Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
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 II testing is currently taking place five days each week. More information about testing schedule can be found here
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.
Weekly Feedback Request - 02/07/2025
Greetings, Glorious Alpha Two Testers!
Please share your top 3-5 most critical issues or feedback topics for this week's testing in the thread below using the following format:
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Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1.
2.
3.
To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread on Monday, 10 AM PST
Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.
Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience!
Please share your top 3-5 most critical issues or feedback topics for this week's testing in the thread below using the following format:
======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1.
2.
3.
To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread on Monday, 10 AM PST
Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.
Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience!

0
This discussion has been closed.
Comments
Top 3-5 Most Important Bugs:
1. Couldnt get into the game for 2 months due to the game not loading (reparing the c++ redistributable fixed it)
2. weapons are invisible for me sometimes
3.
Top 3-5 Most Important Feedback Topics:
1. not getting help about the loading broblem for 2 months has left me a bit sour (i sent you my logs)
2. the fighteres stances (blue = HP regen and green = Mana Regen now??? feels unintuative it was the other way arround)
3. getting the stances by default is nice though!
4. a feedback for general skilltree design. it was said, that you could go deep into a few specific spells and or brawd and not have some benefits. as for now, i dont feel like you cant go deep enough into a specialization. and due to the limited spells you unlock almost everything by lvl 25. i feel like, in order to make those decisions more impactfull, we need more "talents" that make spells better or reimagine their combat use. that way, it is important to carefully choose what spells to make better and what spells to leave at base strengh in order to get more spells. whirlwind is a positive example, but i feel like you could get away with a second branch. an example would be, if you spec into the momentum spender of whirlwind that makes it last longer, you then can spec into the next tier, making the area bigger the longer you spin. things like that could expand the fantasy of a player, that says "i dont care about those other fighteres, i just wana spin to win". will it be optimal? no idea. will it allow for more expression of your playstile? yes sir.
3-5 Most important bugs:
1.Animal rarity seems really broken and its terribly hard to get the resource when compared to other gatherables. The lack of good animal fat is bottlenecking.
2. Mobs under the world still.
3. You can randomly be teleported off your caravan and to another node for literally no reason.
Top 3-5 Most Important Feedback Topics:
1. Mob Training
2. Mount speeds unbalanced
3. Tank and Bruiser
1. Getting attacked by mobs out of range. i think its due to server lag or whatever, had the problem in past tests
2. If you get stuck on a horse and are unable to dismount you cant use unstuck and therefore are permanently stuck
3. trying to block feels bad. if you try to react, the time it takes for the block to happen feels weird? idk if this is just the server-client stuff
Top 3-5 Most Important Feedback Topics:
1. as a cleric main i would love to be able to better revive people open world. Players revive too soon for me to offer a revive. maybe there could be a ping or get a call out? something that fits well within the world of vera?
2. I understand clerics as being a healer/fighter with the potential to be focused on one or the other or to remain balanced? if thats the intention i think clerics may need a few more damaging spells or augmentations to abilities.
3. Needing fuel to craft everything feels painful.
4. it feels like im forced to group at level 6 to level up and at low levels that kinda sucks. i understand the having to group but i feel there needs to be a non necessity to group in the standard open world content specifically (quests, commissions, whatever small content there may be)
5. i love there being no fast travel. Can there be an option to build seats for caravans to offer rides at a price determined by the owner?
People are far faster to complain and shun an idea than to see potential or be patient with development. Please stay mindful Intrepid
Top 3-5 Most Important Bugs:
1. Caravan bugs, not being able to attack even though youve selected attack/defend. Randomly teleported to carphin when riding caravan.
2. HUD resets everytime i relog
3. Superwidescreen bug,
Description
Anyone using super or ultrawide screen (anything over 16:9 aspect ratio) is having a super bad experience, to the point I find it unplayable and nauseating. This is simply from the field of view.
Bug Reproduction Steps
Play in any resolution with a wider aspect ration than 16:9.
Expected Result
FoV should bind to the vertical not the horizontal, so that a wider screen shows more to the sides and doesn't cut the tops and bottom away.
Bug Report - Actual Result
Instead of adding view to the sides to support the larger FoV as one would expect, UE5 by default will CROP the top and bottom of the camera viewport which makes it feel very claustrophobic.
