I think they are struggling to marry the crafting/building part of the game with the Adventuring part of the game.
However, ironically for an allegedly Agile project, they have been very inflexible in their design, so I am a little worried about long term success.
WhystlerDarkstorm wrote: » Why do we need 2500 players and 4 spots to level.... and now we are nerfing the events so even more people are forced into those few leveling spots? Too many players on the map and it feels bad....
Taleof2Cities wrote: » WhystlerDarkstorm wrote: » Why do we need 2500 players and 4 spots to level.... and now we are nerfing the events so even more people are forced into those few leveling spots? Too many players on the map and it feels bad.... Alpha 2 is about testing systems and giving feedback … not grinding levels to get an artificial “advantage” over other players and guilds. There are no more A2 character wipes planned … so what’s the hurry?
Chicago wrote: » Taleof2Cities wrote: » WhystlerDarkstorm wrote: » Why do we need 2500 players and 4 spots to level.... and now we are nerfing the events so even more people are forced into those few leveling spots? Too many players on the map and it feels bad.... Alpha 2 is about testing systems and giving feedback … not grinding levels to get an artificial “advantage” over other players and guilds. There are no more A2 character wipes planned … so what’s the hurry? I Mena the feedback has been literally all the same, this sucks... What more do they need
Taleof2Cities wrote: » Chicago wrote: » Taleof2Cities wrote: » WhystlerDarkstorm wrote: » Why do we need 2500 players and 4 spots to level.... and now we are nerfing the events so even more people are forced into those few leveling spots? Too many players on the map and it feels bad.... Alpha 2 is about testing systems and giving feedback … not grinding levels to get an artificial “advantage” over other players and guilds. There are no more A2 character wipes planned … so what’s the hurry? I Mena the feedback has been literally all the same, this sucks... What more do they need Context is important though, Chicago. There’s nothing hidden or secret about the fact that there’s currently artificial scarcity of servers and XP spots … because Intrepid wants to stress test other systems that aren’t directly related to leveling. Players are ignoring that and giving their negative feedback anyway. Which is why this feedback is largely irrelevant to the purpose of Phase 2. Bottom Line: Stop grinding levels and start testing game systems. That’s what you signed up for when you made the decision to purchase an Alpha 2 key.
Taleof2Cities wrote: » Context is important though, Chicago. There’s nothing hidden or secret about the fact that there’s currently artificial scarcity of servers and XP spots … because Intrepid wants to stress test other systems that aren’t directly related to leveling. Players are ignoring that and giving their negative feedback anyway. Which is why this feedback is largely irrelevant to the purpose of Phase 2. Bottom Line: Stop grinding levels and start testing game systems. That’s what you signed up for when you made the decision to purchase an Alpha 2 key.
Nathariel wrote: » and what do you want we test?!?!?
Laetitian wrote: » Scalability (Be online alongside other players regularly for a few hours here and there. Pass through zones often enough to provide input to the server mashing process, so take long-ish journeys and farming trips regularly.) Crash reports with any potentially relevant information in case it's tough to tell from the technical report. Feedback on existing quests, XP rewards for quests and mobs relative to their difficulty, general class balance, look & feel of areas and game progression (all loot and crafting rewards) Feedback on PvE encounters, what mechanics are missing. (not so much number of encounters as that's expected to increase) Starting phase 2, more minute reviews of your efforts in the economy and how the balance feels there. Also, initiate node conflict, comment on roadblocks in making things happen, and parts that could be more interesting there. Come phase 3 you can really start to dig into parts of the progression that feel unsatisfying, boring, unpolished, or unrewarding. Not enough quests, not enough encounters, encounters not fit for group size, encounter distribution around the map not challenging enough to make map exploration challenging and exciting. (Specific areas that need rebalancing or changes in how the world gets populated.) Guild v Guild balance, map reward distribution, node progression fairness and incentives for players in both small and large nodes.