Glorious Alpha Two Testers!

Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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 - 02/13/2025

VaknarVaknar Member, Staff
edited February 19 in General Discussion
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:

======================
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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Comments

  • wundy90wundy90 Member, Alpha Two
    edited February 15
    Top 3-5 Most Important Bugs:
    1. Optimization continues to be an issue. Performance quality, server quality, etc. This will always be the number one priority to me.
    2. Caravan issues. Losing caravans to misplacement, getting warped to Carphin abruptly, etc.
    3. Mounts freezing, animation issues, rubberbanding in spot. I would mix these all together as a bug.
    4. Godspike Turn in NPC. The Godspike NPC would not accept blood from any of our citizens except for ONE person, and we had to trade this one person our blood to provide turn ins.
    Top 3-5 Most Important Feedback Topics:
    1. Economy. I am a stern believer in the economy needing more diverse farms, ones in PVP zones, that provide larger amounts of glint with the idea that there are threats from other players coming to contest and fight for you. Caravans should not be the only expedited way on acquiring gold, this is an issue at lower levels where you get coppers on the gold for larger investments of time, meanwhile end game you can get large piles of gold with a lot less work . Maybe mayors can provide commissions that provide larger amounts of starter gold for players? I know there is a board, but it doesn't provide much for the time invested.


    2. Godspike. We had a node war where Godspike was activated, and our godspike was in a node that was in neither of ours, and so we could not fight each other in the Godspike. Please allow for players, who are in the Godspike and the War, to PVP one another to conclude the war more quickly. Also, I would advise STRONGLY that, in the future, the amount of blood is not one blood per mob. No one in our guild wanted to farm 2400 mobs, and this was making the Node War drag on even more.


    3.Node Development and Assistance. There are a few node that are extremely underdeveloped, and they have been asking for assistance to create their journeyman metalworking table and otherwise. There should be a means from higher tier nodes to provide to lesser tier nodes, be it through a mayoral decree that can launch a specialized caravan that travels from their node to the node they wish to help, granting a large sum of gold to the node, from providing commissions that sends players to the lesser tier node with incentive of payments to those players that help meanwhile providing the lesser tier node to improve / develop more quickly.

    I think this will be extremely important when sieges are allowed, and nodes are getting full wiped. No one wants to spend a hundred hours or more having to recover a fully destitute node. If there are options available from their neighbors to expedite the process, however, recovering from a loss of a node war will not be as burdensome to the losers.
  • malkithemalkithe Member, Alpha Two
    edited February 15
    ======================
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Flour Recipe broken, breaks half the advanced cooking stuff 😦
    2. Disappearing Bank Storage (all contents gone, not from citizen node/tax issues), referenced by Solon above
    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
  • TygorianTygorian Member, Alpha One, Alpha Two, Early Alpha Two
    edited February 15
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Marketplace - For example ... I can goto a cities marketplace and do a search for Greatsword ...it gives me like 5-6 people with Greatsword ... but if i go thru page by page I find 30-40 people. Please incorporate a better search engine for this
    2. Weapons - they become invisible once in a while
    3. Mobs underneath world- I've had this from time to time ...getting attacked and not able to respond cept run em off
    4. Mounts - the animations stops moving but you are still moving


    Top 3-5 Most Important Feedback Topics:
    1. Quests - not enough exp ....only way to level is grind,grind,grind
    2. Questlines - where are these for like the game or classes ....give me a direction to go in instead of wandering aimlessly
    3. Dungeons - add some lower level dungeons ... solo dungeons ? I wannna dungeon crawl ...even higher level doesnt feel like enough of these exist
  • This discussion was created from comments split from: Weekly Feedback Request - 02/07/2025.
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  • VaknarVaknar Member, Staff
    Popped some recent feedback from the last feedback request into this one :)
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  • hayness666hayness666 Member, Alpha Two
    edited February 15
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Opening then closing map often makes camera no longer work in action mode
    2. Some of my guildees often can't login to the game to play at all (perpetual black screen after loading screen)
    3. Often cant get mouse-pointer to appear on screen in time to click need/greed/pass when in action mode
    4. People still griefing by turning mobs onto other players
    5. /emotes only work like 10% of the time

