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Dev Discussion #76 - The New Tester Experience

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Comments

  • frexil36frexil36 Member, Alpha Two
    edited 12:42AM
    frexil36 wrote: »
    leeboi wrote: »
    Gear drops are not fun, I'm level 16 and have ~3 pieces of gear. At least drop poor quality gear, nothing is not fun.

    Disagree. Again, we are many to refuse a too much casual MMO like all others with super loot everywhere all the time. The fun is to keep the loot RARE. To get some good loot faster well the game force us to communicate with others and it is a very good idea. You loot 5 gold Basalt but you are not interested ? Then go to ask if someone want an exchange for exemple to give you a better sword...

  • frexil36frexil36 Member, Alpha Two
    frexil36 wrote: »
    frexil36 wrote: »
    leeboi wrote: »
    Gear drops are not fun, I'm level 16 and have ~3 pieces of gear. At least drop poor quality gear, nothing is not fun.

    Disagree. Again, we are many to refuse a too much casual MMO like all others with super loot everywhere all the time. The fun is to keep the loot RARE. To get some good loot faster well the game force us to communicate with others and it is a very good idea. You loot 5 gold lambs but you are not interested ? Then go to ask if someone want an exchange for exemple to give you a better sword...

  • LudulluLudullu Member, Alpha Two
    As a separate post here. I dunno if I missed it in the quest text, but the new Token stuff is kinda difficult to know about unless you pre-watched a video about it (thx Ritchie).

    I would've had 0 clue about the npc south of Miraleth. And even the Samia's npc with tokens could've been missed cause there's nothing leading you to it from the initial "welcome to verra" quest.

    And I know that you want to keep the questing somewhat natural, but if you expect people to use these tokens as their main source of early gear (which they obviously are) - you should point people towards them. Otherwise you'll have a ton of complainers about the game's difficulty and the impossibility of getting gear.

    I'd suggest just adding a step to the welcoming quest of "go speak to this npc, if you wanna get some gear". Yes, this is handholdy, yes some coolprosuperhardcore dudes will say that this is too casual and shouldn't be added, but they're simply gatekeeping the main source of early power.
  • killerostrichkillerostrich Member, Alpha Two
    New player still learning. Love the crafting system having a blast with it, but the thing that hurts it is the lack of storage for fresh spawns. The only places readily available are the cities, which yes you can go there but if your not lvl 10 already why would you be in the city other than storage? It makes more sense to not do any crafting at all and just power grind to lvl 10 so i can stay near cities and have less risk of losing mats. As a new player I get the sense that I'm being pushed to craft the low level gear needed for leveling but the lack of storage is keeping me from doing it effectively. Tried to craft some small crates for myself but realized you need the storage window open for that to open as well(confused on this, was only answer I could find on getting crates to work)? Maybe give players the option to craft chests early on that need to hidden away from other players that could steal. There is a lot more I love about the game though, just the atmosphere and being apart of the world, I rolled a cleric and looking forward to progressing more. Thank you for the game.
  • anarcxanarcx Member, Alpha Two
    I really want to like this game, but you're making it incredibly frustrating.

    The gearing system is brutal. After four days of grinding nearly 20 hours a day, I have almost nothing to show for it. Crafting is basically useless—it doesn’t provide anything that meaningfully impacts my stats. The only viable option is to camp named mobs, fight for the first tag every 20 minutes, and hope for a drop. Then repeat that an absurd number of times so your whole party might eventually get something usable. It’s exhausting, tedious, and frankly demoralizing. Do you need a reminder that games are supposed to be fun?

    And if you decide to skip the gear grind and just collect mats to keep your sanity, good luck—because you won’t be able to craft anything with them for weeks. This is the first MMO I’ve seen that actually motivates players not to play at launch. That’s... a very original design choice.

    Seriously—what were you thinking?
  • qazokm6870qazokm6870 Member, Alpha Two
    Remove the equipment level requirement and only impose restrictions on attributes and materials. If you want to make better equipment, you have to challenge stronger bosses and obtain such reward materials.
  • BirqaBirqa Member, Alpha Two
    What did you enjoy most, or least, about your first-time user experience in the Riverlands?
    i liked the new quests getting players out into the world and introducing nodes a bit more. it would be important though, that those quest give you the choice which node you go to. otherwise some nodes will always lvl way faster bc of those quest chains.

    Is there anything about your first-time experience that you wish were different?
    the info on how to get secondary weapons is not there as well as theres still weapons missing like nergy focus spellbow etc. that should be made more intuitive so new players know that they can have one melee + and range weapon and can choose between all the options.

    Tell us about the worst and best things you experienced as a new tester!
    im not new :)

    What confused you most during your first few hours of play?
    the npc movement ;)

    Which quests or sections did you enjoy the most and least as a fresh tester?
    i like the surplus quests but i didnt enjoy them since it was too important too move away quickly. with dynamig gridding in soon pls! it will be better hopefully.
    atm theres no time to read quests or stop when ur still close to the starting gate.

    How do you feel about the NPC dialog and their responsiveness in the starting area?
    didnt read see above.

    What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
    i think the sweat of the brow quest chain is decent at showing players whats possible while giving us the tools for it. after that its just still not a valid way to lvl xp wise. gathering procasseing and crafting should give atleast double the current xp. but also the recipes are too expensive. especially atm but also on p2 the lvl 0 stuff should cost less resources so people will craft them before they hit lvl 10.

    How did you feel about your rate of progression throughout the Riverlands intro area?
    it was slow bc of lag and lots of players but thats fine. overall it could be a little faster but only when the artisanship is also faster to progress.

    How did you feel about the rewards you received in the Riverlands intro area?
    the 30% increase is decent. for the comission xp it could be maybe 10% more but its already way more of an option than before compared to just mob killing.

    Assuming you’ve tested past the Riverlands intro area, is there anything you feel was missing from your time there as a new player?
    i know we get the anvils starting area in august but in general i think there needs to be more incentive to go to all nodes. as example: before lvl 10 there very little reason to go into the tropics and no quests or comissions from lets say halcyon lead that way. for the less organized players it could be healpful to have those inputs to spread out all over verra.

    as always:
    thx for all your effort
    Birqa
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