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Alpha Two Feedback Discussion
Weekly Feedback Request - 02/07/2025
Vaknar
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!
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Solonthebandit
Alpha Two Phase II Feedback
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.
malkithe
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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
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