Top 3-5 Most Important Feedback Topics:
1. Stats/enchanting need nerfing, no lifers going around killing people in 0.5s in not fun. TTK needs to be longer
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Gatherable rarity needs SO much work. I'm assuming it's bugged at this point because of how bad it is. Rarity needs to be randomized so people can't put a timer on a node and farm high rarity items. Huntable animals needs higher rarity items mixed into the loot table.
2.There appears to be an issue with using both a Guild War and a Node War at the same time. You can have some members that only some defenders can attack against. If Node A declared war on Node B, then has the mayor's guild declare a guild war on one of the defending guilds, they can have attackers that most of the defenders cannot attack. This ends up with healers and supports being targeted by attackers that half the defenders cannot protect them from.
3.Treasure maps are still bugged for some. I'm not able to click on treasure maps in my bags. No quests related to maps are in my journal. Bug report in game has been submitted.
Top 3-5 Most Important Feedback Topics:
1. The bottleneck in the current game with the limited number of journeyman tables we can have given the number of nodes is really frustrating.
2. A countdown when war has been declared is needed.
3. Chat improvements needed: slash r replies, timestamps, Alliance chats!, customizable tabs
4. Hide helm (super important clearly)
1. Resource rarity needs a look. mostly animals, a wolf carcass shouldnt be a reasonable price at 10g for a single hide at epic.
2. Personally, it upsets me that as a tank, i run around with an invisible shield. doesn't build confidence not seeing my metal wall.
Top 3-5 Most Important Feedback Topics:
1. GUILD BANK GUILD BANK GUILD BANK
2. Freeholds should require town node resources gained from mayoral commissions to be maintained. this way you can't just passively own a freehold. you have to be an active member of society, and have an active mayor to coexist
3. You shouldn't require willow to tan hides. it should be any wood to tan hides.
Weekly Feedback - 02/07/2025
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Caravans Issues (bad performance with 5+ caravans on screen / crashing the game, vanishing, teleporting you to carphin, healers healing caravans without being defenders,etc)
2. Speed desync issue (seem to be a speedhacking protection but you desync everytime you go a little bit faster or use a disengage ability)
3. Mining resources having fixed rarity for a set amount of respawns
4. Getting corruption on a legit kill (caravans, wars, fake purple players)
5. Frame generation settings resetting and having to activate it everytime you log in
Top 3-5 Most Important Feedback Topics:
1. Corruption (overpunishing causing more griefing than preventing (karma bombing and mob training), going from purple to green mid-combat, flagging menu options and not on HUD (more flagging options), and more. see all at: https://forums.ashesofcreation.com/discussion/comment/491743/#Comment_491743
2. The small pvp TTK (making group pvp coordination all about doing damage) and all the problems it causes (Like the irrelevancy of the debuff system (wounds, weakened, shaken)). Expanded: https://forums.ashesofcreation.com/discussion/63918/current-pvp-ttk-design-is-bad-for-the-game
3. Action cam polish (more nuanced target system and ability to lock the target in the center of the crosshair, ability to access menus in action cam)
4. PvE encounter design (less static, more mobile, more constant pressure, fewer Insta kills). Expanded: https://forums.ashesofcreation.com/discussion/63848/feedback-on-pve-encounter-design
5. Gear progression and power creep. Expanded: https://forums.ashesofcreation.com/discussion/64606/gear-progression-and-power-creep and also https://forums.ashesofcreation.com/discussion/65691/the-problem-with-gear-waterfall-stats-and-enchanting
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2. I know classes are not the focus now but even the initial and current state of the classes seems pretty crappy. No balance, OP classes, bad ability designs and interactions overall, if the base is bad there is a high change the end result will also be bad. I have 13y experience in MMO PvP and was one of the highest ranking scores. I know what I am talking about this is not debatable.
3. Hunting profession was and still is purposefully designed to give players a hard time.
4. We want instanced PvE and PvP.
Alpha Two – Phase II Comments
Top 3 to 5 Most Important Bugs:
1/ The Tank’s grappling hook works very poorly in PvP and lacks fluidity.
2/ The crit rate for rare animal resources is far too low compared to other materials, making leather armor much less competitive.
