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Alpha Two Feedback Discussion
Weekly Feedback Request - 02/27/2025
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 Tuesday, March 11 at 11AM PT
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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Imanek
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1- Mounts still freezing.
2 -Characters losing their hair when changing head models.
3- Mobs still capable of one-shotting players despite high-level gear (level 20+ with mitigation-enhancing jewelry). I'm receiving 9k critical hits while having over 5k HP in leather armor.
Top 3-5 Most Important Feedback Topics:
1- Testing the Final Features
It's time to start testing the final features. Comparing the roadmap and the promises made about the game, I feel like I'm not playing the same game that was initially described. Since Alpha 2 Phase 2 launched on December 20, very few features have been introduced. While I acknowledge that the desert area has seen significant progress, the rest feels underwhelming.
The vassalization system, for instance, has been pushed to Phase 3. In its final version, the game’s regions aren't supposed to have all nodes occupied—there should be a hierarchical system with a main city, vassal nodes, and upgraded POIs. This system is going to require significant balancing work. Looking at the Riverlands, for example, at a level 4 node, only one level 3 node would evolve, meaning that out of 5 nodes, only 2 will grow, while others remain at level 1 or 2.
This raises important questions: Which zones will develop? Which will be abandoned? Is this system truly viable for launch? If it won't be ready for Phase 3, it will cause issues, especially when dealing with the player rush. Such a system can only be properly tested under high server population conditions, which are necessary to evaluate its limits and advantages.
2-Crafting & Economy Testing Still Incomplete
Phase 2 was supposed to focus on economy and crafting, yet we have seen very little of it. Instead, crafting feels long, tedious, and incomplete—there are no true professions in place. How are we supposed to test and give feedback on a system that is barely functional?
Resource gathering is inconsistent—animals rarely drop materials, and crafting level 10-20 armor is excessively difficult. According to your vision, players should be progressing through level brackets by crafting their own gear, but currently, this does not work at all.
3-Armor, Stats, and Gameplay Balance Issues
The "glass cannon" meta is too dominant. Armor stats feel random and unbalanced, rather than being part of a well-thought-out system. This shouldn’t require constant adjustments and reworks—it should have a solid foundation from the start.
A major update is scheduled for late March, yet many core Alpha 2 features remain unaddressed:
The +1 enchantment system is a complete disaster in its current state, turning the game into "One-Shot Land." Once again, this feature was implemented without proper testing, and now that we see how broken it is, it remains unchanged instead of being reworked or removed for redesign.
The core issue is that DPS classes benefit from +1 to all offensive and defensive stats, but the stat scaling is completely flawed.
For example, a +1 to Strength, Dexterity, etc., also grants +1 to armor, which is completely incoherent.
This results in fights where whoever attacks first wins, leading to tanks with 5k+ HP getting instantly one-shot.
Yes, this is an Alpha, but basic stat balance is pure math—this should have been properly designed before implementation, not treated as a balancing issue after the fact.
This lack of systemic balance is further compounded by stacking effects:
+1 enchantment bonuses
DPS weapon stat lines
Armor color variations
Upcoming passive stat revisions
All these layered buffs create an overloaded system that simply doesn’t work, when in reality, the game is much more enjoyable when gear is balanced without all these excessive bonuses.
4-Weapon branches feel uninspired
everyone can use everything, and spell variety is minimal. No class or build truly stands out.
If new weapons are just being added for aesthetic purposes, without major customization options, then the feature lacks meaningful depth.
Final Thoughts
I know my feedback may seem harsh, but I am speaking both in your interest as developers and in ours as players. May 1st is approaching fast, and I have already seen my guild lose most of its members due to these issues—just as the servers themselves have been emptying.
I worry that Phase 3 will face the same fate:
A server wipe with a fresh start,
Yet no essential systems fully implemented,
Leading to growing imbalances and a rapid decline in player retention.
