#Alpha Two Phase II Feedback Request! URGENT

1 messages · Page 2 of 1

pulsar oriole
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory freezing and requiring a relog to fix
  2. Item pickups not working
  3. Infected status effect doesn't stop healing. It makes healing cause damage.

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wanton eagle
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Top 3-5 Most Important Bugs:

  1. Safe spot exploiting
  2. Out of party agro
  3. Caravans going to the shadow realm.

Top 3-5 Most Important Feedback Topics:

  1. PvP is a mess. Guilds do fishing/chopping events to avoid war cost. Corruption is way too punishing.
  2. I hear that player xp is cut if lowest in party is more than 3 lvls difference than highest. This has completely stopped a lot of my guild from playing together. We can't grind with someone until they hit 22, which SUCKS!!!!!!!!
  3. Some of the most annoying mobs in the game (skelis, dogs, oculars) are way over tuned and give the least amount of XP. Risk vs reward nees to be balanced here. They should give the MOST xp because they are the most annoying to deal with.
pallid shoal
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  1. fix all weapon perks ever skilled on all weapons procc at the same time, even tho they are not even equipped
  2. I cannot do treasure maps with my character because I had one open when the server restarted and now the quest is not showing anymore, but it’s still active or sth so I can’t start another one
  3. antiheal skills from mobs resulting in negativ healing ratio, meaning healers deal dmg with their heals and killing ppl with heals

Feedback:

  1. more t2 and t3 gatherables
  2. increase in hunting drop rarity
  3. decrease time needed to level for alphas since leveling is not testing an game mechanics, it’s just a boring grind. Will be ok for release but give us like a 5x on xp or sth
robust iris
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Hi here,

Top 3-5 Most Important Bugs:

    1. Some ennemies pop friendly so we cant attack them
    1. when we activ Block some hits are not block
    1. The pilosity of the character and the shield of my tank dont show correctly

Top 3-5 Most Important Feedback Topics:

    1. Fishing is boring atm with just afk fishing, we need activ fishing in complement of the afk system where the activ is more reward, cause for now, people just use server capacity for nothing and fishing all Day where somes other people Just cant do that, finale afk is more reward than be here.
    1. Some ennemies, like firestarter can nuke an entire party, they do too much dmg and we see some party pull that kind of mob on other party for kill them and loot their corpses without légit fight. Maybe if this mobs can do less dmg it should be cool.
    1. The marketplace is not enough clear too find whzt we wants i think sort item instead of vendor could be great
obtuse shadow
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Top 3-5 Most Important Bugs:

  1. inventory missing bug
  2. harvest nodes spawning in the terrain - unharvestable - t3 nodes not cycling out: 80% of the shared spawns are all t3 atm
  3. treasure maps not working properly
  4. rarity on t2 gear not working properly for t2 nodes: most prominant on hunting and lumberjacking
odd solstice
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    1. Something with the game client causes my CPU to skyrocket and the game just crashes. Have died several times in game due to this. Adjusted graphic settings etc and my PC should be able to handle the game. It is fairly unpredictable when this happens.
    1. Inventory bugs/collect loot. Have to relog character to collect dropped loot and sometimes move inventory items. The moving issue seems to happen more frequently when I am next to the storage in city.
    1. When customizing chat channel, the changes don't persist when you log off.
    1. Treasure maps....would love to go treasure hunting 🙂
      -5. Comission quests. Some of the 'named' don't spawn, or I can't find where they do.
    1. Farming- it is incredibly difficult to craft some items that are important for cooking. Milk and eggs are two that I have struggled with. Haha you can make an adult cow and cook can use it for 5 meat, or 1 milk. Poor cow slaughtered for one measly milk....has to be a better way to at least get a higher quantity of milk so stat boosting foods can be crafted.
    1. Gathering- I would love to see some dynamic node spawning. It has been brutal trying to gather and not knowing where nodes spawn, there are people that know these locations and exactly when they will respawn. Add a little bit of variability and hopefully that can open the availability to others in the game. When the extra time was announced for Jan. 6th, it was incredible to actually find the nodes because people weren't running the route because the game was going to be offline.
    1. Marektplace- this system needs to be searchable and not in the order of the oldest shop opened.
      -4. A recall home option on a timer would be nice, even if it is only daily or every 6hrs. I think hourly would be to often.
      ======================

Thank you for all you have done to make a fantastic game! You are all very appreciated ❤️ I love so many concepts of the game and am looking forward to seeing the progress.

tranquil thistle
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Top 3-5 most important bugs:

  1. Exploits – Ban the deliberate exploiters
  2. Mobs get stuck in terrain and don’t return to their home point.
  3. Mobs dropping aggro from the person training them randomly to attack nearby players who did nothing to them.
  4. Griefing

Top 3-5 most important feedback topics:

  1. Mob Loot – Grinding is really the only way to level with the lack of quests. Mobs need to be dropping more usable items as you fight them. A player should not be able to go from 1-10 with 6+ empty equipment slots and level 10+ with nothing but vender white gear.
  2. Harversting – Where is the copper? There should not be 100 granite and basalt for every 1 copper node.
  3. Mob training – If someone runs by a mob and triggers aggro, the mob should follow that player until their designated breaking point, and then return to their spawn point. Training/Griefing is a real issue.
  4. Corruption/PvP – I was in a group at HH where we were constantly being trained by one person. A group member got tired of this one person, flagged themselves for PvP, killed the person, and got the corrupted tag. Moments later a level 25 flies out of the sky (mayor) and kills our corrupted group member who was level 12. This system may be “working as intended”, but it certainly not working…
void mason
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1. Mobs' leashing and AI issues being trained onto bystanders. Or Mobs like grems being able to consistently attack from way far away. Mob aggro ranges are also inconsistent even between the same named mob.

2. Caravan system needs revamp. Incentives for defenders, and recoupability, as well as just polishing out the bugs of disconnects, wierd teleportations, etc.

3. Different invisible terrain walls for the same height stones but in different areas very inconsistent, and mounts don't traverse particularly well, or on foot. You know, those mobs may also have trouble with those walls and could be the reason they get stuck a lot after being trained far away.

4. Quests need some vigorous polish, from lack of information and immersive-ness, to poi points to inventory quest items not actually going into the correct Quest Items tab or items being properly removed upon completion, this effecting side quests and the radial ones from the various boards of nodes.

5. Party mechanics from wierd UI glitches to missing exp. Better loot sharing - glint, and innocent clerics outside of parties not accidentally getting corruption due to healing someone with that... despicable debuff and killing them. The debuff itself needs a debuff as it is too powerful currently.

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Top 3-5 Most Important Feedback Topics:
1. We may need to define the line of what is acceptable behavior for pvp and what would constitute griefing. Because it certainly gets old with enough your mom jokes or just shittalking thank god for the ignore button, but then deliberately gaming the system on low-level players because you're bored? Better accountibility needed. In addition, you find exploits and report. Then you DO NOT USE THEM, REPEATEDLY. Ban those that knowingly do.

2. QoL things for many UI features. From enabling a better search and filtration for the marketplace, better chat/social filters, maybe even making guild's membership a slightly bit larger in capacity. And adding some more features to the UI editing hud to address the bajillion buffs/debuffs a person can get within a node and fighting.

3. Gathering spots that spawn higher tier levels could refresh into whatever else it shares on its table randomly after so long so that they can be gatherable again, preventing some painful chokepoints for gathering and crafting and potentially removing static rarities so a single node isn't camped endlessly.