    Top 3-5 Most Important Feedback Topics:
    1. Please don't make us need journeyman items to make apprentice items
    2. Camping 5-6 embersprings all over map during wars and killing people 3-4 seconds after respawn is sad
    3. Can you allow squatters to take freeholds that were bought and forever owned by people who don't even play anymore?
    4. Can AOC staff please avoid amplifying and working with explicitly bigoted influencers?
    5. Allowing us to swim in and across the big middle lake would be the best
  • zero34zero34 Member, Alpha Two
    Top 3-5 Most Important Bugs:
    1. Caravan porting to off map and not being able to be recovered (happened twice in 3 days, bug reported both)
    2. sighted fanatics teleporting back to their spawn point as zombies
    3. Walls in the game not blocking spells

    Top 3-5 Most Important Feedback Topics:
    1. Service not being restore caravans or even the parts is completely missing the mark.
    2. AoE's being able to traverse walls
    3. bard spells bounce further then they should
  • MalvaMalva Member, Alpha Two
    **Top 3 Most Important Bugs:**
    1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

    2 - Can not join attack/defense in a caravan when already in a party/team

    3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time


    **Top 3 Most Important Feedback Topics:**
    1 - Item power in PvP is insane, the PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, very low skill gameplay with the current direction - nerfing enchanting wont fix it as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

    2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently

    3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
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  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    Top 3 Most Important Bugs:
    1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
    2 - Can not join attack/defense in a caravan when already in a party/team
    3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time


    Top 3 Most Important Feedback Topics:
    1 - Item power in PvP is insane, the PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, very low skill gameplay with the current direction - nerfing enchanting wont fix it as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat
    2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently
    3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
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  • falourefaloure Member, Alpha Two
    Top 3 Most Important Bugs:
    1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

    2 - Can not join attack/defense in a caravan when already in a party/team

    3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time


    Top 3 Most Important Feedback Topics:
    1 - Item power in PvP is insane, the PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, very low skill gameplay with the current direction - nerfing enchanting wont fix it as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

    2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently

    3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
  • oommoomm Member, Alpha Two
    ======================
    Alpha Two Phase II Feedback

    context -> plays fighter, pvp is my focus, i play like 3hours on work-days maybe 6h on Saturdays. tries to be competitive i guess. also given, i like the game.

    Top 3-5 Most Important Bugs:

    1.Optimization in pvp scenarios - i rock a i7 gen 11 & 3070rtx 16g i know its not the best for aoc, but i still get solid 60 fps most of the times with a low-med visual settings, but about 90% of the times when pvp of more than 3 players all shooting up their abilities i get mad drops to like 23-40. its not networking lag but it does really effect the game feel. also when farming pve with 8 people i don't get those drops.

    2. melee-ranged switch cancels auto attack - i think this is more of a bug than feedback ticket. when i start combat using a bow and use a melee ability it switch automatically to the sword for auto/basic attack, BUT it cancels the auto attack(?) so you need to press Q (default) again. its annoying and ruins the flow. i know about the settings i had them all turned on, so auto attack should toggle on after every action.


    Top 3-5 Most Important Feedback Topics:


    1.hidden real HP for pvp targets and the quad segments damage delay in pvp - i think its stupid, i dont like it, and its just a bad OLD idea.

    2. true combat pet - hear me out first, i think the fantasy of roaming with yo dawg is one that many share, i came up with an idea for a balanced system, after hearing an old interview of Steven™.

    i don't care how we get them, maybe players create them like mounts or maybe quests and rep rewards. doesn't matter.

    you need to sacrifice 1 active ability to summon them and they have low damage low hp low run speed in combat, and you get a "while the pet is active" replacement ability to toggle pet attack.
    you can sacrifice 2 more active abilities to give it a 33% stat boost or something and make it just like a 1/6 player power max.
    2nd replacement ability would be animal specific like a dog bark give stagger,bear charges and so on...
    3rd ability could be weak aggro, or an out-of-combat ability like heal/mana rgn/fetch loot.

    zombies, skeletons and minion type pets could also be considered.

    do that you can name it and that you have to feed it and care for its happiness if it dies too much.
    i think every thing could be balance very easily to make this not break game.

    please just make it so its one rarity single stats for types/kinds of pets.
  • OrrionOrrion Member, Alpha Two
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. The only bugs I've run into have already been fixed.
    2.
    3.

