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.
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.
Comments
Is there anything about your first-time experience that you wish were different? My friend and I frequently had the same feeling: "Ok, what are we 'supposed' to be doing? Is this all there is?" At present, leveling up consists of doing board missions to start and then joining a "camp and kill" group at different level brackets. It's not altogether clear or obvious to new players who may just wander off into the hillside, fight some enemies, dodge some higher level enemies, and ask themselves, "Is this what the game is?"
What confused you most during your first few hours of play? The design layout of the ruined castle was a bit tricky. The mission board, which we assumed was what we were supposed to do to more effectively level up, sometimes sent us to a place where the enemies weren't spawning, or we had no idea how to get to the mission objective.
How do you feel about the NPC dialog and their responsiveness in the starting area? Dialogue is fine, though one quest has you bouncing around aimlessly trying to gather a bunch of "clues" from townsfolk. There was no indication who you were supposed to talk to, so of course you have to try to canvas the whole village talking to everyone. Then you get to the point where you can't find the one last clue and have no idea which NPC you missed. At that point, easier and more efficient to just abandon the quest and move on.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced? Crafting is introduced well enough, but early on the only way to make money seemed to be to go mining or lumberjacking and just sell the raw materials to a vendor. A slow, punishing way to upgrade your gear ... but because enemies at that level did not drop gear, it felt like the only choice.
BIG understatement....... (but I'll admit to the whole "it's Alpha" thing and keep my fingers crossed for an actual, enjoyable and understandable system being inplace for maybe the August 24/7 server switch/update)
While I understand and do think pushing for a higher reliance on crafters is the way to go there are some issues that as a solo player or a new player right now will have some issues with.
1. Crafting gear at your relevant level will be almost impossible as you can level much faster than progress your crafting and by the design that crafting needs multiple professions which is a good thing overall but a challenge in the beginning.
2. A lot of running. In my first playthrough and even now I have spent a large amount of time on the slow horse running around to progress professions, find the right npc, find the right station, find the right grind spot, get to a group to grind only for them to disband and the next group is back on the other side of the map. While I think its good to not have the ability to cross the entire map in 60 seconds I think that maybe there should be some additional easy gear for the mounts to up the move speed or something that like running on roads provide up to 20% increased move speed. This way if you know a shortcut you can get off the road, you want to follow the road get a move speed increase. Additionally, I would ask that all towns have a jack of all trades crafter that at least gives your the basics for all professions. Just because spending 20-30+ mins running from town to town looking for the right guy is a pain that doesn't add much emersion or value but sure does suck when you would rather be doing something other than riding around.
Laggyness is killer
Character selection screen always defaults to last char created, not last played.
Is there anything about your first-time experience that you wish were different?
Introducing players to game mechanics is very poor.
Tell us about the worst and best things you experienced as a new tester!
I liked creating a new char but there is no explaination about how each class works.
What confused you most during your first few hours of play?
Player controls fall out of action mode in random places.
Which quests or sections did you enjoy the most and least as a fresh tester?
I enjoyed all the ones I did but the XP is way too low.
How do you feel about the NPC dialog and their responsiveness in the starting area?
Dialogs are a little crappy and if the quest has been completed the dialog place holder is crappy.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
Meh, it is uninspired but OK.
How did you feel about your rate of progression throughout the Riverlands intro area?
Levelling is way too slow for levels 5-20. I dont want to grind and quests\commissions dont give much XP. Either does crafting.
How did you feel about the rewards you received in the Riverlands intro area?
I liked the new bag. I never used the tokens for the token gear as it was a while before I found those quest.s
Assuming you’ve tested past the Riverlands intro area, is there anything you feel was missing from your time there as a new player?
Please clean up questing. I dont want to see a marker if I have already done the quest. Clean up after the quests. My quest bag still has a lot of junk in it.
I did not enjoy the amount of people in the area causing server lag and how many mobs were contested around the starter area. Recommend adding more starter areas and options for veteran players to start at nodes to reduce log in time and server issues at launch
I enjoyed starting on a fresh playing field where the only thing stopping me from becoming the best was time and my own skill... Until the exploiters flooded the market with gold where I felt like the market was unusable when people are selling uncommon gryphon hood for 50 gold.