4. Remember to love the casuals, solo, and RP players please. Thank you. ❤️

5. Thank you for your transparencies. I can see the sheer love put into this game.

lunar siren
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Exploitation of the mitigation bug making tanks next to unkillable
    1. Loss of caravans when converting to and from raft
    1. Resources such as weeping willows spawning in rocks or at height, thus becoming unobtainable
    1. Players outside of wars and caravan events being able to heal and shield the participants of the events. This makes them unattackable without flagging (which would lead to corruption). Highly unfair to those having to deal with it.

Top 3-5 Most Important Feedback Topics:

    1. Guilds caught exploiting have ruined the pvp aspect as we as leveling. They should be dealt with
    1. Freehold need attention in allowing the owner (say Guild leader) to let other players to have access to planting/cutting/gathering the resources
    1. (Positive) Everyone at intrepid have done a bloody good job to get to this stage and myself and others are anxiously awaiting upcoming content and bug fixes for phase two. We're also really looking forward to the rogue class if that releases in phase 2. Bravo everyone at intrepid.
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sudden rain
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Treasure Maps not working
    1. All combat bugs like applying several weapon effects at the same time
    1. Caravans missing

Top 3-5 Most Important Feedback Topics:

    1. Gathering rarity feels weird. Copper was exceptionally rare but also weeping Willow
    1. Aggro functions poorly. Dragging mobs to low levels and taking their glint was commonplace
    1. Aggression towards caravans are rewarded, there is no system to offer defenders to share in a successful caravan run. We need both to make caravans pvp and not just pv-a wooden box
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stoic saffron
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Bugs:

  1. Consistent lags in the most player populated areas
  2. Mobs getting pulled from resp and getting stuck in textures/not returning
  3. PC resources usage needs improvement. GPU usage needs further improvements (screen gets stuck even on top GPU and requires game closure event on top GPUs). Looks like the usage is inconsistent and game should be able to manage used resources correctly.

Feedback:

  1. Cooking, crafting, economics - those systems need more work
  2. Targeting (via hitbox click) is clanky
  3. PVP system is very imbalanced
whole sleet
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Top 5 Bugs:

  1. Whatever causes 3000 series GPUs to struggle. This has been the single biggest hurdle in stable and consistent gameplay for me and many other players, and that prevents me from being able to provide effective testing results as well as keeping me away from doing livestreams and content creation without it being a buggy artifact-laden mess.
  2. Mob aggro staying on threats and not picking new player targets nearby. I would go as far as to say players who draw aggro should cause other nearby players to be treated to REDUCED aggro to that creature until those players engage in attacking that enemy or aiding players who have drawn aggro already.
  3. Desyncing from the different services, and this issues this causes, such as inventory not updating or being unstable, being unable to loot items from containers we access, or returning immediately after a crash and services not all working correctly until quitting to desktop for a minute or so.
  4. Caravan stability - they like disappearing, desyncing, trying to change back to a wagon on the open waters at server worker crossings and booting the driver out underneath it, etc.
  5. Treasure map stability, they often don't work and they ALWAYS require me to touch the dirt and see the missing tool message before I relog to hopefully open it, and even then I might not be able to access the chest when it appears and the F to interact doesn't get me into the contents, EVEN if I relog once more.
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Top 5 Feedback Topics:

  1. QUESTS need HELP. Many of them are broken, many of them are extremely unrewarding, quests that are part of chains or seem like they should have follow-ups don't seem to lead to any finality. I reported one earlier that leads new players to lorem ipsum filler text instead of the narrative bit that they're supposed to be offered.
  2. Training enemies on other groups in a non-PvP setting, and corruption baiting with the PvP flagging system, are distinctly griefing activities, and there are not enough protections and balances to prevent them from interrupting playtesting and causing trouble where it isn't welcome.
  3. Hunting and fishing quality needs the same variance as flowers, metal, and trees. I don't think anyone NEEDS a legendary salmon right now, but the inability to hunt anything above rare (seemingly with high quality tools and clothes in play as well) means items that rely on skins, fat, and bone are arbitrarily limited at the moment.
  4. Voting needs to return, as it seems like it disappeared after the initial mayoral votes. This will help with issues where leadership in certain places refuse to build up their economy so that we can test systems--like the whole of journeyman tier crafting--instead of allowing leadership to sit on their thumbs and watch the rest of the realm struggle to obtain access to the systems we're hoping to test.
  5. I know people were abusing Alt+F4 to get out of trouble, but the game is not stable enough to take off the training wheels. Restore the instant logout on crash/disconnect. This should also help with players not being synced up with all of the services after quickly returning from a crash.
soft tiger
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. The agro system to make it more difficult for players to pull Mobs at you. A single player cannot have more power than a group.
    1. The caravans work very badly. They disappear, they stay stuck and if you go in a big group of them the server malfunctions and crashes a lot of players.
    1. Partys and raids, if the game crashes or you have to reload you go back to the party but you don't see it. You must leave and get invited back or modify party and raid.
    1. Sometimes collecting loot doesn't work, you open the menu but you can't collect items. This causes people to have to relog, which is related to bug number 3.

Top 3-5 Most Important Feedback Topics:

    1. Please do something about exploiters. There are too many of them, whole clans abusing exploits to get ahead and take advantage.
    1. The freeholds have disappointed everyone, much more was expected than what we got.
    1. In a social game the guild system should be functional much earlier. Currently it is a good MMO with activity and relationships but the guild management is lousy, I think it should move this up on the priority list.
      ======================

Thank you for listening to us ❤️

ivory zealot
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Being dumped out of the game randomly (memory leak?).
  2. Inventory bug - which prevents you from looting your mob until you relog.
  3. Treasure maps.

Top 3-5 Most Important Feedback Topics:

  1. Gathering nodes (rock/trees) seem to drop rares based on the node location rather than the player's skill/gear. Guildies have regularly reported the same tree dropping only epic/legendary each time it respawns until the tree itself eventually respawns as a different tree type. Also with mining nodes, same issue. If correct, that feels like the wrong approach.
  2. Fishing - more locations in the world should be capable of being fished. I accept that a shallow stream I can walk through does't have to be fishable, but there's numerous locations (eg waterfall pools, deeper streams) in more secluded areas where it's just very chill to be able to fish.
  3. Vendors that sell novice level crafting items (eg the neutral cooking vendor east of the starter area that sells fresh and fruit salads) should sell at a price that is higher than the cost of making the items so that player crafters can actually make some money, please.
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worn ledge
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Bugs:

  • Clerics getting Corruption 3 when healing people outside of their party when they die. I lost 9 pieces of gear and got 92k in xp debt. Also, i wasnt flagged for PVP. I think there is a bigger issue with being able to get corrupted without being flagged
  • Caravans in general. especially the teleporting to Carphin or Miraleth from Joeva
  • Players are easily able to train Mobs to force others off grind spots, leashing issue
  • Inventory bug that causes people to relog in order to temporarily fix them

Feedback:

  • render distance needs to be improved
  • Marketplace item search needs improved
  • too many buffs under name
south jasper
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1. Cannot do Treasure hunts still, (Right clicking map does nothing)
2. Caravans disappearing
3. Inventory bugging out which includes, Unable to right click from personal to storage, Dragging from personal to storage doesn't do anything, Right clicking from personal and it shows in your personal and in your bank storage at the same time. (Relogging fixes this but it breaks wayyy to often)

Top 3-5 Most Important Feedback Topics:

  1. Communication - discussed on asmongold v narc v stevens stream the best and after reviewing it understand Stevens side better. Just wondering if you can confirm is the Wiki something Intrepid updates or is it a fan made wiki that is updated by data miners and ashes geeks? Because the phase 2 list of what was to come on the wiki sparked a lot of joy for some people but I know the livestream didn't nearly everything on the wiki. So just curious so I know which source to rely on.

