Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
My feedback so far for P3 - The game is a slog and I'm having to force myself to play.

I stopped playing after a month of P2, so I was ready to come back to some great changes now that P3 is finally here, but I feel like the gameplay has gotten so much less enjoyable. For some background, I pretty much exclusively go for artisan gameplay, so my feedback will be based around how I feel about the current artisan systems. If anyone is going to comment on this saying that the PvP gameplay is where the fun is at, I honestly believe you, but it's just not for me.
I don't understand why you keep making it harder to be able to afford to do processing/crafting. Every time we find a craft that allows us to make any amount of profit, you nerf it into the ground so that the final item doesn't even sell for as much as the reagents that went in to it. Meaning that for an artisan main the only real money makers at the moment are selling raw materials (which also only gives a tiny profit, making a new character and doing the starter quests again every 15 minutes would probably be more profitable) and doing commissions.
I think it's a uniquely messed up situation when the PvP/PvE people are complaining that they need to do crafting to get gear, but the artisan people are complaining that they can't afford to make gear with crafting so they're having to go farm mobs for glint. I wanted to get my artisan skills leveled up so that I could start making things for other people to save them from having to spend time leveling those same skills, but when I considered trying to optimise my afk times by making sure I always ended up somewhere with water so I could fish for idle income I knew there was something wrong with the system.
I don't mean to be a doomer but we're only a day in and I'm already wondering what my goals even are this phase, just level up and get gear and then wait for more updates? Node progress has been slowed down so much that there's going to be pretty long waits between gear upgrades. This phase feels like everything is specifically designed to be as slow as possible, which I guess extends how long people stay active for, but only if they don't get bored and stop even earlier. I planned to nolife this for weeks and I'm already looking for other things to play after just a day.
I'm sure this is a case where I should just leave the game to develop a bit more before I get back into it, but my whole guild has obviously just got back into the game and I want have fun playing testing the same game as everyone else.
I don't understand why you keep making it harder to be able to afford to do processing/crafting. Every time we find a craft that allows us to make any amount of profit, you nerf it into the ground so that the final item doesn't even sell for as much as the reagents that went in to it. Meaning that for an artisan main the only real money makers at the moment are selling raw materials (which also only gives a tiny profit, making a new character and doing the starter quests again every 15 minutes would probably be more profitable) and doing commissions.
I think it's a uniquely messed up situation when the PvP/PvE people are complaining that they need to do crafting to get gear, but the artisan people are complaining that they can't afford to make gear with crafting so they're having to go farm mobs for glint. I wanted to get my artisan skills leveled up so that I could start making things for other people to save them from having to spend time leveling those same skills, but when I considered trying to optimise my afk times by making sure I always ended up somewhere with water so I could fish for idle income I knew there was something wrong with the system.
I don't mean to be a doomer but we're only a day in and I'm already wondering what my goals even are this phase, just level up and get gear and then wait for more updates? Node progress has been slowed down so much that there's going to be pretty long waits between gear upgrades. This phase feels like everything is specifically designed to be as slow as possible, which I guess extends how long people stay active for, but only if they don't get bored and stop even earlier. I planned to nolife this for weeks and I'm already looking for other things to play after just a day.
I'm sure this is a case where I should just leave the game to develop a bit more before I get back into it, but my whole guild has obviously just got back into the game and I want have fun playing testing the same game as everyone else.

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