    Top 3-5 Most Important Feedback Topics:
    1. Travel - Travel between villages and nodes takes far too long. When your player base is resorting to drowning themselves to cross the map to an Embershrine, you know there is a problem. I know you want travel to matter, but there must be a better way than this. I want to be able to get a group and get going, not spend half an hour riding my mount to the node we're killing at. That's simply wasted time.

    2. Crafting/Gathering - Raising crafting in the early levels needs to be easier. If our primary method of gear acquisition is crafting, then we need to be able to actually do it. Right now it takes far too long and the resources required are too sparse. I can spend hours looking for Flax, for example, and not even come away with a full stack. Also, we need to be able to put however many things we have into processing. It's fine if you want to cap that amount at 50 but let us put 45 if we have 45.

    3. Storage Space / Accessibility - I think we really need more storage space and the ability to access our storages in different towns. We barely have enough space to hold a few items of multiple rarities. Given how much material it takes to even do any crafting in the first place, that and the lack of space we have is very prohibitive. It's also a little silly that we have a large main inventory, but we have hardly anything to put in it since equipment and recipes drop so rarely.
  • KrelKrel Member, Alpha Two
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1.resource spawns unable to gather(I'm enjoying the crafting but this sucks)
    2.having to flag to pvp in pvp zones when attacked.
    3.axes hammers and the 2h versions (obviously a bug we have dwarves )

    Top 3-5 Most Important Feedback Topics:
    1.Fix the bottle neck at willow make 2 resources
    2.Fix the bottle neck at willow make 2 resources
    3.Fix the bottle neck at willow make 2 resources
  • dvoraendvoraen Member, Alpha Two
    edited February 15
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Enemies/mobs continue to get stuck on various forms of terrain when leashing. I particularly see them go unresponsive to being attacked or full-health heal when near elevated terrain (such as a road passing between rocky areas with no clear path up).
    2. The log files are growing insanely large this week. I had a 1gb(!) log file just from today, without having the crash debugging options enabled. I couldn't even open it in Notepad. lol
    3. See my /bug flagged as exploit about something the game says you shouldn't be able to do, which I've been able to do. :) Or update the tooltip to indicate this is allowed now. (And yes, I do check this frequently.)

    Top 3-5 Most Important Feedback Topics:
    1. Prioritize Quality of Life features for the sake of the testing environment; examples follow:
      • Chat window settings
      • Gameplay settings (e.g. held ability settings)
      • Artisan quantity crafting (player-determined quantities rather than set quantities)
      • Node UI data (e.g., node resources and building timers)
      • Tooltip formatting for weapon attacks (look at Wands' finisher descriptions in particular...).
    2. Consider raising guild member limits and/or implementing measures to handle "zerging". If PVP is meant to be balanced with specific numbers in mind, as far as archetype and (later-on) class designs and numbers are concerned, then it stands to reason that limits need to be placed to bring player counts into the ballpark of where design is aiming for encounters.
    3. Please strongly consider putting in detailed explanations of how X Y Z things are supposed to work. Part of the idea behind testing is to break the system, but if we don't know how it's supposed to work... is it really being broken, or did we just find something the team didn't expect?
  • notjbombonotjbombo Member, Alpha Two
    ======================
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1.
    2.
    3.

    Top 3-5 Most Important Feedback Topics:
    1. Assist Targeting System
    As a Ranger, and likely other classes, there needs to be an assist targeting option to improve group coordination. One possible solution is a keybind option, such as “Set Bind – [Key] – Target through target when targeting = [Player Name].” A more intuitive approach would be an automatic system where targeting the tank also targets their current enemy. Currently, there is no clear way to assist the puller in parties, making coordinated combat difficult. Even a basic assist function would provide a foundation to improve upon.

    2. Ranger Ability Synergy & Flow
    Ranger abilities should interact more cohesively to encourage skill chaining and strategic gameplay. For example, a rear “Snipe” shot could deal increased damage when attacking from behind, or after using "Disengage," the player could have a three-second window to cast "Barrage" with an added snare chance/effect. Right now, there is little incentive to chain abilities together in a meaningful way, making Ranger gameplay feel like button-mashing rather than skill-based combat. A more intentional combo system would greatly improve the class.