Is there anything about your first-time experience that you wish were different?
I would like a linear questline that gets you to around level 10 without having to contest mobs (expecting the level cap to be 50). I think that first time players want to get a few skills unlocked so they can experience their class before having to enter a brawl contesting something weak like goblins. Leveling should take a while but new players want to feel some progression and have some skills unlocked without needing to min/max. I recommend making the first 7-10 levels easier to grind and 10-50 much harder to level so new players can get some skills and decide if they like the class or want to try a different class.
I later found through external sources a way to get level 7 and get some decent gear just by questing, but I don't think beginners should need to YouTube a guide to have a good experience, the game should lead you on to the next objective until you have a few skills unlocked. Open world sandbox is good but new players need some direction in a game as complex as this.
Tell us about the worst and best things you experienced as a new tester!
I love the updates to materials with the feeling that any tree I chop can be legendary instead of static respawns.
I love the need for community and how people need to work together if they want to climb the ranks faster.
One thing I dislike but am not sure how to fix, the PvP system. I keep getting solo max level griefers putting my cleric to sleep when I am just farming at Seph or Carph. I would like to PvP on fair terms but I don't want to fight back and risk going corrupt to lose my artisan gear. I think that Artisan gear could be excluded from the corruption gear loss if anything and increase the stat dampening from exp debt as well as the exp debt. If someone unequips their good gear to go corrupt, it would make it a fair fight since gear gives a lot of stats, and they would be forced to grind off the debt instead of continuing to PvP
What confused you most during your first few hours of play?
It was hard to level with all the mobs contested and took too long for artisan stations to come up that it was better to just kill mobs for gear.
Which quests or sections did you enjoy the most and least as a fresh tester?
Once I found out about the quests, I would go to Lionhold, complete the emberspring quest, the artisan quest and then go to the dig for treasure quest to get the second bag for inventory space. I would then start the parcel quest and go to second sword outpost to get 6 gear token and then complete parcels and second sword quest for level 6 and have good gear. This should be how beginners can experience the game but take a lot of information to be gained from outside sources. Contesting mobs in the starter area is a fast way to lose interest in the game.
How do you feel about the NPC dialog and their responsiveness in the starting area?
I thought the dialogue was nice but I often just spam F to skip it since it is alpha and I am not expecting much lore. Sometimes spamming F bugged the quest.
I regret not reading more dialogue now that I see quests have been expanded on.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
I think that combat level should scale with crafting, I don't think having level 20's before the first apprentice crafting station goes up is healthy. I would rather mobs just drop recipes so people don't just skip the entire crafting part of the game and grind mobs instead.
Maybe add crafting a full set of trash gear at varying rarity using different rarities of eroded granite or something so new players get their foot into the rarity system for artisanship better
How did you feel about your rate of progression throughout the Riverlands intro area?
Grinding as a new player was bad, hard to level and get gear. Veteran players would skip the mob grinding and do quests until level 6 and then run off to the desert or tropics with their party to get 10x the exp. The biggest issue is that people going straight for levels were able to bypass the artisans by the gear drops from farming.
I recommend having gear drops scale with node level so you need a level 4 node to get level 20 gear drops since level 3 node can craft level 20 gear.
How did you feel about the rewards you received in the Riverlands intro area?
I would rather get less glint and more gold to spend on processing and repairs. I think getting trash gear would be nice from rewards, I was level 15 cleric and still missing shoulders and belt. It would be nice to get some trash gear in each slot at least to make beginners feel less empty. Since crafting takes a while to come online, people should at least have something in each slot even if it's just trash for placebo effect.
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 would recommend adding mob levels to each POI on the map UI so new players know what level they need to be to start looking for groups in the area. It can be a wide range of levels, but a new player might see Citadel of Steel Bloom or Tower of Carphin and go there around level 12 and get into massive exp debt.
I also recommend adding new competitive POIs in other biomes such as Desert and Tropics so that people have more options instead of everyone only grinding HH, RoS, Steel Bloom, Carph and then Forge in that order as they level.
I love this game and appreciate all the hard work put into it.