This game has massive potential, and we want to help test the truly unique features that make Ashes of Creation special. Please prioritize getting them into the players' hands.
datrican
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Server stability
2. Enemies becoming "Green non-attackable/killable" but can still attack and harm you
3. Caravans having difficulty in spots to convert raft.
Top 3-5 Most Important Feedback Topics:
1. Static resource spawns are a huge problem, eliminates the feel of scarcity in the game. Damaging the economy, funneling large guilds, reducing desire to gather (as they are most likely already claimed and on timers). This creates zero PvP as you may not even know there is a resource spawn to contest at all. This incentivizes alt creation to merely camp, collect, reset timers, log out. Leaving whats left on the server the undesirables , hence the lower desire to go out an gather or hunt for high rarity when they are seized already. For those who don't play with alts, this creates a forced game loop (if you wish to be competitive)
2. Nodes technically are not owned by guilds, I believe was a statement made on it. while technically true, the reality is large guilds own Mayorship. Voting system means popularity contest, guild mates tend to favor guild mates, large guilds tend to out vote the smaller ones. The guild tends to control the direction of the node, the relationships of said guild influences heavily who targets citizens and war declarations for that node. etc. Nodes are just home bases for the largest guild that is citizen to it and everyone else has to deal with the reputation they harbor.
3. Caravans not having any real incentive to defend for defenders excluding the one launching the caravan. This is a problem, currently only your buddies will defend or people with friendly relations to you. Solo caravaning for guildless or solo players or even smaller guilds leave you mainly with a large target or ignored by players running buy who would rather not partake at all. The downside of losing everything yet giving nothing to those who try to defend is crippling and makes many not even want to attempt for the reward. Caravans don't draw in outside defenders as much as attackers, not that it needs to be on equal footing but near 0 defenders vs many attackers is not the way to go either....
4. Static resource spawns should be removed. My opinion on it just to put it out there... The base for a resource spawn should be random. The base for a resource spawn should never be higher than rare. To get higher rarity should be based on the gathers quality rating to push it above its base and possibly into heroic/Epic rarity but extremely difficult at lower levels and better as you choose to promote and enhance your tools as a gatherer. The level of the material should be a factor in it rolling up vs your current rank. You want us to be THAT GUY right? This should translate to processors who have a chance when processing to roll it higher into another tier beyond, and again with crafters in the same way. It should be a system where GM Gatherers proccing up resources handing it off to GM Processors procing it up handing it off to GM crafters who again proc it up that creates the opportunity to create legendaries. GM's given tier 1 mats should be more likely to roll them up significantly across the artisan chain to produce legendaries for T1 mats/items. However with GM mats its much much more difficult even if they are GM, but they would be the ones with the best chance. They are THEM after all! In other words the rarity and value of the final result should be from the artisans working in tandem, not by the initial resource being epic or legendary right off the bat for literally anyone who can swing a tool.
Bakuhatsu
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Trade Bug/Exploit - I experienced this while playing on the Lyneth server where a player (lets call them "WilliamMunny") opened trade with me and his ranger friend who was hidden (lets call them "ForgiveMe") sniped me in one shot (in this scenario I was much lower then they were). They were able to run away without becoming corrupted even though I didn't fire back.
2. Invisibility has no effect on mobs of the same level or lower; not sure if this is intended but the text on the ability implies that the character is "not targetable" and hidden up to a certain distance. Rangers should have more affinity with nature and be able to blend in with their surroundings, whereas it would make more sense for rogue types to be more hidden in city or dark settings.
3. During character creation, the save feature for a character template does not save the expected design.
Top 3-5 Most Important Feedback Topics:
1. Either hire VA or do not have anything voiced; many of the voiced lines feel forced and unnatural or overly exaggerated to the point that it feels a bit cringy.
2. Allow the ignore feature to have a real impact on a player who is being obnoxious in chat. If they get ignored by different people from various groups of players (i.e., not just one guild trying to abuse the system), then their ability to talk in chat is cut off temporarily.
