Glorious Alpha Two Testers!

Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.

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 Phase III Progression Feedback - Week One

MeppsMepps Member, Staff
edited August 29 in General Discussion
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The first week of Alpha Two Phase III is almost in the books, and we want to know how things are feeling! We are looking for feedback on the following: (Please be as detailed as possible)

  • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
  • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
  • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
  • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
  • What was the most satisfying and the most frustrating part of progression for you?

Do not feel limited by the list above. Feel free to share anything you’d like to as you’re testing progression. If possible, please share your feedback here by end of day Monday, September 1, 2025 as we will be compiling feedback for our development team on Tuesday.

Thank you so much for being part of our development journey.

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Comments

  • haelinhaelin Member, Alpha Two
    edited August 29

    Well the biggest problem is that you had scrolls that put people wildly ahead in levels, added more PvP events, then nerfed the scrolls, and added back increased drop rate. With the mix of the new PVP toggle system with everyone accidentally flagging. lvl 15s+ with decent gear cause of increased drops can essentially 1v8 lvl 12s who are behind because of the huge deficit with the random patch in the middle of the game that benefitted the no lifers and nerfed everyone else. Everyone is not on par with each other. Add that with bugs and other features that are not ironed out. like post 2.5 changes that are completely borked. I would have been fine you delaying till November for harbringer update.

  • ArbladeArblade Member, Alpha Two

    My gaming laptop is strong enough to handle Witcher 3, World of Warcraft, Guild Wars 2, Cyberpunk 2077 and many others games with fps 60+ on medium settings, but it's not strong enough to handle phase 3 of alpha Ashes of Creation. Fps drops down to 10-15 at lower settings, freezing all time so I couldn't do any testing. I think it's important thing because mostly people all around world have same type of computer as me. Mine is with gpu nvidia gtx3060

    [Dün] ᛞᚨᚾᚨᚲ Arblade/Danak Ironguard
  • drindrin Member, Alpha Two

    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    • So far I'm only level 7 but it doesn't seem too bad as I'm a filthy casual player so leveling rate seems ok
    • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    • It sort of does but as I'm running into higher level mobs I of course feel weaker also the weapon and weapon skill matters for procs so obviously the weapon I started with will proc more than one I'm just picking up
    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    • The travel time and the splitting of the trade hubs is the biggest bottle neck. Seriously giving me a quest a point B to make an item that I have possibly all the materials to make EXCEPT one item (looking at you thread) where I have to run 30 minutes or more back and forth to go make a thread to then come back and make the item is annoying
    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    • You've already addressed part of it with the lack of flowers I was running into in Anvil. And since I'm a pack rat lack of storage :P Seriously though make crafting pull from the closest storage if nothing else
    • What was the most satisfying and the most frustrating part of progression for you?
    • So far leveling speed being fairly quick is satisfying. Crafting is still frustrating running a ton to craft item X here only to run wayyyyy over there to craft the quest item
  • TheMrRogersTheMrRogers Member, Alpha Two

    Well, intro is the same which is nice, pick up some glint, few pieces of gear and your steed. Few quests lock if your bags are full, even resetting, the dialogue locks and cannot be fixed on our end. Outside that, the cost of crafting is pretty high for Novice, but doable if you grind. Dislike that you've locked tools and such to particular crafters and force them to reach levels so we can make upgraded tools. Dislike we have options for mounts cosmetics and other cosmetics, have info on your site about 'bundles' and to be on the lookout but yet don't offer any to us in P3, so why have options we can't use, that makes no sense. Nodes shouldn't level from lions crafting areas unless all nodes benefit. Should be gathering/harvesting/killing in those nodes that level it and the crates system.

  • GunnarBadgerGunnarBadger Member, Alpha Two

    Honestly the game feels amazing for me. One of the biggest issue we run into was the PvP flag. Currently you have to either set it to always having to hold a button to attack an enemy. Or risk being bait fagged by someone and then killed. The toggle flag system was so so much better.

    Thank you for all the work you are putting into this game for us, we forget sometimes how hard you all work, but we really do appreciate it.

  • JoriJori Member, Alpha Two
    edited 3:59PM

    I feel like a lot of stuff should have been ironed out on the PTR before P3. drops suck I hear static nodes are back so once again some people are way ahead of the rest of the server. Crafting is still not all that enjoyable, I got like 1 drop in 9 levels. And while hunting grem for 4 hours I got one green carcass womp Womp. And why is the low level crafting so expensive?