    3. Persistent Passives
    Passive abilities should remain active until death rather than resetting every time a player logs out. This is particularly frustrating when the game crashes mid-fight, and upon rejoining, passives need to be manually recast. The expected behavior would be for passives to persist between logins unless intentionally removed or dispelled.

    4. Expanded Ranger Utility – Poison & Crafting Integration
    To further enhance the Ranger class and reinforce its identity as a stealthy, ranged DPS archetype, incorporating a poison system tied to crafting would add both utility and incentive for players to engage with the class. This could allow Rangers to craft and apply various poisons to their arrows, each providing unique effects such as slowing, snaring, or applying damage-over-time (DoT) debuffs. Additionally, elemental-based poisons could reduce enemy resistance to specific damage types, such as fire, cold, or lightning, adding strategic depth to combat. This system would not only give Rangers a distinct advantage in certain encounters but also provide more synergy with party compositions by enabling targeted debuffs. A well-implemented poison system would give Rangers greater flexibility in both PvE and PvP while making crafting a more meaningful aspect of the class.

    5. Incentivizing Camouflage – Enhanced Ability Synergy
    Ranger Camouflage currently lacks a strong purpose beyond brief disengagement, making it underutilized in combat scenarios. It doesn’t need to mimic the Rogue’s stealth mechanics, but it should provide situational advantages when paired with specific abilities. One way to improve this would be to allow Rangers to chain abilities from Camouflage, granting them additional effects or bonuses when attacking from a hidden state. For example, firing "Snipe" from Camouflage could increase its critical strike chance or add a bleed effect, while using "Barrage" could increase attack speed or penetration. Additionally, staying in Camouflage within a set range of enemies before attacking could increase the potency of the first ability cast, rewarding smart positioning and timing. This would give Rangers a strategic way to open combat, increasing their effectiveness while preserving class identity. By enhancing Camouflage’s synergy with abilities rather than simply making it another version of stealth, it would become a core mechanic of the Ranger playstyle rather than an afterthought.
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    edited February 15
    Optimisation ....

    Before even thinking about other bugs, game needs to be better optimised, this was suppose to happen in phase 1 but for the vast majority of us if you are not using a 4000$ rig the game runs like trash.

    First thing you see is the launcher which totally bricks your entire computer whilst trying to patch the game, not sure why delta merge is even a thing, no other games seem to have this

    Then nodes drop your fps to almost 0 with what it seems like memory leaks everywhere, even on low graphics the game does not look anywhere near good enough to have this high of a cost to run, this needs to be worked on, step 1, fix or replace the launcher / patcher
  • stinkyjunkmoneystinkyjunkmoney Member, Alpha Two
    Alpha Two Phase II Feedback from someone who just bought Alpha. Mind you I was told not to buy this from a friend who has bought the $400+ dollar package back in 2021. You can check the referral that I used from that individual.

    Top 3-5 Most Important Bugs:
    1. Questing, if it's this bad and atm you don't care about questing, why am I doing it?
    2. Environmental bugs, area, terrain, monster and mount. I can walk into mountains, hide inside of rocks. My mount acting like it wants to go backwards. The monster animation is a hit or miss in terms of is the monster doing an action to create the projectile to occur. It's not every time.
    3. Caravans disappearing, items disappearing. This doesn't matter to me much because it all gets wiped out. But it goes to the point of why are you forcing people to do some type of progression? Start them out at whatever level so they can test whatever you are wanting to test on this wave.

    Top 3-5 Most Important Feedback Topics:
    1. Why am I leveling from 1 when questing does not work, nor do you care if it does on this wave? (The feedback from general chat)
    2. The starting location is bad, uninspiring. The world/map is small as hell. I see the desert was added but I hope there is going to be double the size of the current map, AT LEAST.
    3. Alpha is not kind to the new nor is it going to capture their attention. This is not meant for newcomers at this point to come in and "test". If the questing is broken, new players have no clue how to get out of the starting area. No one wants to farm boars to get to the level they need to get to. What you are asking for and then forcing people to do are two separate tasks. Do you want new players to test whatever this wave is for or not? This is geared to those who have been fanboys of this from the start.

    Do you want new people to test your game, because it seems you are okay with the core group of people still hanging around. At this point, I can see why WoW still ranks supreme. Doesn't matter if this is in Alpha or not. The flow, the control, how I can navigate all seems off.

