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.

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I want to like this game....

FoossaFoossa Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
But you’ve made that hard to do.

1) Combat (Melee)
Melee combat just doesn’t feel good—no matter how many people say otherwise. There are still too many clunky interactions between spells, combos, and targeting. Slow weapon targeting makes it frustrating and unresponsive.


To give examples of what good melee combat looks like in other MMOs:

Elder Scrolls Online – Smooth animation canceling, quick weapon swap responsiveness, and clear hit registration make melee feel weighty yet fluid.

Guild Wars 2 – Ground-targeted abilities, dodge canceling, and tight camera feedback make positioning and melee combos feel precise and rewarding.

Black Desert Online – Responsive action combat with seamless transitions between attacks and movement, giving players full control of timing and targeting.

Final Fantasy XIV – While global cooldown-based, it still delivers clear visual feedback, hit confirmation, and satisfying flow between skill combos.

Each of these games provides one or more of the following: instant weapon responsiveness, clear attack feedback, reliable hit detection, and smooth animation flow. You don't need to copy "mechanics" of these games. However, right now, your melee combat lacks that sense of control and impact—it feels ANNNOYINGLY delayed, inconsistent, and disconnected from player input.

2) Movement & Animation
Movement, stride, and character animations—along with lingering bugs like standing up from a sitting position—should have been fixed long before adding new systems. After eight years, it’s surprising that core movement still feels this rough.
Right now, player movement and interactions actively hurt immersion more than in almost any other MMO. Mob pathing is also among the worst I’ve seen: enemies spawn on top of tombs, pillars, and roofs where they can’t be reached, ruining grind spots when 30–50% of spawns end up glitched.

3) Drops & Materials
Drop rates and material yields feel extremely low. If you don’t want vendors selling armor (even with low stats), then drop quality and quantity need to be rebalanced to create a viable player market. As it stands, hardly anyone gets usable materials to craft or sell. The quality caps at levels 10 and 20 feel meaningless with such a stagnant market and no vendor alternatives for weapons or armor.

I genuinely want to test and provide useful feedback, but it feels like the developers are either slow to implement changes, focused on the wrong priorities, or—hopefully not—unaware of what the current industry standards are in these areas.

Balancing materials and vendor systems can be subjective, sure—but issues with combat and movement are not. Please, stop prioritizing new “Harbinger-style” content and focus on fixing the core gameplay experience first.

Comments

  • VolgarisVolgaris Member, Alpha Two
    I like the melee combat, the rogue is really fun. It could be better. I weapon swap has gotten better, it used to bug out. I do wish I could sit and rest/eat right after combat, having to wait until the systems registers your out of combat is annoying. I would like to see combos, like ffxiv. It'd make the combat more engaging. And having it feel weightier would be good. Having a visual queue for a hit is important.

    I couldn't agree more on the AI pathing. I don't think they've worked this yet. I do expect this to be one of the first things they clean up at the start of beta, to be fair it's not really that essential for now. Well most of this isn't really essential aside from the gear/crafting progression not keeping up with the leveling progression. With features still being added, I wouldn't expect much polish until beta.
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