3/ Mobs deal extremely high critical hits, even with decent gear. I’m getting crits for 9K HP, resulting in frequent one-shots.
Top 3 to 5 Most Important Feedback Topics:
This week, I’ll focus on just one comment: guild management. This ties in nicely with the related Content Creator Program discussion. These points aim to improve guild quality of life.
O1 — Accessible, Optimized Guild Storage
Ashes of Creation relies on cooperation and sharing. Since crafting professions are highly interconnected, exchanging resources can be cumbersome; sometimes, it requires rerolls stationed in different towns to streamline the process.
Suggestion: Introduce a guild storage NPC in each town with a permission-based system. This would simplify resource transfers among members and enhance the game’s community aspect.
O2 — A More Engaging Guild Leveling System
The current system, based on caravans and Glints, isn’t very fun and feels limited to an already well-established “elite.”
Suggestion: Allow guild progression through various in-game actions, such as:
XP earned by each member when leveling up.
Participation in boss hunts or large-scale PvE events.
Treasure hunts and other community-driven activities.
This approach would reward diversity and overall participation, rather than relying on a single activity type.
O3 — Improved Guild Management Interface
A few interface enhancements could strengthen cohesion and communication within the guild:
- An integrated guild calendar to schedule activities directly in-game. (While Discord does the job, having an in-game reminder is a real plus.)
- A public notes section where members can post key information, for example:
“Away from Feb. X to Feb. Y”
“Profession: Alchemist, Level 35”
- This would encourage transparency and coordination without relying solely on external tools.
Conclusion
I understand that other features are already planned (customizable crests, etc.), so I won’t expand on those. However, these three points—guild storage, diversified leveling, and a dedicated interface—seem critical to ensuring a smooth guild experience and community cohesion.
Thanks in advance for considering these suggestions.
Imanech
Top 3-5 Most Important Bugs:
1. Caravans vanishing in to thin air
2. Node line crossing sometimes makes you lag or desync
3. Treasure mounds being hard to see or not working
Top 3-5 Most Important Feedback Topics:
1. Enchanted gear is a good way to boost the endgame. However the difference in power it gives you is massive. This leads to a gap inbetween players damage that cannot be gapped by skill.
2. Time to kill is to low for high power players. 3 spells being able to take out a player feels unsatisfying and frustrating if it happens to you. Currently you just want as much DPS as you can possibly stack for PvP. Killing people instant is currently how to win fights.
3. Attacking caravans has no penalty. You can win 10 fights in a row but with the amount of embersprings and no penalty on death they can keep coming back slowing the defender down untill more people arrive. This makes caravans feel very one sided to the attackers side.
4. leveling the best way is to just kill mobs in a certain spot. Dungeons should feel like dungeons where you have to move thru them. Its kind off boring that the best way to level is grinding in 1 spot for hours.
5. Flagging up is a broken system. Currently if someone flags on you you would be stupid to flag back untill you have a favourable position. Flagging after looting should also last longer and reset when being attacked.
Top 3-5 Most Important Quality of Life improvements:
1) Please add an option in Settings: Gameplay: Combat: Floating Text - "Show weapon finisher". For time sensitive buffs to abilities it would be great if we could have a large text - eg for ShortBow "BULLSEYE 1", "BULLSEYE 2" - so we can immediately choose our ability to buff instead of another weapon proc counting as the ability that is buffed.
2) Please add to Floating Text: Show Resonant weapon stacks - "Resonant 1" Resonant 2" etc
Both these quality of life improvements target the players who find the tiny buff icons under the player bar hard to see and hover over to read and understand.
Top 3-5 Most Important Bugs:
The devs need an extra ration of rum for their great bug fixing!
Top 3-5 Most Important Feedback Topics:
I am one of those "Solo" players and have been enjoying the combat and gearing. I have used the current "meta" of stacking primary stat to maximize Magic Power and find it very rewarding. Getting a noticeable boost in power for every single stat increase is a GREAT gameplay experience. So rewarding. Going from having to run away from mobs to able to take them down over a week of improving ( at lvl 25 ) was most satisfying.
This is the aspect of gearing i hope is allowed to continue.
