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Feelings on current state of the game.

CM KalezCM Kalez Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
edited December 2024 in General Discussion
I’d like to share some concerns and suggestions regarding several aspects of the game that could use improvement.
  • Aggro System: The current aggro system seems frustrating, especially when monsters attack players who are AFK simply because they are nearby. This can lead to excessive griefing and disrupt the gameplay experience. It would be beneficial to refine how aggro is generated to make it less random and more manageable.
  • Item Stats: I’ve noticed that some items, particularly level 20 green heavy armor, contain seemingly irrelevant stats like +2 max mana. It would be great to see more coherent and useful stats on gear to better align with our characters' roles and needs.
  • Combat Balancing: There appears to be an imbalance in damage output from certain monsters, specifically pyromancers and snipers in HH. Additionally, encountering both 1-star and 3-star elites in close proximity creates confusion and hinders gameplay.
  • Leash Range Issues: The leash mechanics seem inconsistent, as I find myself being chased for extended periods only for monsters to reset and lose interest. Adjusting the leash range could alleviate some of this frustration.
  • Mining Node Bugs: The ongoing issues with mining nodes have been a known problem for some time. It's imperative to address these bugs to enhance the mining experience.
  • XP and Loot Penalties: Losing substantial XP upon death and dropping loot can feel punitive, especially with the prevalence of one-shot attacks from various monsters. A more forgiving system would encourage exploration rather than fear of loss.
  • Starter Gear Availability: I suggest increasing the availability of starter gear in shops, allowing players to purchase a full set rather than just three pieces. This would make the early game experience more enjoyable and less cumbersome.
  • Quest and Commission XP: Lastly, it would be helpful to make the experience gained from quests and commissions more meaningful, providing players with a better sense of progression.

Thank you for considering this feedback. I believe that addressing these points could significantly enhance the overall player experience!
Kalez.png

Comments

  • AxarAxar Member, Intrepid Pack, Alpha Two
    +1
    bFrdjWU.png
  • truelyyytruelyyy Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2024
    I agree with everything apart from the section about "XP and Loot Penalties"

    In particular gathering feels very unrewarding for example searching 1 hour and found zero weeping willow, I believe the issue is that weeping willow and briarwood spawn on the same nodes but briarwood is requires journeyman and weeping willow apprentice, therefore once a round of weeping willow gets farmed there's none left. I'd recommend not having different level resources spawning on the same node as it causes major issues.

    Also copper is hard to find however used for everything - tools, and node buildings etc

    *update*
    another major issue, myself and another guildie have separately had the same issue, attacking a purple player and when killing going corrupted. Not sure if this is a bug or they turn non-combatant the split second before dying but needs a resolution. Either 5second before going non combatant they start flashing or they only turns 5s after not receiving damage or something, Feels bad to PvP in situation where it's appropriate scared to lose another 3 gear pieces. It sucks a lot.
  • ZrakleZrakle Member, Alpha Two
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
  • truelyyytruelyyy Member, Alpha One, Alpha Two, Early Alpha Two
    Zrakle wrote: »
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
    artisan system is for better gear not for replacing no gear at all IMO
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    truelyyy wrote: »
    Zrakle wrote: »
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
    artisan system is for better gear not for replacing no gear at all IMO

    And if you make starter gear something that is made by crafters, but also is at the beginner level of crafting, there's too small a group of players who would actually buy it anyway.

    Those who are going 'fast' will group up and skip it (skill usually invalidates gear at those levels) and those who are going 'slow' will make their own.

    Handing out Starter gear, especially with the combat style of the game right now, will barely affect anything except maybe making Tanks/Supports more viable early in smallgroup.
    Y'all know how Jamberry Roll.
  • CM KalezCM Kalez Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Zrakle wrote: »
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
    Starter gear isnt for crafting and a new player doesnt have money to spend. crafting wont die because of end game which is what matters
    Kalez.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    CM Kalez wrote: »
    Zrakle wrote: »
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
    Starter gear isnt for crafting and a new player doesnt have money to spend. crafting wont die because of end game which is what matters

    That said, don't we technically get 'Starter Gear' as it is? The only purpose of 'starter gear' in most games is to give players a comparison point to 'literally anything else' so they can either 'begin to understand how gear works' or, for the less invested, 'just feel good when they finally have something else'.

    You can do other semi-useful things with it like how some games put 'Movespeed up' on the shoes or weak Mana Regen stats on the head so that skilled players can 'hold onto those as part of their leveling path' due to their reduced need to upgrade, but in the end...

    What's wrong with what we get now?
    Y'all know how Jamberry Roll.
  • CM KalezCM Kalez Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    CM Kalez wrote: »
    Zrakle wrote: »
    Under Starter Gear Availability ..... So you would want the artisan systems to just die out and go away ?
    Starter gear isnt for crafting and a new player doesnt have money to spend. crafting wont die because of end game which is what matters

    That said, don't we technically get 'Starter Gear' as it is? The only purpose of 'starter gear' in most games is to give players a comparison point to 'literally anything else' so they can either 'begin to understand how gear works' or, for the less invested, 'just feel good when they finally have something else'.

    You can do other semi-useful things with it like how some games put 'Movespeed up' on the shoes or weak Mana Regen stats on the head so that skilled players can 'hold onto those as part of their leveling path' due to their reduced need to upgrade, but in the end...

    What's wrong with what we get now?

    The fact there is next to no stats, you get 3 slots. many people have no new gear until level 10 while struggling. Tanks for instance have low dmg and arent tanky because lack of gear.
    Kalez.png
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