I will gladly continue to test systems that are terrible so that we have a good game at launch
1.) When on mount, it would be nice to have an "Follow the Road/Trail" feature since it is a large map. Similar to Assassins creed. Or perhaps, having way-points, that are selectable on the map for the AUTO-RIDE. Between Nodes, but able to dis-mount whenever.
2.) The night sky is wonderful, but seems like the scaling is off and difficult to see most of the time unless you look directly up. IT would be nice to see the sky more clearly and widely.
3.) The controls are decent, but would be nice to be able to move the mouse and it moves the screen without having to click and hold to move the screen.
Totally fair points, especially about questing, travel, and navigation feeling a bit rough at the moment.
Just as a heads-up, since we’re still in Alpha Two, a lot of systems like questing, UI, and even mounts are still in their early/basic versions, mostly focused on testing core mechanics and progression speed rather than offering a polished experience.
The devs have mentioned that questing is currently more of a placeholder system just to help players level and test content, and will definitely see more refinement and depth later.
Travel and fast transport systems will also evolve as nodes level up and open services like caravans, flight paths, and more structured roads, but yeah, for now it’s a bit of a wild and perilous world out there.
Thanks again for the feedback, it’s important for the devs to hear how it feels from a fresh player’s perspective!
Here's the big points I have:
1) Enjoy the most/least | Wish was different | what confused you the most
- Tutorial:
> it's cool that it's optional, but it wasn't intuitive. I didn't know much going in so I didn't know who to talk to or what any of the icons meant
> a lot of people in one area made it hard to find anything ( I know this might change with time)
I like the idea of a Runescape like optional tutorial relm explaining functionalities & general UI/icon meanings. It would have at most like 20 people & would allow you to figure out what weapon & maybe archetype you'd like to play with. This would be optional so by the time it's skipped or finished everyone would have starting equipment. I think this would help people that haven't played an MMO before. I have some experience so my main issue was with bugs but I got lost & had to rely on my guild to explain. (I still have to ask them for help because so much is confusing since I have only been following the development streams and haven't seen play myself).
- Introducing crafting & gathering is equally unintuitive.
2) Quests I like the most:
- Exploration commissions. It allows me to become familiar with the area I'm in & is a good way to get to know POIs
3) Other notes:
- Separate LFG chat & Guild Recruitment. Global chat is already a lot. But sometimes you need it on to try to find groups but you just can't always keep up
- Regional chat. Within a certain distance. Could be a different option than a separate lfg chat
- New account/ player leaf. Like FF14. This could help with guild recruitment & potentially give social consequences options to the community. Would be tied to new accounts and not just a new character, so those that play multiple alts can play in peace
- since there is no designated rp server to come, providing information to players on where they can go for that information (a note before getting into the server to community on the server they're going to. Like discord/specific forum posts. This way the community can come together to make the server the way Intrepid seems to want it to be.)
I enjoyed learning the lay of the land and finding my way around. I lost enjoyment when i felt gated by my power and relied on stronger players to carry me. Most of the community grinds hard conent they aren't ready for and finding a community that wanted to play the game without min/maxing was hard. also once i relaized it was highly gear dependent to succeed I lost a lot of interest. I like crafting and supporting the community around me but i didn't feel i could do that without going out into combat and grinding items. I can understand the players that like doing all the loops but i feel aas though aa player should be able to engage in a closed loop where other players are needed to fill the gaps to be efficient. It creates different play styles and more aggressive(fighting/raiding) loops and more passive loops(diplomacy/crafting/refining). You shouldn't have to be jack of all trades to engage fully in any one of these.
Is there anything about your first-time experience that you wish were different?
Obviously less buggy but i powered through as much as possible. I wish I had more access to tutorials or a gameplay loop that was more seamless and where other players wuld feel inclinded to help you understand the loop or aa tutorial would assist in the loop.
Tell us about the worst and best things you experienced as a new tester!
I enjoyed as a tester playing with the crafting system however it felt bad that i could not be a home body and simply craft as a gameplay loop. You haave to go out into the world and fight/ gain materials. Its would be awesome if players brought back resources that home base players could access and simply do an independent crafting loop to support the rest of the player base. It's more sim like but i think it allows more players to play their way and not feel forced into any specific segment of the game.
What confused you most during your first few hours of play?