  • MarkRedMarkRed Member, Alpha Two
    edited August 29

    Pace - Definitely feels slower, though this time around I've done alot more crafting than last phases so this is mostly why.
    Power - A noticeable decrease considering that we are forced to sit with cruddy gear until we find a crafter or get a drop (Which have been REDUCED, only just today have you increased some of them back up). Not having access to buy BASIC gear from vendors has absolutely slowed down everything.
    Bottlenecks - Gear for the above reasons, and then how EXPENSIVE the vendor items are, specifically for Processing. They are at best double the cost of processing, at worse they can triple it. Alot of these weapon or armour recipes are requiring 4g+ of JUST vendor bought materials, not including any manually farmed ones like Copper, Zinc and etc. Absolute downgrade from before, barring making us need less materials from various other professions.
    Grind - Grind is the game, doesn't really seem all that much different from P2 from what I can feel.
    Most Satisfying -
    - Actually being able to craft gear without NEEEDING 50 other people.
    Least Satisfying -
    - Tank as a whole, it's just bad and has gotten 10x worse since early phase 2 from what I last played. I quite literally have nothing good to say about the class beyond that it's just a slightly tankier Fighter. Even at end game with max gear you're still forcing tanks to be exclusively evasion tanks unless their Reflect is up. Tank just doesn't feel tanky, against Phy or Mag. Myself and other players don't want to play Dark Souls, otherwise we'd just play Dark Souls.
    - Action cam healing, for the most part this is okay, but with Judgement specifically it's the most irritating skill to use to HEAL. Since you cannot simply untarget enemies in action cam mode, which often leads to me simply swapping out of action cam to use that heal.
    - Being unable to bind Action Cam and Non-Action Cam actions to same buttons, this is nearly doubling the number of keybinds that I need, and without macros to fix this it's getting pretty abysmal since I'm FORCED to swap in and out of Action Cam because of several heals.
    - F-Keys don't always align with the party/raid list. IE, Self = F1, Party1 = F4, Party2 = F3, Party3 = F2
    - Action Cam's targeting defaulting to whomever is roughly infront of you is just painful and has gotten me killed several times, start casting a heal only to realize that the game force targeted some rando's horse 20yards away to be my defensive target.

  • subssubs Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two

    1. How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    • leveling seems to be alright, I have played AION took 6 months to level to max this is definitely not that. but the race to max level for casual tto full time, could make some dispairity and may cause the casual not want to continue. they have to feel like they can catch up. played games that gave bonus XP vice average level of the server. I dont think thats the answer either makes people feell cheated in a way. I think getting to max level needs to not take too long but not too short just right.

    2. Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?

    • yes I think if you are doing the quest and not trying to go to fast. if you dont know where the quest to get gear and gear drops reamin the same with resource drops it could be challenging, I am all for crafting your own you have to have mats availiable to craft and also level up to be able to progress.

    3. Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.

    • Yes the starter zone is a major bottleneck. if you can only craft and store items in starting area. it is going to cause lag instead of spreading it across the world . there could be little caravan stops to do basic crafting like in lionhold and bonfire etc. which would allow area specific crafting could be where the settlements are at level zero.
    • 4. At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    • allot of the game seems like everyone just goes and farms the same benefial mobs over and over. and thats alll thats accomplished all day. quest have to have some meaning . story lines to cap and after. because if you just grinding all day it will eventually get old

    5. What was the most satisfying and the most frustrating part of progression for you?

    I enjoy the combat .

    Frustrating- not having mats availiable to craft especially when not geting any drops. and not having level appropriate gear drop. I have only had 1 piece of gear drop. lots of recipies but no mats. I enjoy crafting but I dont want to spend 2 to 3 hours of grinding mats for 1 piece of gear that will last 10 levels. you got to pick which way to make it work drops or more mats. I like both because you can craft better. but it is nice to see a piece of gear pop up in the loot window

  • KHman1KHman1 Member, Alpha Two
    edited August 29
    I would love to tell you my thoughts on your bullet points. Problem is that that compiling shaders takes forever and then when i try and log in,  it times out or crashes. I have a computer that far exceeds the recommended specs, so i have no clue what is going on. It is definitely more load then phase 2.0 when inlast played.
  • ThudarThudar Member, Alpha Two
    Since the nodes are competing with each other, Winstead and Joeva have an unfair advantage with the beginning crafting stations in their borders.  Not to mention the better starting grinding spots.  Halcyon only has ursla caves

  • Tearl StoneheartTearl Stoneheart Member, Alpha One, Alpha Two, Early Alpha Two
    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
      - So far, it seems pretty normal. I do a mix of artisan skills, quests, and grind, and it feels pretty good to me.
    • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
      - I'm still lower level (10), but I made my own starter gear, and it feels just right. 
    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
      -Coin is an issue, especially with artisan stuff. We're supposed to get to JM on 4 skills. I usually do 2 processing, 1 gathering, and 1 craft. With the amount of coin it takes to process materials, it will be SUPER hard for us casual(ish) players. This should be addressed.
    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
      -So far, so good. Grinding for coin is absurd, but when mixed with quests and artisan stuff, it's bearable. The grind for coin is a bit too much for sure.
    • What was the most satisfying and the most frustrating part of progression for you?
      -Satisfied with progression in general at this point...again, though, the cost of processing is way too high, especially for novice level.

      Loved doing construction crates, by the way!
  • Frost01Frost01 Member, Alpha Two
    edited 3:58PM
    How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way? The pace felt fine, because I am a casual I do not feel the need to be right at max level right out of the gate. I love to explore, read the text, and enjoy the game in general. The leveling was right about where I thought it should be.

    Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not? No, because it was positively impossible to get the grem skins required to make my armor without sitting and camping the Lionshold new area (I did that for hours in phase 2.5, I refuse to do it again.) It takes hours to gather a couple of skins, and I spent maybe three hours killing mobs in an area. I only got a mix of six or seven carcasses, where only two were grems. At this rate, I will level out of the armor before I have enough skins for armor.
    Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details. Gold and places to process. The crafting process requires too much now. I checked out the professions before starting, and saw that they should have been easier to do. I went to go hunting animals in order to gather carcasses both to progress my profession as well as contribute to the nodes, but the carcass gathering process is still INSANELY too painful. That right there is a bottleneck for a node as I noticed that the crates that required carcasses were not getting filled (you ask for 30 of them! I got aix of six or seven carcasses in THREE HOURS!)
    After that, I decided to change to fishing and carpentry. I thought to make fish oil, but that is nasty expensive, so I am just turning the common fish into fillets for a tiny profit to the vendor since no one wants that. For carpentry I am just getting into it by collecting the wood to mill, but I tried to turn some heroic basalt into something else by grinding it to sand, that worked well, but I think the price for that is a bit expensive....
    Finally, the node (Winstead EU) does not have all the crafting stations. Just a couple are there, even though the marketplace is unlocked and it says novice stations are unlocked? It makes it difficult to craft when you have to run down to the different crafting outposts.
    At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    I don't know what I should do with my hour of game time anymore... I can't complete any goals in that amount of time because I have to run all over the place in order to craft the basics, and no one wants to buy the novice outputs anyway because they are all leveled out of it before anything is online. Why are the crafting tables spread out all over the place anyway? It's not that way over at the new starting point in the anvils... Theirs is all neat in a single location. 
    ***More play edit: I can't do a thing with the stuff I gather. It is way too expensive, so now I have to go fight monsters - just monsters - for the glint. While that is good to level up, it is not good because Ill be out of the level range for the novice stuff, and then it will just be a horrid grind through the lower level processing. I don't have enough time for this!!! Why can't I just gather, process, and craft something without it being super expensive?!?! I understand if I am buying from another player, perhaps even just a smidge for using the node equipment, but I cant process 100 wood without spending 30 silver on the sanding mats from the vendor, 35 silver on the processing itself, plus 100 fuel worth of goods!! That is WAY too much! Casual players are priced out.
    What was the most satisfying and the most frustrating part of progression for you?
    Thr best part is the ability to run wherever I please, and gather what I see, uncontained by level gates (I can be sneaky around the bad guys haha). I love the mounts, the views, the battles, and the vision. I am in general highly enjoying testing the environment!
    By far, the most frustrating part is the current hunting system. When is that getting fixed out of the placeholder form?! It is icky, very, very icky. Just have the mons drop a carcass! Put it on their loot table, everything else can stay the same until you are ready to implement the next step of it.

  • ExploiitttExploiittt Member, Alpha Two
    edited 3:20AM
    - Very quickly it became a huge downgrade from my expectations. The leveling is extremely grindy and feels more like a chore than an adventure. It’s not fun anymore, it’s just frustrating. It has to feel rewarding with item drops, but here everything feels slowed down on purpose to force you into crafting.


    - No, not at all. My gear progression and character power did not keep up with the challenges. It feels like you’re always falling behind because there are basically no real item drops. And to make it worse, vendors don’t even sell gear. That makes no sense, in every real MMORPG there should be blacksmiths, potion sellers, general stores, etc. who sell items. It’s basic RPG design. The fact that this is missing kills the feeling even more.


    - The whole game feels designed around the idea that you must craft to progress. Normally I enjoy crafting, but the way the economy is set up right now is just annoying. It feels like being stuck in a never ending farming loop without real progress. Playing solo is basically impossible, and since people rarely help, you get stuck very often.


    - That started very early, right after the first few levels. Once you realize you don’t actually get real item drops and that everything is locked behind grind or crafting walls, the fun disappears. It doesn’t feel like AOC. it feels like “grind yourself to death or miss the boat.”


    - The most satisfying part was honestly just the first couple of hours, when I still believed this could be the MMORPG of the millennium. I still like the idea of the game, it feels like a modern version of ArcheAge (which I always considered the best MMORPG). But the most frustrating part is that the grind, the economy, the lack of item drops, and the fact that vendors don’t even sell gear have destroyed about 95% of that potential. The whole MMORPG feeling is gone. Maybe you should take inspiration from how games like RuneScape or ArcheAge handled their economy, item progression, and vendor systems.
  • lawlscaliburnlawlscaliburn Member, Alpha Two
    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    I think the biggest issue I have is that nodes not having the initial crafting stations around them making all nodes viable.  The day 1 experience where nodes are patches of grass with nothing in them means everyone congregates around these crafting stations out in the wild and doing a full craft requires different stations far away form each other being very inconvenient. 
    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    When I realized going anywhere in the game besides the crafting stations next to the two starter areas was unviable because nodes aren't independently viable to start leveling at.  E.g. you cant go to a node in the turquoise sea and start building your character due to no crafting stations or vendors. 
    • What was the most satisfying and the most frustrating part of progression for you?
    Not being able to just go to any node on the map that I think looks interesting and start building my character like I can outside lionhold. 
  • GlayidGlayid Member, Alpha Two
    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    Feels good, much better than before. Carfting XP, Comission XP are agood way to progress now. I feal like the early quests do give a significant amount of XP but passed level 6 they start to fall in my inhterest seeing how low XP they give compared to other activities.

    • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    Much slower than before because of the gear progression definitly. Skills and stats being strongly dependant on gear, from what I undersand, makes my feel significant lower powr progression.
    This slower prgression wouldn't feel bad compared to a higher mob challenge, but I feel more I'm held back by having near 0 really easy item to craft. (see why in the following question)
    Skill wise, I'm disapointed as a player because I would like much much more choice options in my skill progression. The skill progression feels like you unlock some new powers yes, but very similar to previous ones. The progression in the skills doesn't feel like it impacts highly my power, not as much as stats from gear for example. (this is personnal and I understand that MMO are not always design to have PathOfExile/GW1 deep player agency skill tree unfortunatly for me)
    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    Quests for sure are in a good pace up to roughly level 5/6 then the fall completely in interest UNLESS the couple of them that gives gear set.
    Materials : I like A LOT the way gathering system is designed now, still think some very location-based rare spots of copper/zinc/ruby providing a secured much higher rarity could bring back the exploration side that has been hit.
    I still feel like the higher tier materials ressources should be less frequently spawn until the settelment level with new tools is not unlocked, or maybe much more frequent on the map area designed for a much higher level. (dont have in mind the proportion of lower tier mat needed for hiogher craft so can't give advise on this economy balance side). Wood rarity seems much more difficult than others though.
    Hunt spawns are very very hard to find, thay have always be and I dont understand why we dont find as much grem/crows as we need compare other mats. (even if the processing gives you x5, I feel like hunting level is hard to obtain.
    I wish to adress here the main bottlenecks at this point : bag space seems not adjusted at all, making me held back to town too frequently and forced to abandon resources every run. Increase Bags or reduced sized or ressources is really needed. I have also big issues with storage spaces...
    Crafting stations make my game time a run simulator in Lionhold...I guess the team is aware because the design of crafting station location in the anvils is good, while Lionhold is absolutely insane. (especially when you realise you forgot a little piece in your crafting recipe and you have to run back 10min. Not fun experience at all and should be fixed easly using stations in Lionhold directly. 
    Gold is a bottleneck, crafting prices especially but I don't now how to feel about it because I can feel fun in my crafting time to have to make a bit of money, that send me to comissions or for a gold farming run of gatherings.
    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    Probably when I realise how difficult to find some resources will be...But I don't play in group grind cause I hate to stay in the same spot killing the same mobs for hours....
    • What was the most satisfying and the most frustrating part of progression for you?
    most satisfying : gathering, comission rewards, combat flow, lawless zones
    most frustrating : Crafting station locations, storage locations, inventory space for mats/storage, skill design variety, mob desync animations/position sometime

    I put it here but if I may give an advise on marketplace in nodes, I know AoC takes the better part of other good games when they want, just take some time to see how Dofus marketplace works, I think you will find the best design you could ever find and you will save a lot of time.
    Thanks to all the team for your work, I follow you since start and I hope you know how good your game is already, and its only starting to take form for us.
  • UpperplaygroundUpperplayground Member, Alpha Two
    ● pacing seems to fast for me, I like long grinds and max level being months to achieve but that's me. I think crafting and gathering exp should NOT go towards your main level exp. I thought that's why we had gathering and crafting exp gained separately. I think that's why it feels fast, I gain more exp breaking rocks then killing mobs.

    ●Yes gear is MUCH better. Getting a drop is wayyyy more rewarding now and crafting actually has value which makes the economy fun to engage in. I think recipes need to be fixed for anvil. 2nd division is useless because it's riverlands craft only. Recipe drops i think should be more common for novice gear. But I am enjoying the crafting alot more than phase 2.

    ●Bottleneck is the storage. I think the smaller storage is great because you need to prioritize. But having stacks max out at 20 in storage is silly. Maybe 3x or 4x like 80/80 or 60/60 would make it better for gathering. Cause with money bottleneck, which i like because it makes you think about what you want to craft instead of just max crafting everything you gather. But storing materials for later use is a hassle with such limited storage amounts. 

    ●I like grind, old-school mmorpgs baby. Keep the grind, increase the grind. There is a reason games like old school rune scape are still so popular. People hitting rocks for months just to get the next level. I think AoC needs more grind. I want max level anything to be near impossible to achieve. It makes for a better long term gaming experience when you put in the work your rewarded but at the same time, that little bit of extra magic power doesnt make you god. Your still defeatable just got more stats. That's what I loved about original lineage 2. Getting to 74 verse 75 wasnt a huge difference in power, but people still wanted to grind that level. 
  • KikaKika Member, Alpha One, Alpha Two, Early Alpha Two
    Level pacing seems good.
    exploring is fun to an extent.
    the grind is fun, but I am afraid at how grindy it will get past level 15.