    I'll check back in around May. Back to hardcore WoW. Nothing at the present time is looking like it's going to best that stupid game called WoW. You guys have much work to do. Partner with a VC and inject more cash to hire more working power.
  • zdicho420zdicho420 Member, Alpha Two
    Server stability and optimization would help me. Since the last week's update I cannot log in for more than a minute or two before being fully kicked from the server, that is assuming I get logged in before it kicks me. So far, I have had approximately four hours of playtime since I bought Alpha in November. I do not even have enough playtime to tell you either way good or bad about the game, just that I regret spending on it currently.
  • kazistraszkazistrasz Member, Alpha Two
    Most Important Bugs
    1. Being able to walk through terrain geometry.
    2. Mobs clipping through terrain geometry and becoming stuck inside rocks or under hills.
    3. Logging in and having been teleported to an emberstone instead of where you were when you logged out.

    Most Important Feedback
    1. Mining specifically is a nightmare from the very getgo. Easy to farm a bajillion of everything with herbalism and lumberjacking, but finding anything that isn't basalt or granite is really off-putting.
    2. Quests feel so meaningless with the amount of XP they give currently. It takes a rare kind of player to enjoy pure mob grinding for 400 hours to level. Quests needs a significant bump in XP awarded, and pure grinding probably needs a slight nerf to balance it out.
    3. My mount struggles to run across rocky terrain, and it's very frustrating at times having to spam jump at every angle to hop a ledge that unmounted my character just walks across.
    4. The music in this game rocks. Please don't touch it :D
    5. The snow is very bright in sunlight. This seems silly like "just turn down your brightness duh" but everything else is appropriately bright. Just the brightness of the snow itself wears on the eyes after a while.
  • CyjaxCyjax Member, Alpha Two
    Top 3-5 Most Important Bugs:
    1. Going to dogpile on to the Caravan bugs needing to be fixed. Caravans porting unreachable NE corner of the map. Players getting randomly ported to Carph.
    2. Some nodes unhittable near SW boundaries. Often require full client restart to make the node hittable.
    3. Mob AI feel very strange, often see mobs glitching back and forth like meth'd out Z-nation zombies.

    Top 3-5 Most Important Feedback Topics:
    1. Option to disable weather effects and night cycle for visually impaired players. I think I actually started to develop virtual snow blindness fr fr.
    2. Inventory Tetris feels awful. Please consider making all items only take up the space of 1-square. Consider moving away from a vertical scroll and instead adopt a tabbed inventory space.
    3. Would be nice if there was more PvP events added to the testing environment.
  • TemplariuszTemplariusz Member, Alpha Two
    Top 3-5 Most Important Bugs:
    1. caravans disappearing and being unrecoverable on 0/0 coords, players being teleported over the map
    2. mobs and nodes behaving strangely at server worker borders
    3. inventory bugs
    4. can't attack or defend a caravan when in a party or raid
    5. various graphics bugs (mounts, weapons displayed on character)


    Top 3-5 Most Important Feedback Topics:
    1. please change gathering node quality and spawn timers, the economy and gathering as a whole is already totally messed up because of people just camping high quality spawns with timers. This results in far too many high quality materials in far too few hands. If you want to really test a functioning economy then random people need to have access too and not only people using websites to track every single good spawn they find on a given day.
    2. please decouple artisan professions completely from adventuring. This means all artisan buffs should be available for any adventuring level and NO adventuring buffs should be included there. Also artisan gear should not give any adventuring stats as to not force people into specific professions for optimizing their class.
    3. enchanting basic stats seems too strong
  • VeeshanVeeshan Member, Alpha Two
    Top 3-5 Most Important Bugs:
    1. Only bug i encountered where tree spawning in rocks and sometime u can interact with some but they wouldnt chop down when bar finished (all i did was chop tree 12 hours a day for 5 days)
    2. Drop rate of useful wood quality feel like a bug to me (1300 briar wood harvested 48 was useful aka heroic+ quality 8 epics 40 heroics with 400+ rarity bonus)
    3.