  2. For future reference,** I do not think releasing a phase or beta, alpha anything directly before a holiday break is a good idea.** I think you kind of left the team with a massive storm to deal with as players were unhappy with all the issues occuring over break. Personally I get it, everyone has lives, holidays, families. But you or whomever decided to put the phase 2 on December 20th, and then extend it to January 6th kind of made that excuse have less impact as this phase could have started on the 6th instead with the whole team back from break ready to be on standby. Leaving a brand new phase and in alpha state no less alone for 2 weeks not very forward thinking. Everyone no lifed the HELL out of ashes over break and found lots of bugs, exploited them, and well some found in their minds a lack of content. (Not me doe but ya know)

  3. **Everyone, and I mean a large portion of your community is waiting to see what the team does about all these exploiters. **There have been multiple videos sent over break expecially in the Vyra channel about guilds like Polar abusing the war bug. I do hope that you do not just give these players a slap on the wrist as it would not coincide with what how Titans ring was handled. Please be thorough and please do your best to get rid of exploiters. A lot of them are just laughing off the exploit.

4.** I love Steven streaming and flying around seeing what testers are up to on stream. More of this please! **

covert osprey
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Inventory lock have to log out to fix
2.Group lock have to log out to fix
3.No xp have to log out to fix

Top 3-5 Most Important Feedback Topics:

  1. Be able to click r and reply to a tell
  2. Be able to click / and it goes to the command line and you can start typing
    3.Not to have to have 3-5 guilds to have all your friends in
weary jacinth
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Broken mobs AI leads to Player grieving by training mobs on you or sleeping/cc even if you are not flagged for pvp. It is game braking, happens 9/10 when two groups meet and im sick of it. There are exploitable bugs and some individuals use them repeteadly !
  2. Weapon procs are bugged,its an known issue and every major Guild is using it to get The upper hand. Hence huge dmg,but its an exploit.
    3.Pvp is a zerg fest. Big Guilds come 20vs 8 and wipe everything.

Top 3-5 Most Important Feedback Topics:

  1. Just lock the encounters. Who pulls The mob,gets to kill it. No more healing from outiside The grp,no more cc on your healer s-o you get wiped.
  2. Do something for small Guilds also, or for small grps. Also dungeon bosses should not drop gear for a raid,its way too easy,or any other named If you are 10+ lvls above.Alot of lvl 25 camping lvl 10 nameds and putting gear on marketplace
  3. MOST IMPORTANT : If a mob kills you, lock your body loot so nobody can come steal it. I have nothing against pvp,adversary can loot you,but a passerby looting you and laughing about it is just dumb. Make The timer for flag way longer,by The Time you get back to your body The thief is already not flagged so you cant Take revenge
    ======================
random leaf
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans becoming unrecoverable after a crash & being flaged as a defender wayafter the event ends / you leave the event
  2. doing a load of 250 carcasses makes a crafting slot unusable, because there is no way to hold all 1750 items with bag sizes of apprentice and below for skins / bones / animal fat (20 max stack size * max slots 72 = 1440 items of 1750 needed)
  3. inventories not updating unless you get on or off a mount & not being able to pick up glint if there is a stack of 9 in your inventory (inconsistent)
  4. Hunting bags only increases the stack size of tame able animals not carcasses or skins
  5. Hunting rarity drops are not in line with other rarity's

Top 3-5 Most Important Feedback Topics:

  1. Some hauntables are on very long respawn timers while other will spawn as a hauntable instead of a killable mob.
    both types of spawns are fought over the timer only ones feel lacking as the player will have to sit and do nothing at times or risk losing a spawn
  2. weapon type selected should be remembered after a log in instead of defaulting to melee weapon
  3. guild bank is needed asap. this will have to come after officer / member / other tags to control access
  4. some mobs are way too fast (wolfs) a wolf 5+ lvl above you will most of the time kill you or your mount even if all you do is run away
midnight briar
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Alpha Two Phase II Feedback

Top Most Important Bug :

  1. Bug Inventory (need to made a reco or mount)
  2. Change Mob's AI for no griefing

Top Most omportant Feedback :

  1. Adjust seriously the craft progression and the disponible gathering nodes (people prefer xp than craft, becasue actually the system craft is no more adapted to the adventure progresion)
  2. Polish the desert zone and the Jungle Zone
  3. Make Marketplace more user friendly ( its not possibble to make a research by item or material)
  4. polish the UI guild, there is not enough infos to the informations available.

Thanks for the work

opaque gale
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Baneswood Cemetery Mobs spawn in pillars or walls and can't be attacked or killed
  2. Bug when changing weapons, that the off-hand is not shown anymore (shields when using sword a shield for example, once you switch to bow and back, the shield is not shown anymore)
  3. No XP - have to relog in order to make it work again.

Top 3-5 Most Important Feedback Topics:

  1. In general, Mob AI is sometimes strange. Especially when other players try to grieve others into dying. Mobs follow a player, and randomly attack other players who were not involved in the fight at all
  2. Keep up the your way of communication and building the game/world. It is amazing
  3. You should probably not release a stress test before holidays, when you will have the most people play but minimum staff available for help. That is a big no no, also coming from a project manager who knows how important Go-Live-Dates are. That just puts a lot of pressure on your team, which is unnecessary. The people who work can never get everything done, and the people leaving for holidays with their families have guilt for leaving the others behind. Developing such a big game is a marathon, not a sprint. Everyone needs a short break once in a while. Do not be afraid to take it
wet spire
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Top 3-5 Most Important Bugs:

  1. Guild War Spam - cooldown bug
  2. Mob training by unflagged players contesting dungeon grind spots
  3. Anti Heal bug that can cause healers to kill players with zombie spit debuff

Top 3-5 Most Important Feedback Topics:

  1. Better communication around content delivery and why some systems are not live for testing purposes
  2. Improvement to freeholds in general
  3. Another level 25 dungeon to test soon
sick shell
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. All Inventory/Looting Bugs (Unable to move stuff around, not showing the correct stuff, freeze). It's really frustrating to relog 20+ times when organizing materials
  2. All Treasure Map Bugs, it's frustrating to not being able to hunt materials, since gathering them is such a pain and less rewarding as well
  3. Caravan Bugs
  4. Rarity for Hunting and Lumberjacking? not working properly is annoying
  5. Ressources being too far down/in the ground and some are even spawning unharvestable

Top 3-5 Most Important Feedback Topics:

  1. For Freeholds that were placed on top of mob-spawns: Relocate the Mobs so we have the freeholds and the mobs
  2. Custom Quantity for Processing would be such a quality Improvement
  3. Make Caravan Attacking riskier or reward Defenders. At the moment it's just way too onesided
  4. Different Chat Categories for LFG/LFM, it's hard to follow the chat if you're doing anything beside reading
dull cape
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Alpha Two Phase II Feedback @slate mica
I would like to present to you video of botters (would prefer to send you these directly if possible) at a broken ashes warrior spawn. the names so far are UIU, BiuBiuBiu, DZT, LuckQueen (Part of guild: Bussies) and girl.

I have submitted a ticket and have been adding to the email chain for the ticket.

A friend and I were aimlessly running through Winstead near steelbloom and found a very suspicious group of people exploiting an Ashes Warrior spawn near steelboom (The island north east of steelbloom) . After trying to communicate they would run and unstuck to try and get away. We noticed they depot at Winstead vendor and sell all that they collect from here. Today we came back to find them again and started to kill the botters and try to break them off of the spawn with some success. One of the botters replied to my friend asking them if they are botting and they replied with "Mind your business."

