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.

Thoughts so far...

kaegkaeg Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
Overall, I am having fun in the game. Action combat is fun and, for the most part, intuitive. It's an Alpha, so I expect there to be bugs, glitches, etc. The unfinishable quests and such are expected, if not frustrating. It is what it is. So far, through getting time in Phase One and Phase Two, these are the issues that I see becoming a problem later on for some players once the game goes live.

- The spawn rates should be dynamic. What I mean is the rate of spawn should depend on how many people are in a specific area at a given time. I saw this because it took me a minute to get in the game (past all the crashing) to be able to begin testing. I was one of the players with geodata and firewall issues in Alpha One. I log in and am immediately told to go out into the world and kill goblins, as I make my way to the encampment, there are so many people trying to do the same thing, that even if they were in a group, they would still find it very difficult to complete the quest. That's not good.

- Also, regardless of whether y'all want it this way or not, there will be players who want to play this game but don't want to play with anyone else or with strangers. I like challenges in gaming, but making it especially difficult for single or solo players to play is going to be a problem, especially with enemy spawn issues.

- The Material Bag system. As a player who loves to craft in video games, one who has a life outside of video games, and who uses fantasy video games as an escape from the real world, I see nothing wrong with having a material bag system that is similar to Guild Wars 2. For those of us who have to work and maybe have a few hours a week to play video games, who want to make crafting either a main focus of the game or a main priority, this bag system is a massive detriment. As a crafter, if I am constantly having to go back to town, after getting a modicum of materials (because of how the bad system works), frankly half of my few hours in the game is going to be spent going back to a town, or going to or finding a processing station, and that will take away from other aspects of the game, such as dungeoneering, raiding and to a degree questing. After some time (not very long in fact) of this, I, as a player will start to wonder, "Is the little bit of time that I have to game worth it, if it's being used to play this game?"

- I had an issue in the game where my combat weapons got locked up, as I was switching between the two weapons I have equipped at the same time. Because of this lock up, I couldn't use either weapon and had to relay on my skills. It seems to happen when I am using the 'Smite' skill while trying to switch weapons.
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