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.

Critical Changes/Adjustments Need!!

AruganArugan Member, Alpha One, Alpha Two, Early Alpha Two
**Background:**
I’ve played since Phase 1 and actively tested every phase. I also follow discussions on the forums, Discord, and within my guild. Based on that, I’d like to share feedback on several systems.

1. **Lawless Rotating POI:**
**Problem:**Great idea, but higher levels dominate, discouraging lower-level players.
**Solution:**Scale players to the zone level when entering POIs, similar to Warhammer Online RvR lakes where stats were normalized. This keeps fights competitive while still rewarding progression.

2. **Progression Balance:**
**Problem:**Character leveling, node leveling, workstations, and professions feel out of sync.
**Solution:**Add progression gates. Example: Valheim locks stronger mobs behind progression milestones. Ashes could:
Restrict higher-level mobs until nodes reach higher stages.
Require better gear tiers to fight stronger mobs, naturally syncing systems.

3. **Gear, Loot, and Crafting Viability:**
**Problem: **By late Phase 2, crafting was irrelevant; loot farming dominated. Costs were too high, making crafted gear unappealing.
**Solution:**
Make most loot common/uncommon, with rares only from bosses/named mobs (like Guild Wars 2).
Reduce crafted gear costs (vendor add-ons, resources).
Goal: crafted common gear should be more accessible than dropped common gear, making crafting core to progression.

4. **Caravan and Crate System:**
**Problem:**Caravans are expensive, high-risk, and not worth it compared to solo crate runs. Players default to mounts + crates, making caravan content rare.
**Solution:**
Reduce caravan creation costs.
Increase caravan profit on success.
Increase crate risk: attackers who kill a crate carrier shouldn’t flag red; mounted crate runs should be much slower. This balances risk/reward and makes caravans a viable, central system.
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