Please fix this asap. Its a pebble in the mountain of things yall have going on, Thanks for what yall do.

fringe wing
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Fix Inventory - Items either not showing up when you pick them up or move them around. Current work around is to log out and log back in.
  2. Fix Treasure Maps
  3. Fix the Quests, so they can progress as this will eventually play into the game storylines.

Top 3-5 Most Important Feedback Topics:

  1. The Intrepid Team is doing a Great job, this is am amazing game even in an Alpha phase. I have not had this much fun in an MMO since EVE online. Continue to communicate with all the player/testers as you are doing. Find ways to use feedback to enhance communication.
  2. Fix the exploiters or do something to show the community that perceived exploitation is not occurring, so we can all test on an even basis.
  3. Steven continue to be engaged, it is great. We enjoy seeing you in the game as you listen to your future customers on the direction of the game. We are in it together.. ok... way more you ($$$ & time) than us... but we are very supportive. 🙂
valid mountain
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Inventory bug - while trading or at the storage the items don't show up as moved, but remain in the inventory until relogging, or using a mount
    1. gling bug - unable to loot any glint, even the own ash pile
    1. storage, processing bug - when processing large amounts of items, which are too many for the inventory, the send to warehouse button is still greyed out, despite having enough space

Top 3-5 Most Important Feedback Topics:

    1. the pvp mechanics in general with feedback to the community makes me wonder what is considered griefing and what is okay. Fighting for a leveling spot should be considered okay. But if a group is winning and the other group gets help from a character 5 level ahead, is it still okay? If yes, where is the line drawn? Is cc against the other groups people during monster fight considered griefing or is this also just spot fighting?
    1. Line of sight against monsters in ranged combat feels weird. Most times I can't attack them through walls, but they can still haul a fireball at me.
    1. Continue with your communication to us. It has been great. I feel informed. Keep doing such great work!
      ======================
wild hill
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Alpha two phase II Feedback

  1. Spent 90% of my testing time gathering, processing and crafting to test the viability of crafted weapons. Through long hours gathered, traded and bought all the legendary materials just to find out it’s technically impossible to get a legendary carcasse. Please adjust the drop rate of hunting materials.
  2. Processing specific amounts of materials instead of the static, placeholder option
  3. Prioritize the caravan issues

Love the Alpha, love the team and love Steven - keep up the great work😌

mystic sonnet
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Alpha Two Phase II Feedback

Top Bugs:
Fix Inventory - Items either not showing up when you pick them up or move them around. Current work around is to log out and log back in.
Fix Bard Melody will always end if I close Inventory, Options, etc wit "ESC" - its so annoying
Fix Caravan System, lost caravans,, lost cargo in cargo storage, port during driving a caravan to another city

ripe plover
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Alpha Two Phase II Feedback - (Thank for asking!) a Bards perspective.

Top 3-5 Most Important Bugs:

  1. Inventory bug
  2. Looting bug
  3. Mob pathing
  4. Bard song bounce is all over the place.
  5. AoE ground spells in Dungeons.

Top 3-5 Most Important Feedback Topics:

  1. Grieving - intentional training to cause harm.
  2. Novice Gatherebles - more aviablity to scale somewhat with te leveling system for crafting.
  3. Cleric healing rework.
  4. PVP flag up and causing harm needs more punisching. FE stunning a tank of other grp and he dies, should cause red.
  5. City guards should prevent questionable action by players in town when seen by the guard. (protection of citizens).
    ======================
formal blaze
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Top 3 bugs to be fixed

  1. Caravan bug
    Caravans suddenly change into rafts.
    Caravan rafts fall to the seabed.
    Caravans disappear.
    The caravan disappears.
    The caravan suddenly warps to Carphin while in the caravan.
    The goods purchased in Sunhaven become 0cuppers in other places.
    Cargo disappears, etc.

2・Treasure maps cannot be used.

3・Bug in which movement of material items is not reflected.

ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー

In-game elements that need improvement (may be bugs)
1・Mob train and PK with holes in the rules
I would like to know what the ruling would be on the act of pulling a large number of mobs and egging them on in order to keep others from farming.
Also, targeting a PT in the middle of a battle with a mob and stunning them so that the mob can finish them off is still the same as killing an unflagged opponent, but it only results in a purple name and has no disadvantages.
I'd also like to know the ruling on this action.

2・About the irreversible debuff given by zombie mobs.
The description says that they can't heal, but if you try to heal them with a cleric's skill during the debuff, you'll take damage.
Also, if the heal kills the opponent, the cleric who has not been flagged will be red-named.

  1. Strength of mobs and rewards
    Animal mobs, eyeballs, etc. are clearly not commensurate with their strength and rewards, and at higher levels they are simply a hindrance.
    I would like to see this adjusted.
regal perch
#

Treasure Maps
Mob AI Exploiting

upper karma
#

======================
Alpha Two Phase II Feedback

Important Bugs:

  1. Party related bugs : no Loot, no XP, healing not applied to party members, damage not applied enemies, unable to target party members in party/raid UI, unable to leave party, player positions not showing up or not updating on map/minimap.
  2. Poor server performance when large number of players are present.
  3. Resources/Enemies/Treasure Map Dirt Piles spawning in rocks or under ground.

Important Feedback Topics:

  1. Would like to see large resource gathering operations as a group using caravans (will promote more PvP).

    Imagining something along these lines :
    Resource pylons temporarily claim an area for a limited time.
    Resource pylons temporarily increases respawn rate of resources in an area for a limited time.
    Resource pylons cannot overlap with other claimed area.
    Resource pylons should apply a cooldown to all participating members to prevent players from controlling a spot indefinitely.
    Players not in the group that gather in the claimed area become flagged.
    Large quantities of collected resources can be placed in a caravan and driven back to town.

  2. Please put more effort in making questing more viable. Grinding Dungeons and Points of Interest to level should have limits or diminishing returns so it gives other groups an opportunity to rotate in. Maybe make a mob grinding pylon that "claims" an area for X minutes using similar rules mentioned above for group gathering pylons.

======================

cold ridge
#

Top 3-5 Most Important Bugs:

  1. Mob aggro pulling onto other people
  2. Caravans
  3. Mobs being stuck and cant be killed or going into walls

Top 3-5 Most Important Feedback Topics:

  1. Make some abilities like scatter shot not go through walls
  2. Wars should have an Initiating phase so the people getting Declared on Can have a chance to group up
void dirge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Resource nodes being not gatherable either stuck in terrain or interacting with the resource node and not gaining any materials or node disappearance.
  2. Caravans becoming unrecoverable because they went from either land to water or water to land in between server workers.
  3. Getting teleported off of your caravan and sent to carphin emberspring midway through your caravan journey.
  4. I have an Epic Hunting bow and it doesn't seem that there is any increase in rarity of gatherables.
  5. Inventory and loot bugs where items cannot be looted from mobs or harvests or when interacting with storage, inventory items don't display properly.

Top 3-5 Most Important Feedback Topics:

  1. The high player count has caused the camping of a lot of important gatherables and if you are not certain classes you have trouble contesting these gatherables because players of certain classes with flag and stun/sleep you and be gone by the time you wake up giving you no chance to gather even basic resources.
  2. I would like to see something to encourage people to quest more often because as the alpha is right now a lot of people are just skipping quests and grinding mobs for experience as it is more efficient.
  3. Crafting and the materials needed to level crafting should be revisited. The interdependency between crafting professions seems okay, but the choice for materials on how each skill is leveled seems random and inconsistent.
  4. Leveling pace from adventuring vs crafting/processing/gathering should be more balanced. Right now, adventures rush to max level while dedicated artisans crawl along.
  5. Chat window is in need of a revamp.
    ======================
rigid ice
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Dead body identification: When a group has a wipe it needs to be possible for you to easily get to your body.
    1. UI problems after a while in combat. The UI will flip from group “big form” to Raid format. And sometimes disappear entirely. As a healer I need it and sometimes I have to resort to function keys to select heals. I like to choose the format and then assign a spell to the click of the person. It is really janky and slow right now
    1. Herbalism rarity seems broken I have collected thousands of daffodils but none are above rare recently. There needs to be a way to show how you can improve or what you need to do
      -4. Herbalism pilons seem totally broken.

