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.

Feedback for Weekends 3-5

Thysius7Thysius7 Member, Alpha Two
Quality of Life
  1. When you log into the game it should take you to the last server you were on, not a random one.
  2. Being able to check a node's storage remotely by clicking on the node would help with management.
  3. More character slots, the game needs a minimum of 8, one for each architype, even in A2.
  4. Item placement swapping for materials of the same size.

UI
  • An option to use raidframes in party, or more customization for party ui (sizing), the current party ui is not very healer friendly.
  • Guild UI needs to more clearly differentiate between online and offline players, maybe with a green text online or something, currently its tedious to check.
  • Chat box needs a scroll bar, scrolling with the mouse wheel takes forever.

Gameplay
  • While it's cool for exploring during alpha, flying mounts should not be able to be used in doors, especially in open world dungeons/POIs.
  • I've primarily played a mage during these tests, and fire feels a bit out of place in the architype. Lightning and frost make sense with their interaction, fire just feels sort of tacked on.

Crafting
  • Gathering and crafting gear (shirts etc.) need slots for each gathering and crafting profession. If people can swap constantly to minmax their professions they're going to and it feels silly to swap shirts while running between rocks and trees. Either make it something that must be chosen and stuck with, or make it so you can equip all of them at once like with the tools.
  • AFK fishing: this may be a placeholder, but I think BDO style afk fishing is a bad idea, it incentivizes people not actively playing the game, and leaving their system on 24/7.
  • Consider making tools craftable but not wearable based on certificate level.
  • Rarity rates on trees and hunting seems extremely low compared to other gathering professions.
  • Gathering XP seems okay, its a bit of a grind, but manageable. Crafting XP on the other hand seems like an insane grind considering the amount of materials required for just a few %.


PvP/Caravans

The game NEEDS to have a mechanic to disincentivize zerging. Currently there is nothing stopping a full group of level 25s from attacking a level 10 player doing their 60 wood and lumber caravan quest. There is nothing stopping a raid of 40 attacking a small group of 3 moving a single caravan. I've seen a lot of people saying that that is how it's supposed to be in a social sandbox game, but the issue is that this will force every player into a couple mega guilds. It won't be an intricate political landscape of dozens of guilds. It will be 2 or 3 factions and devolve into WoW. It's already happening on Lyneth with massive guilds like Actual Pirates. Not being in one of these mega guilds makes you an easy target for zerging.

Transporting and selling commodities currently makes you several times more gold than you can get grinding or gathering, making the activity basically required unless you wish to put in 10 times the hours for a fraction of the reward. This forces people into these massive guilds and the entire server ends up being in that guild or kill on sight. This exact problem has killed literally every single sandbox/survival game to ever come out. People play them for a month or two, then get fed up constantly being in entirely unwinnable situations and quit.

Comments

  • kadimirkadimir Member, Alpha Two
    Thysius7 wrote: »
    The game NEEDS to have a mechanic to disincentivize zerging.

    I've seen a lot of people saying that that is how it's supposed to be in a social sandbox game, but the issue is that this will force every player into a couple mega guilds. t won't be an intricate political landscape of dozens of guilds. It will be 2 or 3 factions and devolve into WoW. It's already happening on Lyneth with massive guilds like Actual Pirates. Not being in one of these mega guilds makes you an easy target for zerging.

    Problem is, regardless of what the dev's want or think, every single thing they implement either in game or wiki fosters this - and trying to fight it at this point is kind of meaningless. I know I'll never be committed to the game because I normally either like to ride solo or small groups - and this is going to be one of those games that will basically be non-functional without a big guild. Even worse? My friend who's in a bigger guild can only name a few players he actually knows anything about. Those guilds are just big pugs with the same tags, a bunch of mini-groups that vary drastically in skill / knowledge / friendliness.
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
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