Scroll wheel keyboard/mouse assignment is combined into 1 key assignment, up and down should be separated as i may not use scroll wheel to exclusively zoom.
Questing was odd in the map ui elements but i think this was a progressive and iterated item. as new patches came out it did become easier to understand my quest objectives and zones. It is very frustrating to go to a zone that saays there should be something happening only to find no actions or activities to engage in.
Which quests or sections did you enjoy the most and least as a fresh tester?
I liked the discovery of the goblin menance and the curse. the stories were engaging and made me want to understand the zone and it's lore
How do you feel about the NPC dialog and their responsiveness in the starting area?
I do like the AI generated voice lines and find that it is inexpensive and sufficient to create aaa sense of realism and it's jankiness it funny.
That is BS!!!!!!!
Timed out again...
Runs great on my desktop but sloooooooow on my laptop, can't figure that out /shrug
Hope Intrepid fix this, cause they were supposed to do it the last time they said they did.
First time Phase 1, it was acceptable but i was stile missing direction. When itvwas reamped in phase 2.5 i was excited but was very disapointed. I qent in expecting to be lead down a path to the coins for gear but was not. I was missing direction again and as i have done the grind before i quitvat lvl 5. Felt unintreating and not well designed as i knew there where quest i should be doing.
Is there anything about your first-time experience that you wish were different?
I wish for a more streamlined experience you taking you all the way to lvl 10. Complete with some decent gear, feel like last objektivein the chain should be visited a node and bwcome a citezen.
Tell us about the worst and best things you experienced as a new tester!
First time i got that old school MMO vibe this was phase 1. I took a longwr break came back in 2.5 and felt like a a pawn with no direction purpos and was missing something to keep me playing, like gear dropping. Skills opening system introduced and explained. In simple words the retention was missing.
What confused you most during your first few hours of play?
Wherw to go, quest tracker and map was awfull realy ruind alot of the experience.
Which quests or sections did you enjoy the most and least as a fresh tester?
In none of the phases i found a quests realy boring, but i did like the one with the pirates you get drops from bandits and then move ovwr to Charphen to fight pirate ghosts and so on. Mostly becuse utvrewarded me withbdecent gear.
How do you feel about the NPC dialog and their responsiveness in the starting area?
I like it and dont mind the AI.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
I wish it was optional or a hub where to start you are led to byvstartwr quest chain but not mandatory. To getvthe mount.
How did you feel about your rate of progression throughout the Riverlands intro area?
in the start its fine but when you understand you need a party and just grind.mobs becuse quest xå sucks youbget de motivated.
How did you feel about the rewards you received in the Riverlands intro area
Not good, give me something good so i keep pmaying.
Assuming you’ve tested past the Riverlands intro area, is there anything you feel was missing from your time there as a new player?
Can only speak for Phase 1 but direction, intreduxtion to new systems. Gear progression, the feeling of making a impact in things like gathering, crafting and economy. You feel like there is no opertunety becuse the game dont give you/ show you anything.
i know it is Alpha i know things will change, but that is how i see and feel it.
Coming from someone how followed like a fanatic for 5 years. I want more, ezpwct more and looking forward to something that grabs me.
I will preface this feedback with my current levels to give context to my answers.
I am adventurer level 20 with artisan skills as follows
Arcane engineering - 8
Mining - 18
Lumberjacking - 14
Herbalism - 6
Hunting - 6
Metalworking - 18
Stonemasonry - 10
Lumber milling - 20
Alchemy - 14
What did you enjoy most, or least, about your first-time user experience in the Riverlands?
I found it extremely difficult to onboard myself to the questing because of zero visual indication of quest givers / confusion with the descriptive books being interpreted as quest givers but then not being them.
I understand now that quests are more to be a discovery but as someone who did not travel to lions hold firs I found myself later locked out of quests with the 2nd sword faction and am still to this day not sure if its a bug or intended?
I think that perhaps some visual clarity to quest beginnings that are at least given by npcs is needed. I like finding quests from drops and items and interacting with things in the world but i do think that when speaking to npcs it should be clear they have a quest for you and if they are going to lock you out of other quests it should be clear in some way.
Is there anything about your first-time experience that you wish were different?
Again, clearer quest indications.
