Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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.
đź“ťJanuary 2025 Livestream Discussion | Treasure Hunts + Pocket Dungeons đź’°
Hello glorious community,
We’d like to hear your thoughts on the Treasure Hunt Playthrough and Pocket Dungeons shown during the January 2025 Development Update Livestream.
To help guide this conversation, here are a few thought starters you can choose from:
Everyone here at Intrepid Studios looks forward to reading through all the feedback you have to share!
We’d like to hear your thoughts on the Treasure Hunt Playthrough and Pocket Dungeons shown during the January 2025 Development Update Livestream.
To help guide this conversation, here are a few thought starters you can choose from:
- How do you feel about the Treasure Hunt and Pocket Dungeon Playthrough?
- What excites you about playing and interacting with Treasure Hunts and/or Pocket Dungeons?
- Is there anything, in particular, you’re excited or concerned about regarding what was shown with the Treasure Hunt and/or Pocket Dungeon Playthrough?
- What does a perfect treasure map system look like to you? In your opinion, what makes for a fun treasure map system experience?
- Are there similar systems you’ve seen in other games that you like or dislike? If so, please explain!
Everyone here at Intrepid Studios looks forward to reading through all the feedback you have to share!
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Comments
For all the non-solo activities - there's guild bank. Oh wait...
This one's gonna be rough (honestly probably not, I'll try to focus on positives). TL;DR this seems really convoluted and 'fake', as content for this game type.
We've accepted that this game 'probably isn't for us' ever since the Open Seas reveal and Caravan Showcase, but one of those was a philosophy difference and the other was just 'well they just don't have a designer that can put it all together yet'.
But my feedback on this is the same as the Caravan Showcase.
"This is far worse than the sum of its incredibly suspicious-looking parts."
As a concept of 'something to do', this content makes this into a really strange 'lobby' style game for more casual or 'solo' players, and this is one of those systems that seems entirely intentional in terms of its slot within the gameplay. It feels like you're sort of pushing those players 'into their own lane' but it sorta pushes them 'out of the world'.
If you make it more rewarding, it will swing the other way. It just doesn't feel integrated, and obviously this isn't necessarily ready yet on that front, but it's definitely giving me the same vibes as Caravans and those are literally twice as bad as I feared back when I saw them, so I hope this one won't go in the same direction.
World Art Shown
Looking good! I really like the feel of this area, really showcases the skills and plan incredibly well, and everything looks like it is just waiting to be explored, absolutely amazing art and direction. This post will be too long if I praise everything, just assume that that praise would be at least on the tier of my other Giant Piles.
Procedural Content Generation Result
I can say that it's 'visible', but not in a bad way (I probably have bias as an occasional Minecraft modder, though). That said, it's not very noticeable and I think that's what matters for those who care. I can't tell the difference between spots that have been touched by the artists directly, and other aspects, in this showcase at least.
Econ Stuff Shown
Disgusted? Probably the best term. Entirely personal for me for now as mentioned above. I don't have a problem with this content type in general, Treasure Chests in dungeons is one of my favorite FF11 things, and Throne and Liberty's Mystic Globes are at least okay, if a bit too ubiquitous sometimes. But that 'constantly being able to find a little of it' fits with the rewards and reward type those give. This, for me, seems to go all the way back to planning, but it isn't entirely clear and I don't wanna be negative without basis.
World Implementation
From everything seen, obviously I'm guessing, but it looks really good on the design backbone front, looking forward to more of that in many areas. I guess I'll mention the mob distribution under this as well since I feel like it is covered by the same Team. It's looking really good, almost to the point where I can imagine the game feeling good to play for even my group who don't like the combat much, just from the side of flowing between mobs and adapting.
Weather stuff looked good too, my 'itch' for a new game with a good weather system has obviously been 'scratched' by Throne and Liberty but y'all seem to be keeping pace and that's great!
Pocket Dungeons Themselves
If I imagine these areas filled with good PvE content, it makes me want to play, and I think that's probably the biggest 'praise/feedback' I can give. They don't look good for PvP clashes, so far, but it's unclear if that is even the 'goal' of Pocket Dungeons. If these are meant to be the sort of thing that a group just go out with the expectation of having a bit of a goal and reward, basically 'low risk' locations, I don't mind the fact that the PvP would probably not be particularly interesting.
But even though that's exactly how it should feel realistically, that seems really far from what AoC 'is' in terms of the real outcomes. I'll keep hoping it goes in the direction that I'm biasedly seeing.