    Top 3-5 Most Important Feedback Topics:
    1. Lumberjacking/Hunting feels absolutely demoralizing of an activity you run around for hours to find minimal tree to harvest and when you do it basicly a white or green quality occasionaly a blue with a super rare chance of being useful heroic+ due to mobs dropping blue gear anything below heroics quality resources feel kinda usless atm, crafters cant even get mats to supply themselves let alone having extra to fuel the player economy (im hoping it due to artisan skill tree not being in game yet) but atm if anything causes me to quit the game it gonna be the state of gathering specificly hunting/logging. Ore/rocks/plants have much higher level nodes so you get useful materials more often, mining does have a coal issue though it rare and again cant get useful quality aka heroic+ with current rarity bonus doing basicily nothing :p
    2. Processing item bloat feels real bad atm you adding more items for no real reason lets take lumbermilling for example.
    Novice = Wood + Timber
    Apprentice = Wood + Timber + woodchips+ boards+ planks + beams (tbh i dont have an issue here it the next ones)
    JM = Wood + timber +wood chips+ planks+dried planks+ beams+dried beams+ boards+ dried boards+ Paper + sawdust (10 different items u need to stock at a single quality if your gonna sell them cause some items need dried planks some dont so you need to stock a vendor with 10 items just for one quality of goods to sell to other crafts and when vendors have 20 spaces well things get rough) not to mention this is for every single wood species in the game aswell
    Master above + im guessing we will get oiled planks/beams/boards seeing there wood oil on the vendor
    GM will be all of the above and something polished planks/beams/boards its get a wee bit out of hand
    (Edit: i also forgot logs but they dont have a use yet it seems)

    Please just condense this list down a bit we dont need the dried/oil/polished wood and all that if you want the processing time to take longer for higher quality stuff just make the timer per craft longer please lol just one type of plank/board/beams please lol :D save us from the inventory management and vendor issues
    imo dont increase the amount you need to process items constanly just move logs from apprentice to master (used for seige/ships) and then reinforced planks/beams/board or something at grandmaster and call it a day

    3. Also timber should be a 1x2 size grid not a 1x3 its the only material that doesnt get smaller when u process it for storage, woodchips should use timber aswell in the recipe not unprocessed logs to allow for easier managment we can process all log into timber for storage magement then hold that till we know what exactly we need to process it into.
  • ImanekImanek Member, Alpha Two
    Hello,

    Here is my report for the past week:

    Bugs observed:
    - Carphin: Many mobs get stuck in walls, especially magical mobs that seem to trap themselves inside.
    - Crash after reconnecting: Logging out and back in often leads to a game crash (persistent bug).

    Feedback on TTK and balancing:

    The Time To Kill (TTK) has been a major topic of discussion within the guild, generating a lot of debate. Since many players are eagerly awaiting changes in this area, I’d like to focus this week’s feedback on this feature.

    We have noticed an issue with enchanting: each upgrade increases stats by +1, which creates an imbalance, as offensive stats benefit far more than defensive ones. For example, a +5 piece of jewelry provides a significantly higher power boost than any defensive gains, which exacerbates the imbalance.

    One possible solution would be to adjust how stats increase in a more balanced way. Here are two potential approaches:

    1- Limit enchantments to an item’s base stats, instead of increasing all attributes. This way, only physical/magical power and relevant defenses would scale.
    2- Rebalance defensive stat growth, so that armor gains a more substantial boost to compensate for rising offensive stats.

    Impact of the current system on balancing:
    The current system is based on a strong vs. weak mechanic, which, while interesting, presents a major issue:

    - A heavy armor tank can often be one-shot by a powerful mage, primarily due to the imbalance mentioned earlier.

    In other games like ArcheAge, a similar system existed, but it was counterbalanced by:
    - Gemming for magic resistance.
    - Shields that could be crafted to boost either magic or physical defense.

    Currently in Ashes of Creation, the balancing follows a rock-paper-scissors model:
    - Magic destroys plate armor.
    - Physical damage destroys cloth armor.
    -Leather tries to adapt by providing a balance of protections.

    With the upcoming enchanting rework, there is a risk that leather gear will become the dominant choice, as seen in other games.

    Suggested improvements:
    To prevent this, it would be beneficial to provide tanks with a way to significantly boost their physical and magical resistance. This could be done through:

    - A gemming system that allows players to optimize resistances.
    - New gear or enchantments that offer more advanced defensive options.

    Conclusion:
    These are the main points for this week’s feedback. Thanks for your time and for all the work being done on the game!

    Imanech
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