Tell us about the worst and best things you experienced as a new tester!
The community was so friendly and helpful, but i found it confusing when i acidentaly flagged as a combattent but was not flagged for pvp. i did not understand the distinction between the two and was annoyed when i was pked and unable to defend myself because i had no idea how to flag for pvp.
What confused you most during your first few hours of play?
Questing. - lack of indication of quest beginnings. confusion between quest givers and the descriptive book icons. leading to thinking the quests where just not working .
Which quests or sections did you enjoy the most and least as a fresh tester?
the quests are very fun when you get to understand how to start them. BUT _ THE PREREQUISITE QUEST FOR RAIDERS OF THE CURSED ARCHIVES NPC THAT DROPS THE BONE KEY NEEDS TO DROP FOR ALL PARTY MEMBERS IT IS JUST NOT FUN.
How do you feel about the NPC dialog and their responsiveness in the starting area?
I found the book icon with descriptions of what is happening rather misleading and confusing along with glistening name tags. with no discernable indication of quest givers.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
The initial introduction to crafting I think is quite clear and understandable. Very good.
How did you feel about your rate of progression throughout the Riverlands intro area?
I have very much enjoyed the pace of leveling through the riverlands. in fact I would even enjoy it being slightly slower and tied to node progression somehow.
How did you feel about the rewards you received in the Riverlands intro area?
Rewards where good for the most part.
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 would love to experience leveling the nodes from level 1 I feel i missed out on that part of the progression when the villages are already done. perhaps slow down the progression of the nodes.
Hope this helps !! Signing out , HAPPY
Nothing aside from just the feel of the hits feels good. As a mostly solo player the biggest pains are, EXP and gold is so hard to get. Crafting seems to be ridiculous all together Why do I need the mats + fuel + money to craft, not to mention if im out gathering a bunch and than accidently agro something MY LEVEL and it runs up and 2 hits me and I loose half my stuff because losing EXP isn't enough of a penalty. Which brings me to my next point MOBS ARE TO DIFFICULT AND THE RESET RANGE IS WAY TO LONG WHY DO I HAVE TO RUN FOR 20 MINUTES BEFORE THE MOB RESETS.
Is there anything about your first-time experience that you wish were different?
New player experience needs to ease us into the vision intrepid has for us. No mat drops when under X level would be good, for crafting it needs to either fuel cost OR money cost not both.
Tell us about the worst and best things you experienced as a new tester!
The difficulty of mobs and how far you have to run to get them to reset
What confused you most during your first few hours of play?
Quest markers over NPCs heads that actually have quests, this seems to be bugged or something a lot of npcs have the marker but most the time no quest and the npcs that have the quests have no markers.
Which quests or sections did you enjoy the most and least as a fresh tester?
N/A Most was bad
How do you feel about the NPC dialog and their responsiveness in the starting area?
lol this i a joke right? The AI generated dialog is not acceptable.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
This was okay, finding the correct workbench sometimes is confusing
How did you feel about your rate of progression throughout the Riverlands intro area?
As a solo player SLOWWWWWWWWWWWWWW
How did you feel about the rewards you received in the Riverlands intro area?
Considering the quests are relatively easy, the pieces of gear i didn't start with (armor wise) i was able to fill out
Assuming you’ve tested past the Riverlands intro area, is there anything you feel was missing from your time there as a new player?
Any type of ANYTHING that points us to the next quest or some sort of log that shows quests we can accept, the world is to big for us to be running around for 45minutes looking for a quest to do (especially when sometimes they are unmarked).
How did you feel about your rate of progression throughout the Riverlands intro area?
I had fun leveling to 10 (current progress). I did the few quests I could figure out, I did a LOT of harvesting, and then had the time of my life in the Church of the Seven. I can't wait to see what the next 15 levels bring. Just a really fantastic job to everyone who has put so much time and effort into this game.
What did you enjoy most, or least, about your first-time user experience in the Riverlands?
Most:I LOVE the gathering system, and while I haven't yet experienced its importance, I love the idea that crafting is so impactful in this game. I LOVE CLUSTER NODES, like when there's whole field of daffodils. That's pretty exciting.
I also really like the powerful change each level brings. Things I was terrified of at level 3, I was capable of handling at level 4. That felt good.