Top 3-5 Most Important Feedback Topics:

    1. Improve documentation around crafting. (Just top level. Know where to find things. We can do the rest. A lot of my early bugs where me not understanding how to use the system)
    1. Improve the crafting trees so people actually want what you are crafting so you can make money.
    1. Add sort options to inventory
    1. Improve marketplace search to search into listed items
      -5. Improve XP for crafters. I have got a few apprentice and have to grind now to get to 20 for my 2 journeyman skills to activate
      ======================
fluid horizon
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug not allowing anything to be moved or looted till relog
  2. Enemy AI and threat not generating fast enough early fight for tanks
  3. Cleric Heals damaging allies!
  4. Mining nodes being stuck and not minable, persistent after relog lasting till server restart
  5. RAM Usage is nearly maxed nomatter the PC (PLEASE FIX OPTIMIZATION)

Top 3-5 Most Important Feedback Topics:

  1. Custom Crafting Amounts!
  2. Guild Discord button (Allow us to link discord link with a button)
  3. Fishing nodes allowing for temporary increased rarity, speed, and quantity rating
  4. Fill the desert with Mining nodes, fill the blue zone with tree nodes but keep them seperate, no mining in blue, no trees in desert (or specific)
  5. Option for players who do NOT want to become a citizen and other perks for solo players
    ======================
wraith vigil
#

Bugs:

  1. Caravans are really buggy: caravans stuck in ground, unable to retrieve your own caravan after a while, unable to attack the driver, unable to attack a raft, no rewards for cargo, attacker/defender states are bugged, the list goes on.
  2. Treasure maps: cant pick up the loot cache, cant activate new maps anymore
  3. Inventory bugs, where the bags dont update anymore, forcing a client restart
open linden
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Looting/Inventory: Unable to loot until relogged; inventory not updating until relogged (jump on a mount for temp update), loot "blinking" and unable to use
  2. huntables or enemies spawning in above ground and unable to hunt/loot
  3. Citizen taxes not showing properly and sometimes switching between "paid" and "due" after completing mayoral quests/requisition buy orders

Top 3-5 Most Important Feedback Topics:

  1. Some processing items are way to expensive and are only used if someone specifically asks for, i.e. tanning hides takes willow woodchips of same rarity > one willow wood equals one willow woodchip
  2. Mining Ressource nodes have a fixed respawn timer and stay for up to 24h at the same spot, often giving same rarity until moved. Allowing someone to control several mining nodes until they get shuffled.
  3. basically no use for low quality items except power-leveling professions, common or uncommon processed or crafted items will not sell. Selling them to a vendor amounts to a very small amount of money, sometimes less than was needed to create the item.
  4. Searching marketplace will show only what one have put in the description, not the actual items in the stands. This makes searching for some items difficult.
  5. Citizen tax system should state clearly that taxes increase with player level and are highly dependent on when you gain citizenship in a node. early citizen pay less than 20 tax receipts baseline, someone coming in after 2 weeks pay over 300 base tax receipts. Also the "adventurers rank" should be displayed so a player knows when the amount taxes owed goes down due to completing mayoral commissions/buy orders.
    ======================
elfin jay
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Various inventory bugs: moving items to/from storage, unable to collect
  2. Various group bugs: have to raid and then return to group, or disband and re-form
  3. Caravans vanishing
  4. Spells go through walls, pull other creatures, and creatures shoot spells through walls
  5. Skills sometimes unusable after death: full logout is required to fix

Top 3-5 Most Important Feedback Topics:

  1. Few mob spots for level 20 armor sets: for example, the vault under the citadel is sized for two groups at most, and is mainly exploited by guild raids (they don't get XP, they are just there to get armor pieces) - same problem for Carphin (tower spot).
  2. Most mobs don't drop anything except in these few spots. This is not suitable for a server population of this size. We need more spots, or the mobs that drop armor sets should not be limited to these few spots.
  3. Not enough metal and gem mining nodes (zinc, copper, tin, ruby, emerald, halcyonite)
  4. Crafted T1 sets (level 10) are way too hard to craft (require too many resources of various types) and are best looted from mobs (guild raids if we can get the spot), or bought from markets
  5. Erratic behavior of some mobs: firestarters not aggroable and firing spells at clerics (sometimes immune to silence for some unknown reason, mobs coming out of nowhere and eliminating the group, ...)
    ======================
sweet wigeon
#

I thought of one more feedback but I did not have enough letters to write it in my first initial text….

Feedback

  • buffs need a change. I myself and many others i feel are playing as a cleric but a soothing glow has no effect or cant be timed because players have +50 or + 56 buffs. You can never tell whats going on
zealous pebble
#

Can we please have a game with stealing? Somebody please answer how come a game can be All pvp. You can murder but you can't steal? Rogues, when they do make it into the game, needs stealing!

radiant urchin
#

Caravans: My caravan in Sunhaven with all cargo crates inside it, completly vanished over night. Sunhaven crates in Winstead Node cargo completly vanished...I bought crates in New Aela, lost the glint, never got the crates in the New Aela cargo for my caravan. Various caravan bugs like spawning in front of Carphin!

Zombie negativ healing bug! Killed so many ppl till now, first time got corrupted cause of it and lost much stuff after I got killed -.-

Inventory/Storage bugs! Unable to loot or to move/vanishing stuff in inventories.

Overall bad performance around player concentration zones, like up to 3sec skill delays from the server side.

Treasure maps cannot be lootet or used, cause he is permanently kneeling or something else.


Nerve Oculars? Nobody likes them..way to overpowered!

I couldn't heal or rezz ppl outside my grp, is that intended now?

You didn't fix the zombie bug where they endlessly run away after mage chill/freeze/shatter..did many reports in phase 1

Debuffs not showing in grp, have to constantly switch grp/raid to fix it

Make custom crafting amounts, PLS

ashen siren
#

1.) Caravan disappearing bug & Caravan Alt+F4 Exploit
2.) Randomly getting teleported to Carphin Tower Emberspring when changing Server Worker
3.) Flagging sometimes incorrectly displays people as purple aka PvP flagged even tough they are not
4.) Launcher is bricked and every time you want to relog you have to do a full restart and force close the launcher or the game will break in all sort of funny ways.
5.) fix rarity for hunting

Top 3-5 Most Important Feedback Topics:
1.) Fix Caravan bugs and Exploits
2.) World bosses should have a fixed spawn time independent from server crashes and restarts, it should be during prime time and not at 02:00 like its on EU server atm.
3. Negative progression and RNG with enchanting sucks extremely. If you want to make enchanting expensive then make it more expensive but remove gear loss and downgrade chance. Failure chance, downgrade chance and item break chance feel like you are playing some shitty pay2win trash game.