3. Make the lowest level of mounts better odds, or have different odds of animal husbandry mounts to be tied to the quality. 50/50 does not actually reflect what is happening, and 55 silver for someone who is low level can be detrimental to advancement. The lowest level mounts (140%) are abandoned as soon as a better one comes along. That being said it would be fantastic to be able to level a mount that you like (i.e., a bear) to be more on par with later level mounts. Have some sort of feed or leveling system for the mounts that can be used to improve their quality, level and speed. I love the Pallas mounts, but they are slow., make it meaningful to have the mounts.
Bigseal
Top 3-5 Most Important Bugs:
1.When in solo combat sometimes my own characters heals (cleric) dont heal. I have to run away and praying it goes away, usually does after about 15-30 seconds and heals kick in again.
2.Running between server workers can often cause the game to freeze for a second breaking imersion.
3.Alt tabbing can crash the game.
Top 3-5 Most Important Feedback Topics:
1.Static nodes should flag you for pvp when you tap it for a EPIC or LEGENDARY. This way you can camp the campers!
2.Trusting a stranger to craft an item for you when the materials for the item can cost generational wealth slows the crafting process down and doesnt help build player relationships.
3.Really tired of people making character names based on real political figures and then trolling a chatroom of 6000 people. Nobody wants to be dealing with character names that are real life "popular" people. No real names please.
Harushi
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 -
Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues
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 completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough 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
Makakao
Top 3 Most Important Bugs:
1 - The dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
2 - Guild/Node wars have no consequences for the loser side of it, so people don't care about it and don't defend it - rewards are exploitable and bad. Having buffs for the winning side and Debuffs on the losing side for the events would fix these issues
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 completely unbalanced. PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough 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
BIGDEN
I'm sorry for such bad English. This is an automatic translation from Russian. I'm bad at English. If it is not clear, I can publish the Russian version of my feedback.
Top 3-5 Most Important Bugs:
1. I'm tired of flying to carfin when you transport caravans. This is very problematic and is now a problem of the highest importance.
2. When you sell any product to a seller and then want to transfer things to the warehouse, they are not transferred with simple mouse clicks. You must drag and drop by hand or re-enter the game. It gets in the way.
3. Players should not be allowed to transport caravans that cannot be broken due to a bug. There are players who register for their caravan to attack and this leads to an error. The caravan becomes invulnerable. This abuse of a bug has a very bad effect on the gameplay as a whole.
Top 3-5 Most Important Feedback Topics:
1. The idea of citizenship is poorly implemented in the game. Now any twin can become a citizen. This has a big impact on elections. False votes should not be allowed. There should be only 1 vote per player. Moreover, it’s bad that spare characters can become citizens of other nodes. There must be one citizenship for the entire account. You need to consider a system like in Black Desert Online, where all characters are tied to one account and all activity is recorded per account, and not per character individually.
2. I would also like to add to point 1 that the idea where players are forced to transfer their resources to their other characters through third parties is very bad. Why do we need to distract our friends every time for such a small thing? But without their help, I cannot transfer my resources to myself. This is nonsense. Why can't the warehouse be shared by all characters on the account? This will fix this situation. This inconvenient system creates the false impression that players will willingly interact with each other. But that's not true. I have not yet heard a single satisfied player who would respond positively to this system with divided scalads for each character. This is nonsense and stuffiness. As they say, “open the window, it’s stuffy.”
3. There is another mechanic that looks very stuffy, this is the limitation of upgrading professions per character. This is also nonsense and stuffiness. This restriction gives absolutely nothing. Those who need to upgrade more professions simply upgrade them on other characters. Moreover, I do not believe that the restriction should be removed completely. I suggest changing it a little. Now for one character you can upgrade 2 professions to level 50, 3 to level 40, 4 to level 30 and 5 to level 20. And it doesn’t depend on what kind of professions you train. Why not make a restriction that will work within one direction. For example, one collecting profession can be upgraded to level 50. One crafting profession up to level 50 and one processing profession up to level 50. Two professions for collecting up to level 40. Two crafting professions up to level 40 and two processing professions up to level 40. And so on. And I would also like to add that it would be nice to link this not to the character directly, but to the account. Yes, again I am referring to BDO. But precisely because such a system has proven itself well. Many people like this. Moreover, I do not propose to start transferring all the ideas from there!!! No way. There, only this system works well and the graphics are nice. The rest of the game sucks. Most of the mechanics in that game are terrible. Most of the decisions are unpopular and stifle players. In general, you don’t need to look up to them. But it was the system of surnames and the general account that showed itself well. I suggest developers pay attention to this. Please. ))
4. Static spawns for resources are terrible. It is impossible to allow the collection of a legendary resource from the same place. This breaks the game's economy and has a bad effect on the overall gameplay.