However, This satisfying PvE gearing gameplay is under significant risk of being tempered to a "Joy breaking" degree because PvP combat currently utilizes the full power of gear. The risk is that the solution to this PvP combat power is to scale down the power on gear and enchanting and gemming essential to the PvE experience.
I hope that the "Time To Kill" can be solved by separating PvP and PvE gearing instead of scaling gear down to afford the required power reduction.
Let the PvE gear improving in stats continue - but put a reduction on power gains from gear when PvP is engaged. Keep the immediate satisfaction of noticeable power gains for PvE and solve the TTK issue by other means.
Thank you for allowing a humble Alpha 2 participant to provide feedback.
1) Desert mobs disappeared overtime, just never respawned
2) Caravan bugs, group leader should be able to choose for everyone in the group to attack or defend, currently you all need to drop out of group then choose and re-join, caravans just vanish this is happening more.
3) Some dungeons are laggy and the Forge has light problems, sometimes its ultra bright, sometimes its dark as hell sometimes relogging fixes it, sometimes it makes it worse.
Feedback:
1) Caravan defend/attack - the attackers don’t risk much, the defenders lose all, if your attacking your deaths should be on timers, the more you die the longer you need to wait till spawn, also give random defenders some sort of reward, xp or mayor coins perhaps.
2) Tanks and now clerics in pvp feel useless as TTK is far to quick, 2 instant spells it takes to kill someone and that’s pretty much impossible to heal, as for tanks, as it stands there isn't any place for them in pvp, they die to quickly on the front line and feel pretty useless hanging back. They need some kind of passive magic resist and maybe some more group buff abilities, some kind of group purge would be good, shield slam should be a stun so they can protect healers/mages.
3) Need more grinding spots, there are plenty of empty spaces around the map, the westside of the map really does need some love, add some higher level grinding spots in the southwest, west and northwest please.
4) Please rethink allowing power levelling - many players have quit or happy at level 25 and after a while its harder to get into groups to level up a new toon or for newbies new to the game, just allow lower levels to join in with the higher levels without any xp drop off for the higher players, many games have allowed this and it helps with getting in friends into the game late on.
5) Flagging system is flawed and needs a rework.
6) Enchanting - because TTK is really low and over before you blink, maybe have enchanting stats for the pve and in pvp you only use the base stats of the items?
Top 3-5 Most Important Bugs:
1. I'm going to say it because no one else will: Why are Clerics able to destroy other archetypes? Is this intended? if so, horrible design. Why do they do so much damage? This needs to get under control or give the other classes self-heals or more mitigation. Clerics are healers not assassins. I know Steven is a Cleric but stop showing favoritism lol it is breaking the game and not making it fun at all. When a 25 cleric can 1v1 and destroy the dive DPS class (Fighter) then there is an issue. Steven, you can stay in God Mode but nerf the rest of the clerics that actually play the game as intended.
3. Caravans still glitchy always disappear. Also, having to attack/defend out of party then create party once everyone has selected is just....... bad. Attackers have nothing to lose. Make it a 1 death event. If an attacker dies, they get booted from event and can no longer attack.
4. Static spawns of material nodes really is just a joke. You are asking for bots to enter your game and people just camping them on a timer.
Top 3-5 Most Important Feedback Topics:
1. Clerics OP too much dmg as a healer
2. TTK is just stupid. Legendary gear still broken. Why does there have to be such a big gap between heroic and legendary? Make legendary the min/max, not the MUST HAVE in order to compete. Big guilds are always going to have better gear just because of sheer numbers, when there is a huge power gap then it's just not fun. Stop catering to the "Walmart's" and "Apple" and help out the small town business owners.
3. lvl 10 enchanted gear being better than 20 gear? needs some scaling in my opinion. 20 gear should be on par with maybe lvl 10 gear +5 on drop. If not what's the point in even getting 20 gear?
4. STOP GIVING AWAY MOUNTS! I was PvPing is desert the other day and couldn't chase down a guy because of a mount that isn't even in the game yet!!!!!!!!!!!! If you are going to give fast mounts to people, then give to everyone to level playing field. Also, traveling node to node is a big part of game, when you just gift mounts that are faster than mounts in game, then you are giving them a huge advantage
5. leveling by just grinding mobs has already turned off 3 of my friends. Hopefully this is not launch leveling.