neat belfry
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. inconsistent mob spawns/not enough mobs. In some areas mobs spawns are OK for some period of time and then drop off and stop respawning. In other areas there just aren't enough mobs.
  2. Not enough metal resources, they either get locked behind higher tiers (eg iron) or other resource types (stone) - just have nodes that stick to tier and type (eg metal t1)
  3. High level players being able to spawn camp low levels mobs for loot (glint/droppings) and block newbie players. I thought they were not supposed to get loot/xp from anything 9 levels (or whatever) lower?
  4. High level players flagging to sleep lower levels and stop them getting hunting nodes - pure grief, no way to fight back. Either make it impossible or force them to become corrupt.
  5. mobs not fighting back - this is frequently abused by many players. For some mobs it appears to happen mid fight (after some move they do, eg ashen flame warriors with their jumping axe attack)

Top 3-5 Most Important Feedback Topics:

  1. I'm not particularly into PvP because 99% of PvP is just bullying (high levels beating up lower levels or big groups beating up small groups). I get you intend something different, but by far the majority of PvP players are after unfair fights so you need to be very on top of that.
  2. Big guilds control the mayoral elections and gimp certain nodes to benefit the nodes they prefer to be based from - they flood the node with alts to vote and then bugger off instead of supporting the node buildings.
  3. Overall I really like AoC (been putting silly hours in) and really want it to work out. I appreciate the work and transparency you guys put it - dont take people like Narc to heart, they have alternative agendas.
dim plume
#

Bugs

  • Story arc quest that cant be completed.
  • Quest items that cant be looted - also leads to be unable to complete quests / story arcs
    *Using the "show on map" bugs out and sends me to the edge of the map when trying to figure out where the quest objective is
  • named mobs not spawning for some quest

Feedback
When you have 20+ something quests on you, and a step of that quest is done or the quest is completed, you cant see in the quest log what quest just has been updated.

I would love it to be more visual in the quest log, what quest that recently got updated and also i would like quests to be more visual on the map. Now i have to zoom in and go around the map to find a little yellow circle melting in to the background of the map... And the "show on map" dosnt work on a lot of quests.

steep phoenix
woven jacinth
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravane bugged in almost every way
  2. Spells (lightning ball, Tank Aura etc) going through massive walls
  3. Mob ai is broken (train mobs into other players is stupid easy or as a tank just break line of sight against casters and they will just stand there and wait
  4. Inventory buggs (not abble to move something and have too relog all the time)
  5. Heals dmg alies after some debuffs and the heal will go corrupted

Top 3-5 Most Important Feedback Topics:

  1. XP gain (charr lvl) should be way faster in an Alpha or there should be more solo/duo spots. Or give the possibility too help as "high lvl"
  2. Caravane PvP should be easyer too get attacker/defender and you shouldn´t be able to heal "flagged" players. Otherwise you shouldn´t attack the non flagged ones too prevent corruption
  3. Buffs/Debuff should get an better splitt. Long time Buffs should be gatherd in one place (as example: WoW). As a tank i know that i get courage and will not need 1 buffslot nonstop as an reminder, same with node buffs.
  4. Major sniping should not be possible. As example to get a vote you need to leave you´re old node 7 days before and have to signed up at that node for like 3 days (just an example). atm players just sniping majors from some guild/alies just too fuck them up and than just doo nothing with the node.
  5. Flagging system. it should not be possible to force other players into corruptet state with your mounts, only a player kill should be get a corruptet state (%wise if flagged player is going for 51% dmg on you´re health and than trains you he should also get corruptet. thats something which happens all the time, hit them till 20% and than train them)
    ======================
past bobcat
#

Bugs:
1 - All caravan feature bugs(only real pvp system in game)
2 - Inventory and storage bugs
3 - camera locks problem between action/tab mode
4 - nameplate colors and classes colors cant be changed

stone stirrup
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans and caravan cargo issues. Caravans not spawning properly, despawning while on the road/river, teleportation while on caravan. Cargo disappearing from the cargo storage after interacting with Lionhold cargo storage in storage UI leading to total loss of cargo in all nodes.
  2. Mob AI and pathing issues. Some mobs can be killed without fighting back (eg. Ashen Warriors not attacking even in melee range) leading to exploiting such mechanics for easy grind.
  3. Inventory bugs leading to need of reloging to be lootable.

Top 3-5 Most Important Feedback Topics:

  1. Market UI. Market as is right now is very hard to navigate. Filtering by item, group of items and sorting by name, price, quantity, rarity is very much needed. In consequence also possibility of placing buy orders would greatly improve experience.
  2. Gatherable materials. T1 materials don't have any incentive to be picked up which leads to postponing T1 nodes by most of gatherers. In consequence most of gatherable nodes are things higher lvl professions don't want/need and low lvl professions can't really efficiently level up and make money from their gathering in any way other than sinking to the vendors for low price. There are way too few T2 materials leading to high difficulty of lvling professions and it leads to market fluctuations based on rarity of material. In connection to that Node upkeep should be more concentrated on low-end materials giving a great way for small time gatherers and crafters to do their trade.
  3. Caravan PvP accessibility. Due to small range of caravan PvP zone if a big caravan train is to be attacked a lot of attackers can't flag up to physically not being in the range. Attackers and defenders would benefit from party/raid lead being able to flag whole group at once. Disabling the option to drop caravan to bait for corruption and healing from outside is a must.
    ======================
true pebble
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Connecting to the server led to the game stop working or not loading, which meant having to always reload (either with the launcher or task manager) at least 3 times before it loaded the server correctly. Even then, sometimes most functions were not ready, so that a soft log out and log in 1-2 was required. This was not the case in Phase I.

  2. Some mobs appeared with no health or mana, with a green name tag. This meant there was no way to kill them. They still became aggro if you got too close or attacked them, meaning you were faced with invincible mobs. Depending on the level they were, this could be lethal.

  3. Having another bag in your inventory (not equipped in your materials tab) made the primary bag bug out. Materials that were placed in the bag would not appear. Materials collected in the world which were automatically placed in the bag would not appear, nor would you get a message in chat that you received the materials. Any materials already in the bag which were placed in storage or another bag would still appear in that bag. Everything would fix itself with a logout/login, but it leads to a lot of confusion.

  4. Some commissions are bugged and cannot be turned in, in my experience it was a mayoral commission of collecting 25 lumber.

Top 3-5 Most Important Feedback Topics:

  1. Some mobs like the wolf are too fast, even if running away on your mount, meaning they will keep hitting you even if you are only running away, especially if it was a coincidental pull as you were travelling along. At higher levels this can be deadly.

  2. If there is a marketplace, there should be some sort of market price system. Right now it's a lawless land of pricing things as you will, with no point of reference. Also, have the search function search for the items themselves, not the name of the storefront or description. As it is, you are forced to name what you have listed in your storefront description if you want someone to find it.

  3. Please change the colors of the different chat modes. Citizen and Say should not be the same color.

  4. Better mob placement. There is little sense to having an area with lvl 10 mobs, and suddenly one lvl 18 standing right at a crossroad. In general, roads should be safe to use (exceptions are intentional placement like the roadblock from maurauders between Halcyon and Winstead, since there's even a physical roadblock). Random high level (usually even starred) mobs popping up on the road seems unfair and in general annoying.

wraith oxide
#

terrain errors mainly, spasmatic or mass respawns

boreal elbow
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • getting corrupted for killing a thieve who is flagged. (please add a combat log to flagged players)

  • getting griefed by other players in open world dungeons, either add save points where u can jump onto tob e save or fix aggro system

  • inventory bugs which force u to relog every minute to either loot or organize your inventory

======================

frail steppe
#

======================
Most Important Bugs:

  1. !!!inventory!!!
    can't right click items, move them, they disappear, constantly having to relog. can't loot glint from the ground. annoying af.
  2. caravans
    caravans disappearing, bugging out, can't sign as defender or attacker, having to relog to have events show up. caravan recovery not showing up after it disappears and u relog.
  3. character creator / looks
    u make a character and it looks completely different once u get in game. disproportional legs size, or completely different face and haircuts
  4. AI NPC behaviour
    many differnt smaller issues, mobs aggroing other groups for no reason, guards useless in town.
  5. freeholds
    literally NOTHING works. lol

Most Important Feedback Topics:

  1. griefers
    players training mobs into other groups, or pulling high level mobs at town storage where low level characters die. guards are useless. not enough being done to address these players

  2. caravans:
    ui not saying who is the owner and guild they are from, being confusing when multiple are on screen. range of event being very short, need to walk up to it to sign up. attackers have no risk at all while owners risk it all.

