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 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.
Comments
I tried playing a bard for a bit but honestly I'm at a point where I feel like I'm not making any significant progress.
There is no metric on which I can make any progress. There's no 'carrot'. I felt like I was making decent progress mining this morning when the xp gains from mining were higher (due to the rarity changes) but those were completely rolled back. I had given our weaponsmith a bunch of the zinc I had (from before those changes) during that hour and we made arrangements to work towards level 10 gear (for both of us) but the rollback meant I never gave him that zinc. And the fix to the gathering tools meant that everyone was in a rush to start Apprentice tier gathering and crafts - negating every levelling plans I had made during the downtime.
I now have a level 12 tank and a level 13 bard, and I feel like I have no abilitiy to progress. Two of the most needed grouping classes - but there's no new PoIss in The Anvils and so everything is so hotly contested and full that there's just no hope. Especially since I'm undergeared. Level 10 gear is just not accessible (not even low tier common basic gear). It takes literally hundreds of mats and several gold. None of which I have.
I've been a pretty stauch defender of the grindy/hardcore nature of this game - but I'm definitely in a place where I can't find meaningful ways to progress. Maybe the game isn't for me... but honestly if this game isn't for me then it's probably not for enough people to survive. I come from Ultima Online and Dark Age of Camelot era gaming - I'm no spring chicken looking for the next dopamine shiny.
What might help is more commissions geared to my level. I've been accepting everything on the comission board but that got old real fast.
I'll check back in when you add Summoner. Half my guild seems to want to play summoner so maybe they'll need a tank then, but as it is right now you are at a strong risk of losing the player attrition battle.
mobs just north of my location at the camp are spawning in at level 1, I believe they should be level 8-9
First process the ore. That's 30 copper to use the machine and 30 copper for the useless component you added. So that 60 copper for 1 processed ore.
Then you have to make another component or buy a component another 30 cp. Then 30 copper to make the item.
You need at least 10 fragments so that's 6 silver in ore then another 60cp.
Where does a beginner crafter get that, quests don't give you enough. On top of that you need hundreds if not thousands to get to next tier
It's like Intrepid wants to suck every bit of fun out of crafting
CRAFTING
still needs to be fixed, Novice stuff is now easer but also harder to get, needing regents for every part now makes things more expensive and the curse of "If it's not Epic/Legendary it's useless" is still in effect. Crafting novice gear should be super easy and cheap because people are just starting out, and needing more at the lowest level is bad because people won't try out the crafting. I know the crafts I will do at Launch but i might change it up just to make that all crucial money for low levels. The value isn't having large guilds that can gather endless resources and thus find the permeant spawning Lego spots (yes they still are in game) the value is the RANK of the crafters, right now it's still exceptionally hard to craft Apprentice/Journeyman gear with the recipes I have notice.....however thank you for making every Artisan craft just as complicated as Cooking/Farming...with that being said...
THANK YOU FOR MAKING A FARMING RECIPIE THAT DOESN'T REQUIRE POOP! I SWEAR I HEARD THE ANGELS HALLAJUAH CHORUS WHEN I READ THAT!!!!! this makes farming novice finally obtainable. Also THANK YOU for making woodchips...just woodchips, the inventory needed for seperate woodchips was silly and now that all wood makes woodchips thank you so much!!! but thank you for bringing all the artisan ship classes to the same level, so...yea i guess it's ok to add the stuff ya did.
But I will stress, needing 250+100+50 of something to make 1 Journeyman item is silly. remember this isn't FFXIV now everyone can have max level every crafting so the value shouldn't be the rarity of the item but the crafter who crafts it. Even at higher levels it should be easy to craft a base level common item but making it rarer/higher tier is on the crafter/resources put into the item; they can use better/rarer materials but still the crafting of a base common item should still be easy. yes this means you might need to code a whole new system, but it need to be changed cause right now...and I will stress through Cooking, needing 64 Weeping Willow and almost 1 gold to make 1 Apprentice level item is silly needing 55silver in regents...and another almost Gold in crafting fees to make a single Journeyman is also silly and this is Cooking I read swords that needed hundreds of wood/copper to make 1 thing. needing 1 Gold just in crafting costs/regents not counting how much the wood/copper would cost or the time needed to gather (IF YOU CAN GATHER IT YOURSELF) locks crafting....base level crafting of Apprentice/Journeyman to guilds, even large guilds and locks out the casual players/guilds out of this...not to mention the Master/GM tier stuff with if the math works is like 10-100Gold worth of materials (not counting vendor upcharges) I kind of have an idea of a system that could work if yall want to talk about it.
GATHERING
for some reason seems easier/more rewarding....but....but apparently Static nodes still exist, but the Hunting and Fishing is random...why can't those be used the same way across the board? thing with the Certification and tools help rarity like it seems to do with Fishing
Novice=Common/Uncommon (very very slim chance for Rare to drop)
Apprentice=Uncommon/Rare more frequent (Heroic can drop)
Journeyman=Rare/Heroic More common (Epic can drop)
Master=Heroic/Epic more common (Legendary can drop)
Grandmaster=Epic/Legendary more common (Artifact can drop now)
This makes the level of the Gatherer more important than just standing in a spot all day and chopping a tree, also if you can't unlock Epic and Legendary till Journeyman level it eliminates the "if its not Epic/Lego we don't want it" mentality that is happening and makes all the tiers of the resources important, makes the gatherer more important and it levels the playing field for casuals/small guilds have with larger guilds because its all about the gatherer, if you have someone who only wants to gather for a guild then they have just as much of a chance of getting rare mats as a very large guild, just now it's a numbers but again this isn't FFXIV and not everyone will be a Master/Grandmaster gatherer so they will be in high demand regardless of guild status because only they can get the Epic/Legendary/Artifact crafting mats needed for rarer gear
QUESTING
Honesty seems really rewarding, the new quests and the old seem to have better rewards so my solo play is more questing than it used to be, very good job! keep doing Questing like it has been in this stage. Specific quests that yield specific rewards are great epically for better then starting but not as good as crafted gear.