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.
Feedback: Phase 2 Fun level is down
WhystlerDarkstorm
Member, Alpha Two
Phase 1 felt better. Fun level is way down for our entire group where people are not even interested in playing anymore. My guild spends half our time trying to find mobs to kill, and when we do we spend the entire time trying to defend those couple of spawns. Its becoming toxic and not fun at all.
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....
It is an Alpha and making the game feel fun should be part of the process.
Just leaving feedback....
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....
It is an Alpha and making the game feel fun should be part of the process.
Just leaving feedback....
0
Comments
I was hoping that they had some sort of design plan in mind but they seem to just be hoping a miracle occurs in the Agile development process.
Right now I think the grinders are suffering from the fact that the people who developed the Artisan system are mathematically challenged and woefully underestimated the resources needed to build the nodes, craft gear, and therefore increase the levels of the POIs for the adventurers to grind. And the artisans are going to want to craft themselves gear before they do anything about building nodes.
Those of us that tested the artisan system in phase1 saw this coming, but no one listened. The test is dead in the water until they fix gathering node spawning, which should have been done in phase 1. Right now none of the artisans want the node to level as the last thing they want is the mobs to get stronger.
It will be interesting how they handle their first big game design screw up. However somehow they still have to deal with the elephant in the room, which is how to encourage the builders to invest weeks?/Months? building nodes, spawning adventuring content, when the Adventurers/PvPers can destroy it all in 1.5 hours.
Nobody gives a crap about building nodes right now, and I'm not sure how they make that happen. It isn't immediately obvious why any individual should spend time building anything. So right now everyone is waiting for someone else to do it.
This is the general problem with sandbox games. If destruction is so much easier than construction, no one wants to build. And if destruction isn't easy, and consequence free, the PvPers will go and play a game where construction is automated and buildings are rebuilt magically overnight. Keeping both groups happy at the same time seems impossible.
Right now, I would entirely scrap the building contribution to nodes, so nodes and buildings grow only from node activity, there is no gathering or resource requirement. Then I would give complete immunity for all housing in a node. Even if the node bounces back to level 3, the level 6 personal housing will remain, even if it isn't functional to level 6. Then increase resource spawning.
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.