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.
Leveling in phase 2 has been awful
Flashfirez23
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
Leveling in phase 1 felt okay. Sure leveling still needed a lot of work but it was manageable. Leveling in phase 2 is just awful. There’s basically no good grind spots since multiple groups are competing for every decent grind spot in the game, which is cannabalizing everyone’s experience gain. And the only mobs left basically give you terrible experience per hour. We desperately need more POIs and higher mob density. That would make leveling feel way better.
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Comments
Nodes are not levelling. Artisans are stuck. No one is having fun. Intrepid seemingly oblivious. They need to get someone in, who can help Stephen design the game with artisan players in mind. He doesn't seem to have a handle on it at all and regards it as superficial.
Unfortunately, where it sits in the game, motivating Artisans is vital to the game, whereas with the PvPers, it is more a case of, build it and they will come (to destroy it).
All the content is gated behind Artisans levelling nodes. If they are not happy, you ain't going nowhere. And right now most artisans have downed tools.
Leveling here is supposed to take time. Not like other games where you hit max level in an hour or two.
Learn to enjoy the journey.
That is a small part of the problem. Current POI's are packed. Fields with trash mobs are packed is every area. It's true fixing this will give us more spawns to fight over. The main problem is there is so much relasate being held for node progression. These areas should be use at the start for low level camps and that's ok because later it will progress to higher level content.
This is pretty silly. It is a game, if it isn't enjoyable, no one needs to play it. No one has to learn anything. I sincerely hope (and believe) this isn't the attitude Intrepid are taking.
I honestly think this is a big test. They have a pretty serious design issue in the current levelling paradigm. How they handle it is going to be pretty significant. They can brush it under the carpet and move on, but it is going to be a much bigger problem to fix later on.
I feel Stephen and Intrepid have pulled a bait and switch with the artisan system, It doesn't look as described, even as a stub for alpha-test. I'm not sure what the solution is, but I assure you the alternative to good gameplay is not me learning anything, it is playing Civ7 in February!
What's that like?
You know, knowing everything and being perfect.
Agreed, but it is still early days.
Lots of people have this perspective and think there is more then there is, then get there and don't understand why there isn't more. It is a major problem with open development.
The grind and time isn't the issue. It's the over population. Low supply and high demand. But there's broken mob respawns, npc guards camping spawns around lionhold, multiple groups camping pois, lack of materials for crafting, broken storage, disappearing materials. At the end of the day it's a game, and yes it should be challenging, but that challenge has to be fun. Yeah it's alpha but it's like we took a step backwards. The end of phase 1 was better than the start of phase 2 in regards to the above. Its alpha, but it's still concerning.
Just giving my feedback. I'm in no rush.
Good time to vote with my feet this phase iteration and try again in Jan. I don’t agree with a lot RedLeader1 states, but a game needs to be fun, otherwise what’s the point - and there are a lot of fun games out right now.
We need more springs on each side of poi's, teleportation to different springs within a metro etc. The family system planned is an odd niche way to accomplish what spawn point network travel would allow with limits.
The average player doesn't have the patience for this amount of tedium. I don't understand why a2 shifted so hard to a mob grind nyquill game play design. It has me worried for the direction the game is headed if this is the core gameplay loop and design. Its brutal. A very small % of players desire this level of tedium. Arduous and boring isn't the new fun.
The amount of time you have to invest just to hit low level benchmarks makes the idea of playing alts to try out other classes unattractive.
The main problem is that mob grinding is boring. A high time investment to hit max level could be okay if the game play your time is invested in is enjoyable. Its not. Its so laborious and mental afk grind that any potential fun moments are watered down so much its hard to enjoy them and you're probably looking at a different screen when they happen so you aren't even paying attention.
If a game is not fun, nobody is going to play and certainly not pay to play it. it is Alpha but the company chose to let the world play and see it. What the world is seeing is a game design that is getting pretty anti-fun. The condensing of servers, the lack of the very first nodes needed to level artisan and no real ability to solo while looking for groups is going the wrong direction......
Here is this thing. Feedback is just for this. Testers to make sure the game is working as needed. Come game launch it will be smooth as butter then because of us. Keep giving feed back they need to know what's fun and not fun.