actually protecting towns from combant players and letting people enjoy socializing in the nodes in peace,i still do see some afk killing, they mostly occur where guards are not present. but hopefully this will be fixed with time as npc locations and patrol routes will change.
11.
this one is a feeling of mine that i am not sure about but if it is as i think it is, please keep it like that. material rarity seems to be affected by your skill lvl as well as the overall area lvl, so for example with lvl 15 hunting from lvl 1-2 grems near lionhold you will be getting common or uncommon carcasses max, if you head north where u can find lvl 18-19 grems u will find a lot more uncommon and rares, same seems to be true for trees and ores, maybe my luck just happen to concide with the location i was at, at that time, who knows, well intrepid will.
12.
on server starts resources should grow with the player base, there is no need for journyman ores when none even has apprentice tools even, the only reason i care is because they share the same spawn location with T1 resoucres, so as the weekend goes by, u will find less and less resouces untill the next server rest that brings everything back to square 1. you can also separate the spawns, either one is good.
13.
bard changes this week seems to have made the class much more fun to play, i specificaly didn't play a bard but i have been told by guild mates who play bard only since alpha 2 start that the class feels much more enjoyable to play as you actually have more options that have meaning with how you choose to play. and as a player that is used to a single bard from my guild that is quite good, you can feel a big differance when someone knows what they are doing, it can be the differance between constant mana breaks or wipes into consistent skill usage to the point that my manna stays full and all my skills are on cooldown to due me constantly using them. so long story short, i love the classes directions keep on.
14.
regarding node layout, there are only 2 types, 1 more mountainy and one that is pretty flat, if we scale it to 82 nodes that are planned to be in the game, that is around 32 different nodes, this will be enough, question is will the veraity scale be kept all the way to 82? i surely hope so
15.
i want /played to know how much of my time i wasted runnig around like a hamster in steven's wheel.
16.
caravans need proximity chat so much, a musical carvan going by with people singing and laughing can change your whole game night on it's head. (show clip of us having fun.)
17.
another point about carvans is i want my guards to be able to sit on my carvan either above or inside it. i also want a taxi type of a carvan, where players will pay based on distance traveled, they can afk inside the caravan, this might be a bit of a problem as you need to keep the players still when you transit between water and land, but i belive it is possible, so let me be a taxti driver in the game.
18.
mage light doesnt work most of the time and when it does, it actually makes the enviroment even darker, might need a softer brush to gradualy bring light and even extand the size.
19.
and for the last one, dungeons. i dont know if this one is already planned but all the dungeons in the game are simply a place you stay still at while killing mobs that respawn, what would be nice to see, is some kind of progression type of dungeon that tells some kind of enviromental story as you progress through it for for 1,2 or 3 hours.
that is pretty much it for this week, the game is slowly shaping up nicely and it is enjoyable to see, good job intrepid.
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