    Storage-------
    The storage is a great way to force people to focus on what they want to farm. Just going out and grabbing every thing you see is kind of boring. Being able to see someone else farm rocks while you farm flowers is cool.

    Item drops --------
    I like the drop rate of gear. It makes crafting feel impactful, and you can grind for the currency to buy it from a crafter, and crafting the gear cots a lot of coins, which keeps the price of stuff low.


    Bottleneck--------
    The bottle neck I had with crafting was the processing itself.  splitting the crafting station by a giant mountain felt bad. Having to cross the anvil mountain 3 or 4 times to craft an item (as someone who is new and didnt know what it takes to craft something) was way to pointless grindy that almost make me say f crafting.

    Crafting in anvils------
    It would also be nice to be able to buy the basic tools with normal quality from a vender so that you can carry a spare with you.  Once the towns get going, you will be able to just buy them from a settlement, but at the very start, that is not an option. 

    Crafting onboarding---------
    Also, you might be good to add a tip saying that you can repair them at any vender, so that new players wont have to delete the item and run back to bonfire to get a new one.  (i wont admit that I made that mistake)

    It might be good to have an npc in the 2 crafting towns have a dialog/quest that informs the player that there is another crafting town with the missing crafting stations. 


    Hunting---------
    Hunting seems a bit too rare to level up. I could not find any first lvl birds to capture.  All I was finding were raptors, wolves, and deer. 

    Lumberjack-------
    gathering wood was way more profitable to gather. Wood is more common, gives more xp, and more items per harvest. Since all the gather items sell for 10c each, it was better to farm and sell wood instead of the other gather options.  

    I think it would be better to have them the same so that you can choose what to focus on based on what you want to craft instead of just having to focus wood.

    Crafting item rarity --------
    It was really nice being able to get a legendary resource and saving it to craft a legendary item. 
    Since everyone could craft everything, it felt like it was normal to be filled with legendary gear. Which is great for low levels.  I am interested in how the end game will look once you add the raid crafting drops for the best gear.  Getting that legendary key crafting item is going to feel even better than getting a legendary gear piece from a boss.

    the basic item gather rarity felt like it was in a good slot. But if feels like it might be like graded pokemon cards. Only legendary items will be worth a ton and the rest will just get sold to the venders.
  • Shiryu-LehaShiryu-Leha Member, Alpha Two

    How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    The pace of leveling felt just right. At first, the lack of hand-holding indicators that most MMOs have made things feel a little confusing, but once I got used to reading and understanding the system, it became quite intuitive. The leveling curve makes sense because the game encourages you to support the development of a node. I’m currently level 13 and still using novice gear, so leveling too fast wouldn’t really help if the nodes don’t advance and allow better crafting. Many players might see it as grindy, but I think it’s appropriate and rewarding, especially since the tutorial-style quests provide good experience boosts and some gear along the way.


    Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    So far, the biggest sense of progression comes from learning new skills rather than from gear upgrades. I’ve swapped out some pieces with quest rewards or basic crafted items, but the difference in damage or healing hasn’t been very noticeable—mostly just a bit more HP and mana. I expect to feel a bigger jump once I move to the next tier of weapons. Right now, character progression feels more tied to skills than to gear.


    Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    Yes, the main bottleneck is tied to node restrictions. You are essentially forced to remain in one of the starting nodes because that’s where novice crafting stations exist. I understand the need for a starter area where you do tutorial quests and craft basic gear, but once you reach around level 6–10, it feels limiting not to be able to move to another node and build it up. Other regions often lack even basic NPCs to sell, repair, or store items, and enemy levels can jump suddenly from 13 to 30, which blocks smooth progression.
    This also creates competition and overcrowding for resources in the starting areas, making it frustrating to gather materials and level professions. For example, trying to collect grem carcasses or deodfil plants often turns into a bottleneck because too many players are farming the same limited spots.
    On top of that, once you finally help a node advance, having to move to a different node and start progression from scratch—while being at a clear disadvantage compared to already established nodes—breaks the feeling of a free, sandbox world that should reward exploration and choice.


    At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    Progression started to feel grindy when farming rare materials for higher-quality gear. The effort required to gather them felt disproportionate compared to the minimal improvement the crafted gear provided. Gathering can also feel frustrating because lower-tier resources are often surrounded by too many aggressive mobs with long aggro ranges. For example, having to kill several grems, a goblin shaman, and a couple of wolves just to collect a single flux plant breaks the flow and makes progression feel more like a chore than a reward.


    What was the most satisfying and the most frustrating part of progression for you?
    The most satisfying part has been leveling up to unlock new abilities. Since leveling isn’t too fast, each new level feels like a real achievement rather than something handed to you. It gives strong motivation to keep progressing.
    The most frustrating part has been gathering—specifically farming rare materials that don’t provide much payoff for the effort, and not feeling any real progression while leveling gathering skills. I assume professions will eventually get active and passive abilities, but right now, the gathering system feels unrewarding and even punishing at times.


  • GeldenonGeldenon Member, Alpha Two
    Played all three phases as a cleric and fell in love with the game play, but this phase the spells were not hitting like they did in the other two phases. Especially in groups for pocket dungeons, simple pulls are a struggle cause you burn through your cool downs so fast cause the healing is under tuned.