Kickaha99
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Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. server sync (unable to interact with environment until server syncs) / rubberbanding (getting stuck/cant move until server syncs) (BIG issue)
2. several mayorial commissions cannot be completed (bug reports submitted) (major issue)
3. seasons dont change automatically (semi-major - not from gameplay but from polish perspective)
4. several minor graphic tears in the world (minor)
5. character hair disappears frequently (very minor)
Top 3-5 Most Important Feedback Topics:
1. its part of the design so not much will be done about it but from a feedback perspective, I cant participate in the caravan system without being killed in PvP (which I dont like). I feel like I am missing a big part of the game. But, this is part of the design so it is what it is - I just dont like it (feedback)
2. while crafting (my favorite part of the game), it would be nice when you are making a batch, if you can use the next highest amount and have it work. For example, if I have 4 logs, I would like to be able to select a batch size of "5" and get charged fuel for "5" but the workstation would go ahead and process what I have ("4" in th is case). Its a real pain to process 1 and then 1 and then 1 and then 1. I would like to go to a station with 4 and use a process batch of 5.
3. I would like a little more detail in the stat "hover info". For example, when I hover over magical offense, it lists "base, gear, total". I would just like a little more detail on what goes into each.
4. I would like to be able to send resources via mail
5. A shared bank (by node) for all characters would be nice
MetalDad
Weekly Feedback - 02/27/2025
Top 3-5 Most Important Bugs:
1)effects ( like chilled, frozen, etc ) not proc'ing require relog. Its not just a message issue, because criticals dont proc when they should.
2)Glint/Items open looting... sometimes items that SHOULD be on a Need/Greed are just available to loot with no message. Same goes for glint rewards... first to loot gets it. Since that seems to only happen in high kill groups, I imagine its a bug not a feature.
3) Login is extremely long sometimes. Just gets stuck on blackscreen for periods of 3-5 mins... as long as 11 mins one time. Seems to be location based, where cities are longer than remote areas. once in, a relog will just take 1-3 mins.
4) Desert Treasure maps are majority unfindable ( water an issue?) I ran 12 maps recently, 8 in the desert, 4 in the riverlands. 4/4 in the riverlands, 3/8 in the desert. Every desert map that had water in the circle failed ( but correlation doesn't equal causation.. just an observation)
Top 3-5 Most Important Feedback Topics:
1)Willow/Braidwood fixed location, fixed spawn time and rarity is not fun. This goes for all resources, but currently these are the worse. Willow is used in SO many recipes that it hinders crafting progression because its so hard to find. Because of the fixed timer and location, many people run a loop, scooping them up as they go. I have done this when lucky enough to get there before someone else.... but its not fun. Randomize spawn locations, so people cant just path and horde items. This will kill casual gameplay longterm.
2) Desert mob makeup, density and level mix doesn't seem to fit/have purpose. Just seems odd, lacks purpose. The pocket dungeons are ok, but again, lack purpose.. feeling. Blackburrow for example, had some purpose or story to its layout. These dont have any of that. Also, the level mix can make it too risky to even try and level. you can find groups of 1 star lvl 12's, with 1 3 star lvl 30 beetle... just weird. Overall, I avoid the desert now as a result.
3) Static Grinding for leveling. Have leveled a few characters past 20 now. Its really a matter of running between 1-3 spots per tier and finding groups. The world is big, but it doesn't feel like it because we are always going back to the same spots to grind. Oak/HH/Bloom/Seph/Carph.. then forge for gear if you want, but not really needed. The world needs to have more dynamic attraction to it, otherwise its going to be running to these spots then back to the city for leveling... long term wont be fun.
