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Alpha Two Feedback Discussion
Weekly Feedback Request - 02/13/2025
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:
======================
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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Templariusz
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
Veeshan
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
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
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.
Imanek
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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