Top 3-5 Most Important Bugs:
1. Mobs getting stuck in random locations and killing you, especially for 2/3 star elites. had this happen at hh with fire elementals - they made the place ungrindable.
2. Gathering things where you have to stand at a special angle to be able to gather is not critical but it's incredibly annoying.
3. Sometimes you get teleported across the map for no seaming reason. I imagine it's connected to the border crossings.
4. For Mage after you blink, sometimes the character stops for half a second to 1 second for no reason. This is especially bad when running away from stuff.
Top 3-5 Most Important Feedback Topics:
1. You really need to add something to help people figure out what buildings are available in a node. Rn everyone has to go to 3rd party site to fire it out or just hope and walk for hours. I mean add a list. this node has apprentice tailor metalworking etc.
2. The lack of direction when starting the game is crippling. The professions are confusing. This all goes away the more you ask around and watch tutorials but just trying to figure things out for myself there doesn't really seem to be a way to do that that is not 100% trial and error.
3. Combat feels nice but the action side of it is borderline unplayable for me. I was expecting something close to bdo but this is not it. Classic tab combat is great.
4. I am not sure if Mage Blink is intended to keep momentum while blinking off a cliff but it's extremely fun.
5. I know travel is a big thing and I agree with its philosophy, but have you considered a Hearthstone-like thing? Running out of town and onto adventuring is fun, but running back after you went halfway across the map is miserable. Having a teleport back to town even once or twice a day would allow people to wander around more, I think.
1) Game Stability – Memory leaks still occur, causing full-screen freezes that require closing via Task Manager. Short freezes happen in certain areas (e.g., Carphin Tower entrance). Rubberbanding also occurs intermittently.
2) NPC Behavior – NPCs can move unpredictably, phase through walls, attack from unseen positions, or move erratically, leading to frustrating encounters.
3) Party UI Issues – Party UI frames sometimes bug out, hiding ally HP/mana bars and often requiring a relog. General UI also needs improvements in clarity, menu organization, and accessibility (e.g., crafting menus are confusing).
Top 3-5 Most Important Feedback Topics:
1) Community & Toxicity – Player toxicity is escalating (spam in global chat, griefing, exploiting). Some form of moderation or mitigation is needed.
2) Low-Level Aggro – Low-level monsters (5+ levels below) are so annoying when traveling between areas and bring no benefit. They shouldnt aggro and their names could appear gray to indicate they aren’t worth killing.
3) PvP Ambushes – Being attacked in low life right after killing a mob feels unfair (no time to react). A system like Lineage 2’s Combat Points (CP) as an extra PvP shield could help balance this.
4) Animation Bugs – Mounts sometimes freeze mid-air, slide across terrain, or get stuck when jumping. Needs polishing.
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1. Tank- currently horrible and the last "big" update made it far worse. The change that was made to grit makes me wonder if anyone playtests tank at all. just making us have to tediously manage our class resource so that we can mindlessly hit the same skill ever 5 secs is not fun at all. One of the problems with the tanks was not having a lot of skills the really mattered not that we needed busy work in combat. Reducing the mitigation of what was already a very squishy tank makes not sense at all. In pvp tanks are just a dps class with some trips.
2. Guild system- see guilds system thread
3. TTK- Far far to short
4. Static rarity resource nodes
Top 3-5 Most Important Bugs:
1. Mouseover healing for all skills (i.e. Mend is not working properly).
2. SHIFT and CTRL binds trigger when typing in chat or /bug.
Top 3-5 Most Important Feedback Topics:
1. Cleric/Healing in General - Frames: As a game that contains a lot of group content, I believe it would be vital to immediately revamp and look at enhancing the party/raid frames. Some items that are of immediate concern when it comes to healing with its current state:
2. Inventory/Storage: A few QoL enhancements should be made, such as being able to pull materials out of your current storage for crafting and fuel, and a quick "order" button (i.e. move everything to fill top to bottom of bag - because missing slots/spaces between are annoying to manage) would be awesome.
1. Tank grit changes are horrible there was a reason most other games went away from short time buffs please change it back...