  3. citadel sets:
    one small room with lvl 19-20 mobs to farm sets is awful, with the other room not being accessible anymore with mounting/dismounting bug. some pieces (medium set) much harder to find than the other 2

  4. rarity for different professions
    finding even a rare animal/carcass as hunter is almost impossible. same with lumberjacking and herbalism i think. mining instead can find a lot variety in rarity even with just a low grade pickaxe.

  5. nodes growth
    always the same 2-3 nodes growing fast while the others always lag behind because they have no low-level grind spots. once the vassal system come in place i wish every node had a fair chance to level up before the others do. all servers will look the same

  6. storage space ridicolously low, for items and for materials.
    ======================

topaz parcel
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mount stuck jumping
  2. Shields not showing up
  3. Bald bug (AKA Asmond effect)

Top 3-5 Most Important Feedback Topics:

  1. Ranger Raining Death and Air Strike would be better if you can see where you're putting the spell at.
  2. Would be cool if when you hit the z button on bard the left mouse button did damage and the right one healed targets.
  3. Tank needs more aggro, larger groups are harder to control.
obtuse yacht
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans vanishing
  2. Mobs spawning underground making some Winstead mayoral quests undoable.
  3. Trees spawning inside rocks or underground (please for the love of Vyra, fix the willow trees!)
  4. Inventory desync, causing inventory to bug out.
  5. Treasure maps, lot of characters are bugged and cannot start a new treasure map. Quest also needs to finish after digging up treasure.

Top 3-5 Most Important Feedback Topics:

  1. Caravans being able to be summoned anywhere in the world instantly seems a little overpowered and makes it to easy to raid goods.
  2. mobs leashing seems broken and sometimes just dissappear. Would probably be better to have a " teleport" mechanism where they teleport back to initial spawn point upon reaching max leash distance.
  3. You guys are doing the good work 🙂 Keep it up.
    ======================
tardy peak
#

Bugs:

  1. losing the ability to get loot/xp periodically
  2. mobs getting stuck underground, spawning underground
  3. global illumination issues in dark rooms, you can either have the game pretty or always see not both.
  4. gatherable nodes don't despawn/cycle to provide balanced populations of resources and sometimes become un-interactable until server reset.
  5. mount animations getting stuck

Feedback:

  1. longer delays before someone can loot items you won, or loot your corpse without flagging
  2. all quantities for crafting should be manually enterable
  3. crafting and gathering xp per hour should be rebalanced to be worth the cost in time and gold
  4. give us more space to spread out and more places/variety of enemies
short crescent
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. When writting in chat, as i changed the dodge to L-Shift, My character dodges when i write on chat.
  2. My beard went missing 😦
  3. The attune thingy yesterday, after i died, it disconnected.(not sure if it is to happen)
    Apologies i only started playing yesterday don't have much to say.

Top 3-5 Most Important Feedback Topics:

  1. Nice visuals despite the hair of my character looks funky when camera is not to close.
  2. Overall feels nice, would be nice to have some more description of the items, like for example where can i gather this type of plants/copper/etc or not sure if it is intended to have people communicated between them, didn't find any cotton as of yet and only 1 copper xD
  3. Yesterday i had a nice adventure and it was fun to really almost at the end, that the actual player that saved me and another new player was the driver of the caravan xD we thought the caravan was driving itself! xD haha it was good :p and we got paid, not much but it helped!
    ======================
pearl surge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

Caravans disappearing.

Caravan attack / defense doesnt work on party, need to disband the party / raid. Everyone must flag and we must reinvite people.

Weapon skill bug. Even if you change weapons, unequipped weapon skill tree still applies.

Feedback:

Enchanting level 10 gear is currently too op. For example Bone Ring uncommon has 1 int. On every successful enchantment item's power increases by %100.

When you reach 180 - 200 main stat regardless of armor type , pvp becomes too bursty. Everyone one shotting eachother.

fallen coral
#

Top 3-5 Most Important Bugs:

  1. Mob leashing - seems to be intermittent and some times will follow you for a long time and reset to a location no where near its usual co-ords
  2. Some mining resources always give the same rarity
    3.Healing bug is devastating.

Top 3-5 Most Important Feedback Topics:

  1. Custom crafting amounts please
    2.fighter could use another ability as at the moment it is really just a 3 button combo for highest damage rotation some times even just one button.
  2. Im proud of y'all making such an amazing game! thank you!
    ======================
worn copper
#

Top 3-5 Most Important Bugs:

  1. Zombie debuff causing healing to deal damage instead of not healing.
  2. Attacks going through walls, both player aoe's and enemy attacks.
  3. Party/Raid frames getting stuck and requiring leader to switch to raid and back.
  4. Bard melodies cause the bard to be unable to interact with other players, requiring all bards to stop playing their melody.
  5. Bard melody VFX persist indefinitely after getting on a mount with a melody on. It makes it difficult to tell what melody you have going at a glance, and it's just annoying to have 10 melody rings around you at all times.

Top 3-5 Most Important Feedback Topics:

  1. Node buffs take up valuable space in the buffs list. Important buffs get lost in the overflow. Recommend either separating buff types into different frames, allow the player to click the overflow spot to see all buffs, or preferably both. As a bard, it's very frustrating to not be able to see my buffs on allies or myself.
  2. LFG chat channel would be awesome. Global is drowning in LFG posts.
  3. More colors for chat channels and types of player, like the mayor having a different color in Citizen chat. Citizen chat is also the same color as /say.
  4. Reward players that defend caravans. Coin and glint should probably be what the player running the caravan pays defenders. Maybe reward a special currency to players, or an item that benefits their own next caravan or something.
  5. Thanks to ALL the devs that are making this game possible, from Steven himself all the way to HR and even the damn janitor. Open development is difficult but you guys are doing it, and I'm so pumped for the potential that this game has. ❤️
pastel shadow
#

Bugs:

  1. Corruption while healing in carphin
  2. Falling though map in steelbloom
  3. IA improvement needed to avoid trains and other exploits

FEEDBACK:

  1. Tank archetype needs a whole redesign. Not fun to level up. No solo leveling , and feels pretty useless in big scale PvP. Xp debt should be reduced for a class that is expected to die a lot.
  2. Antisocial leveling and grouping mechanics: xp range should be removed: there is nothing worse than saying to someone that you can play with because we are out of range.
  3. Raid leveling possibilities for big guilds
runic moth
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans:
  • Teleporting to Carphin while traveling with caravan across the ServerWorker,
  • Disappearing commodities from caravan,
  • Commodities selling value = 0 for Desert commodities,
  • Unable to "Group join" to caravan event - you need to disband the group and join separately,
  • Infinite caravan event - most of the time you stay flagged for caravan event even when caravan is finished.
  1. PVP:
  • In event PVP game should prevent Healers from being able to help without joining the events - it results with not being able to target them without additional PVP flagging,
  • You can disable PVP flag and it have ~15 sec until it's off. The time should be refreshed when you are hit by enemy, as currently the flag can disappear during the fight corrupting you.
  1. Mobs:
  • Enemies are stuck in floor, walls, underground which cause some spots to be broken/unplayable or too easy, being able to pull mobs out from their default place,
    -Mobs aggro as it's easily changed it allows to fight for mobs, but on the other hand it allso allow to grief the spot to pull group of mobs into other party to wipe them,
  • It's not a bug, but WorldBoss and named mobs spawned on server restart results with spot camping on restart time to get the first kills.
  1. Inventory:
  • Eq is often bugged so we cannot see that we moved items. They are moved, but UI is not refreshed,
  • Right click to move to and from Storage is not working most of the time,
  • You cannot pick up Glint from time to time and have to relog or mount often in the middle of the fight.