4) Quests still are inconsistent and mostly broken. Some stuff shows on map, some stuff doesn't. I think some quests have level requirements... but no feedback to tell the player to come back later. Outpost quest line is like that. However, the level needed to advance the quest makes the reward not great... just overall quests need some help.
gh0stdaddy
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Inability to go into or out of action mode.
2. Basic bugs like falling through the floor and stuff.
3. Running into roads and items that some how have gotten out of place. The road near Winstead raised up 3 feet and I had to jump to get over it. Really not fun in combat.
Top 3-5 Most Important Feedback Topics:
1. Improve the tank leveling experience (
https://forums.ashesofcreation.com/discussion/66547/ashes-of-creation-alpha-two-tank-archetype-my-tank-experience-levels-1-15#latest)
2. More Guild functionality. Guild membership should be account based not character based.
3. Crafting: Rather than a drop down menu there should be a slider or something that allows you to craft specific numbers of items.
Thanks for everything!
Ghost
willsummon
Top 3-5 Most Important Bugs:
1. Mob bugs from leashing to layout in how some mobs are locate. Nearby mob groups can be vastly different in power and level only a little distance between the two groups. More than once I accidently stubbled into an elite camp.
2. Quest bugs. Making sure quests chains work, mobs appear, balancing between quest chapter so it is not a situation the next chapter can only be completed after leveling multiple levels. One level per chapter is fine.
3. Archetype balance between abilities and gear.
4. Visual bugs, including bugs that are triggered by going into the shade and back into the light. Such as the bald bug where female characters with short hair disappears after going into the shade and back into the light, leaving the character bald until relog.
Top 3-5 Most Important Feedback Topics:
1. Information on archetypes and later classes.
2. Information on nodes and dungeons.
3. Information on biomes/zones.
Gaul_
Top 3-5 Most Important Bugs:
1. 3-day market expiration timer bug
2. Tank Grapple failing
3. Mobs becoming green
Top 3-5 Most Important Feedback Topics:
1. Material caravans are a currently useless system. More importantly, I cannot foresee, even years from now, why anyone would use them instead of personal bags. For material caravans to be worth the increased risk and reduced speed of the caravan system, it would need to be
at least
100 times the capacity of grandmaster personal bags. And right now, apprentice material bags are more than sufficient for any material movement needs.
Therefore, in order for AOC to have the economic pillar of risk while moving materials, it will require broad redevelopment of several of the economic systems, and that complete redesign should probably start soon. Otherwise, moving materials around the interior of the continents will simply be a matter of inconvenience and not risk.
Jesana
Most Important Feedback Topics:
1.
ARE YOU GOING TO PRIORITIZE COMMUNITY BUILDERS OR DESTROYERS?
When you build game mechanics that make it possible for one group to make a server a miserable place to play, you may WANT and INTEND to see small groups banding together, but what you
WILL
see is population dropping.
No one is stuck here. They’ll just go find a more enjoyable way to spend their free time.
Prioritizing community destruction (friction) over community building will bring about the eventual destruction of the population except for the worst of the worst. Let killers control the game and that’s all you’ll have.
Some people view driving people off a game, killing a server, as “winning”. You must take this into account when building your game. You CANNOT depend on the good will of players to protect the community of the game.
They will simply protect their peace and leave.
2.
APPEARANCE OF UNFAIRNESS
It has become widely known that certain guilds, streamers, and players are provided unfair advantages from the developers including reduced penalties for exploits. If this is the truth, that’s extremely disappointing, but even the appearance of unfairness is an issue. The appearance of unfairness will kill the game if you don’t get this figured out. People get super angry at this kind of thing and leave games.
3.
LOW POPULATIONS
When, not if, but
WHEN
you have a realm that’s population has largely left, how will you handle this? Transfer? Merge? How are you going to keep the game fun for the players who are plugging along after a population has plummeted?
Your systems, especially around crafting, depend on node building and freeholds. Those depend on large enough populations to build and maintain them. But your game is not friendly to casuals or solo players right now so how are you going to keep it from falling apart when populations drop too low to do anything?