    A tank with 1500 health after the fights over to return his health takes everything than some. my big healing spell judgment doing 300 health (8s cd), mends doing 30 with 5 charges 150, 200 with the rapid succession. Concentrating wave only doing 30-40, flash cure x 3 only doing between 30-50. And with resplendent beam the first guys only get 60ish health. Mind you I was 8 and the tank was 10 but if I used everything I'm only scratch a third of his health. Not to mention we got into pvp and it's basically useless, a mend healing 30 by the time I click it and it gets to the intended target, a short bow puts out double the damage in less time. The cast time of judgment use to be the most exciting part of the game, the risk vs the reward. cause when that big heal hit and it brought them back from nothing it was euphoric, but because it took so long you were on edge wondering if it was going to make it on time. Now I'm using it every 8 seconds cause it's the only one that has any output.

    That being said with two healers works just fine but really never needed two healers till raid groups in earlier phases. Optimal group was 1tank,1heal,2bard,4dps but I guess now it's 1tank 2heal,2bard, 3dps which is odd cause you got like 5 dps classes fighting for 3 spots
  • SentSent Member, Alpha Two
    How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    - leveling till about level 10 or 11 was fine. An enjoyable mixture of grinding and questing. Pace was fine.
    After that the usual mega grind started. I'm at 16 now and that was achieved largely by killing lots and lots of warhorns. One spot in the desert that's it. Not fun. Of course combat is still the system in the better state so, if the group runs well the game shines but if it doesn't it's a slog.

    Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    - I play bard and I love it. I have noticed at exactly level 11 mana generation (in a full party) becomes clearly more different. At level 12 Wonder comes to the rescue and it's fine again.

    Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    - I don't like single pulls. They make progression seem slow. Pulling one 3 start mob in Septillion or Stellbloom doesn't feel satisfying to me. I much prefer what was like in p2.

    At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    What was the most satisfying and the most frustrating part of progression for you?
    - Probably the lack of gear drops. Number go up fells good. Obviously gaining levels has to slow down and at some point not all the class/weapon skills are as impactful as the first ones. We dropped a very good wand from warhorns but it was phys damage, we may or may not have cursed the name of Steven...

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  • HarolfHarolf Member, Alpha Two
    edited 11:25AM
    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    The first few levels went by a bit too quickly for me personally. From around level 9 onward, the experience gain feels very good for reaching the next level. For me, advancement can be accompanied by hardship.

    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    Where do I begin?
    In this game, the character lacks everything from the start. Which is fundamentally true, because it motivates you to put in the effort to change that.
    However, the crafting system is largely absurd.
    I manage to craft basic gear (levels 0-9) relatively well through quests and simple crafting.
    To craft gear for levels 10-19, the material, drop, and money requirements are absurdly high (if you then scale that up to higher levels, you need entire bank slots to produce an item).
    The worst part is that gear drops practically don't occur through PvE. This creates a crafting obligation, especially during the server startup period.
    This situation is highly unworthy of a good MMO because:
    A good MMO must have niches for as many gameplay preferences as possible.
    - There's the Collectors and Producers faction.
    - There are the adventurers who focus more on PvE content.
    - There are the PvP players who expect ranks and rewards through PvP success.
    - There are those who travel almost exclusively in groups to play the most challenging and rewarding content possible together with others.
    - There are the lone wolves who occasionally join groups but generally prefer to play alone. They buy the necessary gear more than earn it.
    - There are the casual gamers who have dedicated time to playing on the weekends and a maximum of 2-3 hours per day during the week.
    - There are the hardcore gamers whose hammocks are set up in Verra so they're always ready for a dungeon run.
    - There are the beginners who haven't thought about how best to get started before starting the game. Those who simply want to experience the most exciting adventure possible by learning by doing.
    - etc.
    Currently, there are a maximum of two niches for all these different playstyles.
    Players who don't focus on gathering and producing currently feel unrewarded. PLEASE CHANGE THIS STATEMENT !!!
  • RaspberryHeavenRaspberryHeaven Member, Alpha Two
    • Pretty uneven, the first 7 levels I pretty much skipped via quest rewards around Lionhold and everything after that was a slog because I am forced to fight level 12 elites while wearing starter gear, it was literally easier to level just by chopping trees which is saying something
    • Gear drop rates were abysmal until the recent patch, my group of 8 has gotten less than 8 pieces of gear from 1 to 15 if we don't count quest rewards
    • When I started fighting enemies clearly balanced around having rare level 10 gear so somewhere around level 10 when I moved to Sephillion
    • The most satisfying was unlocking level 12 skills to actually be useful, least satisfying was definitely being griefed by people who couldn't handle getting pushed out of their farming spot
  • AtashAtash Member, Alpha Two
    hello,

    so i have a few things to point out regarding pvp options and crafting:


    1) pvp:

    - why did we had to remove the force flag button and bring this wanky system? right now the options in setting, combat under pvp are:

    - first option force flag to attack if i turn this on i have to hold the flag button at all time to be able to attack or use my abilities whats the use of this ? :/ 
    - second option i still dont know what it should do but i think if its off u can be flagged baited easily, someone can flag and go to one of ur aoe heals or shield and u are flagged.
    - third option makes my AOEs to hit everyone who are flagged!!! why is this even needed? if im flagged ofc i want my AOEs to hit everyone who are flagged why is this option here? 
    - also i farmed like 2/3hrs in a pvp POI and gear drop chance from named mobs were the same as 2.5 it didnt get better despite it being pvp zone at that time.

