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.
2 Cents of Suggestions and Questions
I have enjoyed the alpha so far and hope the games potential is achieved. Here are some things that I think could improve things from the parts of the game I have engaged in.
PTR & Alpha Servers.
I am not sure why there is so much focus on the PTR. My understanding of the alpha is that testing is the focus. Even as testing as broad a subject as enjoyment. I can figure that PTR, being under NDA, is a good place to experiment with systems devs could not want pictures out in the web to taint sentiment. Otherwise, why not use the alpha testing server?
Pacing of Leveling
I have been told that the character xp rate is doubled on the alpha. I think that the grind could be quite fun on release, however, for the purpose of the alpha, I would increase the xp multiplier so resets do not become so imposing. For characters, guilds, and settlements. Faster leveling and frequent resets are a gate currently keeping folks lower down the casual scale from engaging. Unless the devs are testing player patience.
Crafting
The intricate nature of the artisan systems is interesting. I think the numbers needed to craft a final item is a little wonky and could use a 10-25% drop [testing]. Particularly, the hunting to leather-working chain seems out of phase with other professions. The amount of nodes for hunters is far fewer than other gathering artisans, which becomes a bottleneck. Perhaps an increase in output from tanning products per carcass would fix this. Perhaps hunters could also get carcasses from mobs.
Another critique is the vendor bought item to process and craft items. I see it as a bit of flavor added, but it ends up feeling bloated and a potential player error point. It is frustrating when you buy the wrong item needed to process a batch of items. Skill issue, I know, but why not just lump it into the processing cost? Those items also take up valuable bag space as they are not items that can be stacked past 20. If there are plans for the items to be created by artisan players, that could be interesting, if not tied to the quality system like other items.
I strongly urge devs to allow crafters an option to put the character name or guild on an item. "Crafted by [name]" on gear could lead to a player searching for that crafter when the item is destroyed for a replacement. Obviously, processing items would not need this, but rather only final crafts. Perhaps an optional item added to crafting from scribes that allows for etching the name unto the item.
Like the title states, these are my thoughts and I thank you for your time.
PTR & Alpha Servers.
I am not sure why there is so much focus on the PTR. My understanding of the alpha is that testing is the focus. Even as testing as broad a subject as enjoyment. I can figure that PTR, being under NDA, is a good place to experiment with systems devs could not want pictures out in the web to taint sentiment. Otherwise, why not use the alpha testing server?
Pacing of Leveling
I have been told that the character xp rate is doubled on the alpha. I think that the grind could be quite fun on release, however, for the purpose of the alpha, I would increase the xp multiplier so resets do not become so imposing. For characters, guilds, and settlements. Faster leveling and frequent resets are a gate currently keeping folks lower down the casual scale from engaging. Unless the devs are testing player patience.
Crafting
The intricate nature of the artisan systems is interesting. I think the numbers needed to craft a final item is a little wonky and could use a 10-25% drop [testing]. Particularly, the hunting to leather-working chain seems out of phase with other professions. The amount of nodes for hunters is far fewer than other gathering artisans, which becomes a bottleneck. Perhaps an increase in output from tanning products per carcass would fix this. Perhaps hunters could also get carcasses from mobs.
Another critique is the vendor bought item to process and craft items. I see it as a bit of flavor added, but it ends up feeling bloated and a potential player error point. It is frustrating when you buy the wrong item needed to process a batch of items. Skill issue, I know, but why not just lump it into the processing cost? Those items also take up valuable bag space as they are not items that can be stacked past 20. If there are plans for the items to be created by artisan players, that could be interesting, if not tied to the quality system like other items.
I strongly urge devs to allow crafters an option to put the character name or guild on an item. "Crafted by [name]" on gear could lead to a player searching for that crafter when the item is destroyed for a replacement. Obviously, processing items would not need this, but rather only final crafts. Perhaps an optional item added to crafting from scribes that allows for etching the name unto the item.
Like the title states, these are my thoughts and I thank you for your time.
0
Comments
There are very very very few resets/wipes. Don't worry about your levelling.
And yeah, Crafting/Processing recipes are still shite. Agreed there.
The "Crafted By" is intended to be introduced at some point: https://ashesofcreation.wiki/Crafting#Crafted_items