As we get closer to Alpha 2 testing, I think it's a good time to leave some suggestions that over the past 2 years myself and my community have been discussing to make Alpha 2 better both for testers and the wider audience that will be watching,
These are not complex or big changes/new systems, but simply some minor adjustments and ideas that might help make the experience better from day 1
- Having PK/Flagging System enabled is a MUST, we need to see the game as it is, even if that is going to make streamers unhappy, PK is part of AoC, but I do think we should not have PKing with level 1 characters. The first thing most players will try to do in Alpha 2, is as soon as the game starts "test" if we can actually kill other players, now, there are a few ways I can think of to fix this - either don't have the flagging system enabled until level 3~5, and make a quick tutorial quest with a big ass prompt explaining it, this would be my #1 suggestion, or simply don't let people delete their character if its corrupted, and get a timer of like 4 hours to make their second character after they have made the first one, something like that is necessary,
as a PvP player myself, that loves and looks forward to the flagging system and open-world pvp, I don't see any reason to have it happen at the first 2~3 levels - also, just to point out, making the starting area a safe zone is NOT the way, these will be abused in the future with players running there when being attacked.
- Have a big ass pop-up as soon as people start playing saying that clearly says "Press Z at any time to switch from Action mode to Tab-target mode" and have 2 images on the screen to force the player to choose their default mode between Action mode and Tab-target, like Sword of Legends online did in the following image

I can't stress enough how important this is, don't do like in Alpha 1 or Guild Wars 2 where theres just a tooltip or people don't even know that they can switch camera mode, I knew a lot of players in A1 that were playing in tab for days until they find out they could play in action mode, this is important and should be there as a mandatory selection in the UI as soon as we login for the first time or even after the character creator.
- Enough guild slots, if the plan is to have a cap of 300 guild members, at least let us start with 150, so annoying if we have to split into 3 or 5 guilds at first, two is fine, so starting at half the max cap would be great.
- Have a basic Duel system in place. This is something that helps both with community and guild-driven events and content creation, as well as more in-depth pvp testing, I think would be such a waste to not have a duel system as we could organize pvp tournaments, make content about it, practice with our guilds, and just have fun during testing with a easy to implement system, and please make it right, no death penalties and when your HP goes to 1 the duel ends and your HP goes back to where it was before the duel started, also, having group or a different number of participants in the duel for 2v2 or 8v5 shouldn't be too hard to code and implement.
- DLSS 3 + Frame Generation, I think this is a no-brainer, and should be extremely easy to implement with 5.2 I see no reason not to have it at the start for better performance and showcase.
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Grace period, this is a Must. If we are spending time on a queue and after 30 minutes we finally get in - and the game crashes, we SHOULD have a 5-minute grace period to log back in and skip queue, I don't understand how this is still not a thing in some games.
- Don't make too many servers, merges suck, even in A2, would rather deal with long queues than not being able to test after servers getting empty, hoping Intrepid can really push server cap to their max capacity, and if necessary have a larger game map for A2 start with more biomes/zones even if they are not content dense, if there's at least 2 castles for sieges, and grind spots we should be good to start,
- Target Markers, this is a very important UI element for Sieges/Wars/Raids.
- Small daily/weekly in-game survey with 2~3 questions max for feedback instead of a 5-page survey with +20 questions. Players don't have a big attention span, when developers do testing they 100% should send out a small survey to actually get people to read it, I believe 1 to 2 questions, max 3 is ideal to get actual answers instead of random selection just to skip it and get whatever reward it comes with.
- Please for the love of god have a screen when we first open the game and choose brightness settings to also let us set the audio level before you blow our ears out with music

That's it for me, I'd like to ask you guys are there any other (reasonable) suggestions you guys have for the start of Alpha 2?