I don't think this will be a main-game feature, but I did enjoy being able to respec if an ability didn't work like I hoped.
The game is beautiful. It feels like an old-school MMORPG, which is so so exciting. The community is awesome, and literally the day after I saw people using speed-hacks, I see that hackers are being banned. Excellent immediate action.
I love my horse! I love being able to climb up cliffs and jump kinda far down without dying. Annoying MMO restrictions don't feel so restrictive when you have this available.
Least: Generalized confusion, I don't mind an open-world experience where you make it what you want it, but it seemed like there were quests to be had, but anything outside of the simple board quests, usually took outside internet research to complete. Even ones with very specific location directions were very confusing because you can't pinpoint road names or tower names on your map. Even when walking into the tower, it doesn't always display its name.
I will say, the music seemed a little lacking. I eventually turned it off and put some tavern or adventure music on in the background.
Is there anything about your first-time experience that you wish were different?
I wish there was more direction in general. It's a fine line to have that immersive experience, but if I'm reading all of the clues and conversations and I have to tab out to look it up online, it brings me out of the immersion.
Tell us about the worst and best things you experienced as a new tester!
Best: The bug report is user-friendly to use.
Worst: My computer (2 year old mid-tier gaming PC) handles many games on ultra graphics, but this game I struggle on medium graphics. I've researched it a little bit and attempted to adjust settings without success. The game graphics look like Dark Age of Camelot from 20+ years ago. I see my husband's computer, which he's got a super-computer, and it looks amazing. The grass even crumples under his foot when he walks.
What confused you most during your first few hours of play?
The first second of play I couldn't figure out who to talk to. Everyone had book icons over their heads and most wouldn't interact with my character.
Auto attack not automatically attacking was strange to me, but I did find the setting for it, which changed my opinion of the first few levels.
The crafting in general. I spent levels 5-9 literally gathering and processing, (I loved it). There didn't seem to be anything new when I leveled up, I still couldn't pick the pretty flowers or mine the cool-colored ores. I would go to a trade NPC and upgrade my certificate, nothing would happen, no follow-up commentary telling me I was too low or that the upgrade worked -- very confusing. I still love the crafting system, and I'll watch a zillion youtube videos to get it figured out if I have to.
Which quests or sections did you enjoy the most and least as a fresh tester?
Fun: I had a lot of fun with the church of seven area. Walking into an area thinking it is just another day in the neighborhood only to get rolled was hilarious and fun. Getting a group together was really enjoyable.
Kinda cool: I like the boards. Sometimes it's just nice to go gather and complete quests. Or the boards usually would have map indicators to let you know where you could finish the quests, and that's simple and enjoyable enough. I think eventually it would be boring.
Kinda not cool: I ran around trying to figure out a quest, thinking I had the right spot, waited for night, almost died a dozen times, only to maybe not be in the right spot and after conversations with others, finding out it was bugged and didn't work. Again, alpha, but if it were to experience in a released game, I'd find it frustrating.
How do you feel about the NPC dialog and their responsiveness in the starting area?
Mostly good. Indicators, even if it's just putting names of rivers and towers on a map would help with finding where the right place to be is.
What did you think of how crafting is introduced? Is there anything you wish were different regarding how crafting is introduced?
I got a horse from it! Huzzah! The first time cutting a tree down and seeing it fall was like WOAH THAT'S AWESOME. The quest does okay introducing certain points, but there was a lot it didn't cover. I don't think everyone needs everything covered, but maybe have the option to go to so-n-so if you're interested in learning how to hunt; players who already know can just by-pass it.
How did you feel about the rewards you received in the Riverlands intro area?
I have earrings, rings, a helm, and a pair of pants. I spent most of my silver on processing, and I did finally buy an upgraded book (it kinda sucked).
I was STOKED to get into crafting and make my own stuff, but I couldn't find copper to save my life and to say I traveled far, well... I traveled far. Not even see someone else with copper.
I did see a youtube video on how to get voucher or coins to use for gear, and I'll probably try that next. Again, breaks the immersion when you are having to tab out to figure something out.
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 haven't... yet.
Again, great game and thank y'all for the hard work! It's really exciting to know this has lived up to the high expectations.