    - thoughts: just bring the option for many people like me who liked the old school alf + f to flag and then not being worried about anything weird

    2) proc cost:
    - why do we need 4/5 items with same icon but diff names for every single type of metal, wood, flowers and etc to buy them and then proc? did you not think hey lets just add one item type like sand paper for all wood proc, water for all stonemasonry and lets say flux for metal working and etc or you could simply just incress the base cost of processing and be done with it insted of adding 5 diff items with same price/icon and prices to make things so much more complicated and just exhausting.

    3) Crafting cost:

    Lv0 crafting is ok but proc cost is still too much as i said above but why lvl 10/20 costs are worse than phase 2.5 when we had proc 2:2:2 ?
    that time a lv20 bow was 380 or sth wood to make now its 1050 wood !!! did you all just sit down and said ok everyone said phase 2.5 crafting was too hight lets just make it 3/4x Worse like who is making this recipes changes? you all need to hire just a player who played all the phases to go throw the recipes and fix it for u and tell u this is ok this is not ok, community feedback down to trash bin i guess? :/

    4) mount

    animation to get on mount or jump down needs some help and why did you remove it from F is it bec someone said oh i press F next to station and i jump on my mount ? ;/ ok dismount 1m away insted of adding more buttons into the game!!!! 

    5) gear drop:

    can you just make trash common gear drop often but like X% weaker than crafted version of same part in common ? 
    everything is very very slow right now just speed it up a little bit.

    6) server issues:

    everything seems to be fine in anvil and other zones but in riverland its just with lag + game freeze once a while + rubber banding A LOT but overall peformance is a little better than before but still in server down time with very less people riverland is just bad and not smooth.
    i play bard and my songs go off every single time i cross a server worker and sometimes all my stories aka buffs goes away.


  • BlipBlip Member, Alpha Two
    How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    Feelt good too lvl 7 then the quest stopped and or was bugged/ not on map.


    Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    This feelt uterly horrible no gear in sight managed to craft a wand. But that was not too fun.

    Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    Quest died off or was not on marker or no marker on map. Feelt i had a good amount of Silver until I started crafting. Then i was poor as hell.

    At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    The lack of gear when i had to start farming materials for a wand, it feelt like i was beeing forced to craft. And running back and 4th to the diferent stations on opesite sides of the Anvils made me a bit anoid. 

    What was the most satisfying and the most frustrating part of progression for you?
    Gaining levels questing in the mounten feelt good and engaging.

    Beeing forced to craft And not getting any loot drops, and only getting glint on every 4-5 mobs. 
  • TylthulTylthul Member, Alpha Two
    edited 2:53PM
    Some random thoughts I had (as a filthy casual who hasn't played much since Phase 1)

    - Ooo, is this new intro music or have I really been away this long? That hits hard. Let's go!

    - Character creator is looking nice...oh, EVERY male Vaelune has to have a giant nose? Ugh.

    - Cool some of the intro quests actually work now. I'm having fun questing.

    - Boy the AI VO is still awful.

    - Why are there no loot drops early? You removed the starting gear vendor (or moved the gear somewhere else I haven't found), so I'm just running around half naked, making it rain glint. Glint is not a satisfying reward, folks. I need loot.

    - Oh, finally...recipes. I guess they're REALLY pushing crafting over drops...whaaaaat...wtf...why does this recipe require 6 different things? I need a economics degree to play this game.

    - Log out because there is no carrot to this stick. Quests? Glint. Mobs? Glint. Stuff to buy? Bags. I can't do it again. You guys have the coolest Christmas tree, stocked it with presents, but every gift I open is socks. Actually socks would be loot. It's worse than socks. It's monopoly money.

  • Cold 0ne FTBCold 0ne FTB Member, Alpha One, Alpha Two, Early Alpha Two
    edited 1:30PM
    Responses in Italics
    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way?
    • I found leveling incredibly frustrating. As a newer player (I last played the first week of Alpha 2 phase 1) coming in the need for grouping in order to level is at too low of a level. I got to level 6 and ended up quitting because I would consistently die to low level mobs. It felt like I hit a cliff at level 5. Questing was not worth it for grinding, so I was left with too choices; I could grind lower level mobs or I could play a different game. I choose the later. At this point I had only been playing for three hours and most random groups would either not accept another DPS or would grind for 20 mins before dissolving. I like the need to sit and wait from time to time but I think the game needs to be more approachable and it would be better to slowly increase the need for grouping up over time rather than forcing it at such a low level. Had I spent more time in the game and had gotten further, I would have been more likely to join a guild. 
    • Another issue is what happens when everybody gets to higher levels in this test. Less people will be in low level zones or will be willing to grind levels. If you aren't able to get on and start grinding early you could be stuck at low levels and have a longer grind because nobody is left at your level.

    • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not?
    • I did not play long enough to give a true answer to this. I feel like the lack of sustain and survivability is too low. Many other MMOs have self heals and tools to help with sustain but still require a healer for most content. I don't understand why this is such a sticking point. 

    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details.
    • General leveling. See my first response. This game forces certain dynamics too early and too quick. You need people to invest more and to encourage it at a more slower pace. From what I saw crafting and gear grinding looks absolutely terrible. It looks to be way too boring of a grind and this is coming from somebody that loves the Path of Exile Grind. 

    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling?
    • Every point after level 5 but for the above reasons.

    • What was the most satisfying and the most frustrating part of progression for you?
    • General leveling was the most frustrating part. From what I have seen crafting would be a close second. The most satisfying part was seeing some of the combat skill synergies. I mainly played rogue but this kit looked really interesting. 
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  • daveywaveydaveywavey Member, Alpha Two
    It's all felt grindy, so far. But then, P2 and P2.5 did too. I dunno if there's a solution to it, though. That's partly to be expected in MMOs.

    The most frustrating part so far is how much you seem to hate Artisans. You've made it prohibitively expensive to do Processing and Crafting. Recipes are still ridiculous in their requirements, and now we have to buy stupidly priced Vendor items on top of it. Maybe you typo'd the 30-copper each and it was supposed to be 3-copper each, who knows.

    Recipe drop-rates seem pretty good, so far. Am still enjoying the feel of the Ranger and Bard.
    This link may help you: https://ashesofcreation.wiki/


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  • EndrakanEndrakan Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    • pace of leveling - Feels OK to me. Its grindy, but in a good way. 
    • character’s power (gear, skills, stats) - The gearing/crafting needs serious work. Right now the nodes are just coming online, and much of my guild is just getting to the point of having enough money to afford crafting pieces to fill out our naked slots. Many guildies are in the lvl 10-15 range and clamoring for lvl 1 gear due to gear drops being only one step from non-existent even after "increasing" drop rates. I would argue that common grade lvl 1-9 at the minimum should be EASY to at least get your slots filled. Please lower crafting costs (at least for common and/or lower levels) AND increase drop rates and/or add more quests that grant gear (it doesn't have to be the good stuff, just SOMETHING.) The level 10 gear problem will start to resolve soon, but I might recommend looking into attempting to pace character leveling to more or less match the speed at with nodes level up - so crafters have the benches needed to be able to craft the gear needed for a given level; it feels bad to level up, and not have ANY gear of your level available from any source. 
    • bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? - I would say lack of quests (i assume the are coming), lack of gear (see above), and definitely the gold cost of crafting in general at the moment. The lvl 9 exp requirement (also 19, etc) is always a slog - but seems intended.
    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling? - I'm beating a dead horse here, but the gear grind at the moment.
  • ProfugusProfugus Member, Alpha Two
    edited 3:45PM
    Crafting system takes an increasingly insane amount of materials to craft gear. That's fine. But being able to kill a "rare" spawn (gnashgut best example) and get their unique item as a drop completely invalidates crafting. "Rare"/"Unique" mobs that are tied to specific item drops should be purely for getting the recipe/materials. 

    Items that drop should be restricted to common tier 1.. minimal chance at uncommon. Even at that, you basically reliquate the "initiate" grade gear to the first couple days of a server coming online and "rich" people leveling alts.

    • How did the pace of leveling feel from level 0 to your highest level (too fast, too slow, or just right)? What made it feel that way? Felt very slow when I was in a group with 5 friends, avg level 8, killing 1* lvl12-13 minotaurs. We were getting less XP than if I were to kill of-level zero star mobs solo. It was atrocious to see such minimal XP from group killing guys several higher levels than us. We haven't played together since due how bad it was.

    • Did your character’s power (gear, skills, stats) feel like it kept up with the challenges you faced? Why or why not? No. I was doing basically the same damage at lvl1 that I was doing at lvl10.. maybe 10-15% on paper but it felt I was growing incredibly weaker as I leveled. I kept the same gear, nothing was dropping and the actual damage bonus for leveling doesnt seem to exist.. its an artificial "difficulty" making higher level mobs harder to hit by nature. Need gear to drop, if you want crafting relevant, drops just need to be worse than crafted.

    • Were there any bottlenecks (quests, materials, gold, difficulty spikes) that slowed your progression? Please share details. Gold. good god. Trying to process anything eats up more than I can make. Processing costs shouldn't start so high but rapidly increase on higher levels.

    • At what point, if any, did progression start to feel grindy instead of fun? What specifically caused that feeling? the moment I was in a group it felt like a boring endless grind that would never result in any actual leveling. I went off on my own, now lvl12 and solo felt better which makes zero freaking sense.

    • What was the most satisfying and the most frustrating part of progression for you? Satisfying: gathering is now valid adventure xp. Frustrating: grouping for killing high star higher level mobs was crap.
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