4.
CATCHING UP
And related to all of this is the experience for people who start the game late or have fallen behind. If you design this game so they can never catch up and are perpetually a lower class citizen because certain groups are allowed to gatekeep the upper echelons of gear and content, then you will drive away the player base you need to keep realms alive. If the leveling experience, the solo player experience, the small guild experience is miserable, people will leave before finding a group to do content with.
There has to be a better way to catch up.
People will leave if they see no reasonable way to reach the top when they’re behind, if it appears there is unfair leeway given to certain guilds or people, if the game becomes a miserable way to spend their free time. You MUST prepare for and address this now, for the sake of the future of this game.
psifox
======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. landscape breaks and river distortions/inconsistencies
2. Some mobs are hyper aggressive and have super speed
3. Login = fall through ground bottomless pit style
Top 3-5 Most Important Feedback Topics:
1. Ability to look at all city's buy orders remotely to see what they need before you spend the 10+ minutes running there
2. Consistent messaging and awareness monitoring of wars from guilds and nodes. maybe some fog of war for those not involved to prevent external unbalanced influences
3.large limit caps on similar items on a single node marketplace in order to encourage item spread and increase trade, intention being node growth without long wagon train day that seemed to upset others.
LUOYUN
Unable to use the mailbox normally, showing 100/100,When I open my mailbox, it shows that it is always loading. After I exit the mailbox, I cannot interact with it.
Jesana
Good stuff:
Market Searching
- Major win in my books to have searching by item and rarity. Thank you!
Turning with Keyboard
- I logged in on Thursday and for the first time I was able to actually use my keyboard to turn in a functional manner. No more turning in slow motion. Fighting is so much easier.
For context, I have carpal tunnel and it's really important that I'm able to vary how I'm using my hands. Repetitive stress is bad, so being able to switch from keyboard to mouse and back is great.
Timer Variation on Gatherables
- This is already helping the gatherable rarity issues. Can't wait to see the rest of the system.
Aquatic Mounts!!!
- OMG so much fun that we can now explore underwater!
Tropics are cool
- Very cool area. Gorgeous water and light.
Concerns & Suggestions:
Secondary Archetypes
I am completely serious about this. If secondary archetypes are not substantive and actually make a significant difference to how the classes play, don't bother implementing them. If they're only cosmetic and flavor, the system needs to be relabeled as "optional class flavor." I was super excited about having 64 class options, but if they're not actual classes, calling them "classes" while not delivering on the promise of 64 classes will just piss of the masses, including myself.
Character Creator
Please please have a vastly improved character creator for Phase III. We will be creating characters that we will be playing for potentially years. I want a pretty character. Pretty pretty please.
Mixed-Level Groups
I want more options to group with people of different levels. Obviously carrying needs to be avoided but please let me play with my friends and still be able to level.
Chat System
Ok, I can see some changes were made to the system. Thank you for working on it. But the fact that I can't just keep typing to the same person in tell without clicking back into the box for each line of text is SO IRRITATING. I'll be honest, the fact that chat has been a clusterfuck actually makes me mad. This is not effing new tech. For all the gods' sake, copy some other working system from 20 years ago if you can't figure this out.
1 account = 1 vote per server
Mayor systems should be 1 vote per account per server. Solves a lot of election tomfoolery.
Benefits of Citizenship
There needs to be more benefits to being a citizen. Right now, it is more advantageous to be node-less than to be a citizen.
Eternal War
There needs to be a cooldown in how often a node or guild can be wardec'ed so players aren't stuck in eternal warfare (ex. Joeva on Vyra).
Also there should be a timer on wars. When time runs up, add up the score and declare a winner.
XP Variety
I don't mind a slow grind - seriously, if it takes me months to get to max level I'm cool with that - but I cannot stand a slow monotonous grind. Please include a wide variety of activities that will give decent xp.
Fishing
The current system (which I understand is mostly a placeholder) is pointless. This should be an interactive profession that requires some attention from the player.
Child Item