2. Everyting with trying to talk or engadge to other players is more or less horrible and to make it worse people name the char to something like hit'me!crap and to reply you have to type /tell please fix a reply keybinding and the ability to rightklick in chat or something. same with friendlist it should be on accont not per char and make it stick now people drop of it and i even have my own charachters name on my list...
3. The marketplace is just terrible make us sort by item, level, quality and so on and the search should be on the items not on the comment in store....
4. GUI I would like to make the buffs and debuffs larger and the node buffs shouldent be under the charachter it should be up att the minimap or somewhere else
I love the game so dont get me wrong I know its an alpha but i still think that some of the system is not even thought over it just isent a good implementation at all so I hope you redesign alot of the day to day aspects of the game... All the classes are fun have all around 15-20 but the timers on buffs is a bit short... Also I find most of the game is grinding only difference is if its outside or inside cant wait for some real content.
Top 3-5 Most Important Bugs:
1. Node wars are glitchy (the base camps do not always show up on the maps nor do the ruby deposits).
2. Rubber banding has gotten worse on the past testing session.
3. It is easy for caravan drivers to be killed when they are driving their caravans.
Top 3-5 Most Important Feedback Topics:
1. I have had friends who have stopped playing/testing the game because they are tired of being killed while at crafting stations during peaceful times. The town itself of at least an area around each crafting station should be a safe place where you don’t need to worry about getting slaughtered while you are sorting through your resources to craft items/ look at recipes or even to put them in storage with the clerk. I have been attacked and I have had multiple guildies killed and looted while at a crafting station.
2. Node war : please set a delay timer of 30 minutes once war is declared before players can be freely killed. This will let our little people get to town safely to put their goods away. Also, please have the rubies and blood collection and channeling the Godspike also start from the beginning of the active fighting Node War time. That way, players who want to fight can fight and players who want to harvest can harvest.
3. Please give us Guild Bank storage.
Top 3-5 Most Important Bugs:
1. Caravan despawning and desync. Seems to mostly happen around server worker handoffs.
2. material tabs and crate / cargo issues. multiple guildies and myself have had material tabs go blank (not the extra tabs, the main tab) We have also had issues with cargo storage and crates.
3. Those 2 are so huge for me and my player group everything else feels unworthy of mentioning
Top 3-5 Most Important Feedback Topics:
1. Processing and gathering feels clunky at best. Sliders instead of pre set quantities. Concurrent slots progressing on upgraded tables. Rolling stacks of lower tier resources into a higher quality. Whites and greens are nearly worthless and basic resources are ignored. If we could roll resources up it would generate much more balance into the resource system. Also, static spawns are brutal but everything feeling like hunting is not the answer.
2. A way to decrease complete caravan component destruction on death / bug would be fun i think. A caravan insurance system might also help alleviate this without having a negative effect on crafters and could double as a gold sink.
3.Node cloaks being hard tide to nodes feels bad. give citizens a way to get a non tradable version for cheap and then have the tradable versions cost a bunch of gold or currency tokens. This may not matter at all long term but right now choosing home node based on cloak stats is a major bummer for folks trying to play semi seriously. I know about the equip it and renounce citizenship work around but that seems like an exploit at worst and troll at best.
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Dough Recipe broken, breaks half the advanced cooking stuff
2. Disappearing Bank Storage (all contents gone, not from citizen node/tax issues)
3. Resource-specific Storage tabs do not allow the bigger stacks
Top 3-5 Most Important Feedback Topics:
1. (EZ Temporary QoL improvement until Crafting refactor) Cooking is heavily limited by Butter, if milk was a 5x product like harvesting meat was this would be a lot easier and more straightforward. It is weird a whole cow gives only 1 milk but a chicken gives 5 chicken meat
2. I like the rarity system in concept, but the inventory management of it very rough. My thought is that gathering bags should have a *lot* more slots but be limited by "weight" or item count. Currently if you have like 5 different qualities of rubies that takes up 5 of your precious slots, but at the same time you could have 300 of another resource that all stacks of the same quality. 5 items and 300 taking up the same "space" just feels weird, esp when the "same" thing.
3. The basic bard songs being learned skills feels wonky, would prefer you automatically get them at level progressions. The improvements as skills for sure and love the general bard system and its interactions, but I would love to be able to play all the songs at least a little without having to gimp my skill tree