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.
Gathering system feedback.
Deathwynd
Member, Alpha Two
in Artisanship
Currently the gathering system is suffering a total drought of lower level materials, esp. metals and herbs.
Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.
Almost all of the daffodils, and snowdrops have been replaced by moonbells and bluebells.
This makes it very difficult for a massive number of people to level their herbalism and leaves the server nearly destitute of metals.
I would like to recommend that gathering nodes need to degrade back to their lesser forms over time.
Perhaps if something is gathered it comes back as the next tier higher material, then after some time period of not being gathered it degrades back down a tier.
I would think such a system would cause the gathering nodes to more readily keep pace with the skill levels of the gatherers.
1
Comments
This should have been tested in phase1. Can't express how frustrated I am trying to test such a broken system, when it clearly is going to require a fresh server, or a wipe to get right. It just isn't worth testing right now. And I really cant work up the enthusiasm to test it until someone from Intrepid looks like they give a toss.
If the purpose is testing then they have to get it to a point where we don't spend 3 hours looking for a single node of copper, and have to die 3 times, searching for it! Increasingly I am very worried that Intrepid is taking their feedback from about 1% of the potential player-base, which is just re-enforcing their elite-gamer bias.
At this point, unless they actually start adhering to Stephen's design principles, then they aren't going to get enough players to fill a server. If they really are so deluded, to think boring levelling, grinding mobs in a group, is more risky than solo-gathering, to fuel artisan crafting, then I really am starting to lose faith in the project being a success.
The fact that all the artisan system forums and discord channels are barren, just shows that the entire section of the player base interested in the artisan system have quit the test, until there is something worth testing. And honesty I am going to join them, see you in May!
I think this idea is definitely a unique, and great idea for mining nodes, and minerals. Allows more of a feel of unique feel and creativity. I do think there is a potential of this causing a majority of nodes to either never hit a certain tier, or having other issues arise, but I think they could be mitigated by simply working out the map for certain levels....or if the map is indeed supposed to be fully balanced...take that risk.