Top 3-5 Most Important Feedback Topics:

  1. Server optimization seems to be worse than the end of P1. High density spots are sometimes unplayable due to lags and bugged mobs.
  2. Already fixed bugs returned in P2. It looks like we've got different build based on branch from few weeks ago.
  3. Overall positive experience a little bit worse due to griefers and exploiters.
stiff dragon
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Top 3-5 Most Important Bugs:

    1. Mod glitch at carphin : half of the mob are glutxh in caraphin and just dont agro
    1. Speal that dont luncher : sometime the tank lunch his grab and he need to do 5 to 9 time to actualy lunch it its the same cleric
    1. Serveur lag

Top 3-5 Most Important Feedback Topics:

    1. Pls change the agro système half the pvp of the game is to take a pack of mob and lunch it on the other group its not fun
    1. Animal husbandery : having 50/50 for à mount or à bob is not effacent because bob is now juste à trash item for many tammer because we production too mant in comparaison of what ppl use
    1. Coruption system too punitive
      ======================
glacial fossil
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Alpha Two Phase II Feedback - POLAR GM

Top 3-5 Most Important Bugs:

  1. Caravans - this is the end game content this needs to be fix asap
  2. Having infinite weapon buffs procs and stats for 2-5+ weapons / Tank mit expliot.
  3. buffs and debuffs on frames
  4. Training mobs onto leveling groups
  5. Fix terrain issues players, nodes, mobs getting stuck

Top 3-5 Most Important Feedback Topics:

  1. Let fighters tank, we need this for groups (the casuals will love this)
  2. Let bards rez, we need this for groups (the casuals will love this)
  3. Have a quest that gives a full lvl of exp to teach players how to use caravans (give them a 1 use 5mill hp caravan so they dont get griefed and can use the system
  4. Dummy in town to test dmg rotation
  5. Stop feeding into the exploit talk, there is a massive portion of casual players who dont understand how the game works and instead of learning they are just yelling exploit. This culture will be harmful to the game.

======================

shell island
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Treasure maps either locking you out after usage or not working a third way f the time.
    1. Storage issues (having to logout and back in or even going so far as closing the game entirely to reset your storage when things disappear when picked up.)
    1. Traded items disappearing after trade completed even displaying in logs the item(s) were traded but not showing up even after logout or closing the game out entirely

Top 3-5 Most Important Feedback Topics:

    1. Inventory Management is very much in need of some TLC. Just from having to reconnect and roll the dice on if the items are still there or not.
    1. Crafting (its in progress this leg of the alpha last I knew) sliders are great but the arrows on them don’t work for trying to fine tune the numbers (the slider in the vendor kind of works)
  • 3.I have found it awesome that I can run this game on my phone’s hotspot data. Please keep it just as low as it has been for data usage if not lower.
placid niche
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Caravans are experiencing several bugs: wagons and cargo disappearing, attack/defense tags not working properly, and neutral players being able to interfere in combat by healing.
    1. The inventory bug is particularly annoying: players have to mount and dismount constantly to check their current inventory state.
    1. Unable to pick up "glints" on the ground, requiring a disconnect and reconnect to fix the issue.
    1. The character loses the ability to perform basic attacks on mobs, or mobs temporarily become allies.
    1. Visual bug: characters turn bald, and the left-hand weapon becomes invisible. While less critical, this issue still disrupts immersion.

Top 3-5 Most Important Feedback Topics:

    1. Crafting: This is my top priority because it's the most important aspect for me. Currently, the crafting system is too slow, overly complex, and not rewarding enough. For example:
  • Resources like ores respawn too slowly, and having them on a fixed timer makes them too easy to monopolize by the same players.

  • Level 10 crafting requires a significant investment for items that are barely better than those available on the market.

    1. **Griefing and mob aggro: **Mobs should only follow the players who initially aggroed them and return to their spawn points if no other player deals damage to them. Currently, it is too easy to intentionally disrupt other players’ gameplay in open dungeons while safely looting resources or items afterward.
    1. **Loot table revision: **Currently, too few monsters drop valuable gear, leading to overfarming of specific spots while other areas remain underutilized. A better loot distribution would encourage players to spread out across the map. Additionally, lootable gear should be of lower quality than crafted gear.
molten lance
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Issues with the inventory that forces you to logout and log back in to fix.
  2. Issues with gatherable nodes (Mining, lumberjacking, etc) becoming ungatherable.
  3. Zombie healing debuf.

Top 3-5 Most Important Feedback Topics:

  1. Change the way you select the quantity in the benches and processing spots, just let us introduce a number from 1 to the max in our inventory.
  2. Need more info on how the taxes are calculated.
  3. Allow more customizable market place search (i search TIN, a list of all the tin in the shop appears, i can select rarity and only see that rarity), make it look more like an excel spreadsheet with filters.
    ======================
mighty talon
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans Bugs
  2. Treasure Maps
  3. Loot Bugs
  4. Any Bug that exploiting to gain Exp

Top 3-5 Most Important Feedback Topics:

  1. Caravans are unattractive to use. The risk of losing everything is too high. Caravans shouldn't be completely destroyed. A cooldown or items to repair would be better.
  2. Farmed gear should be 20/30% weaker than craft gear, so that crafting makes sense.
  3. reworking the skills of the classes would be good. For example, the cleric's dispell should be group-wide or without a cooldown.
    Some classes have blink but classes like tank or cleric don't, they have to select allies, unlike rangers, bards and mages who are free to move
    ======================
upper isle
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Top 3-5 Most Important Bugs:

  1. Monster AI enabling mob trains.
  2. Caravans vanishing.
  3. Exploits about caravans passing through walls, world boss spawning stuck and being killed etc

Top 3-5 Most Important Feedback Topics:

  1. Ressources on map are too scarce for number of players (raptors for exemple , which everybody needs and yet there are 6 spawns for a whole server) and crafted artisan does close to no impact on gathering, hunting raptors in my case, and crafting. Processing seems to be more impacted by crafted high quality gear. Spawns and rarity needs to be increased or at least artisan gear needs to make a difference.
  2. Caravan attacking mechanic, it is way too easy and risk free to attack a caravan, leading to less incentive to actually make one and defend it.
  3. Class balancing, bards and clerics are too OP in general, impossible to kill in 1v1
hushed mortar
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Ranger Camouflage doesn't work, and the cool down only starts if icon is clicked a second time, which also removes to buff. Plus the invisible texture only applies 1/3 times.
    1. Grems melee attack at almost any range.
    1. Goblin rock throw homes in on player character like heat seeking missile. Should work like Goblin Shaman acid aoe, with less aoe radius.
meager wraith
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. That all leveled weapon skills are also effective when you are not carrying the weapon
  2. There is a skill bug with the tank where the damage reduction can be stacked high until it gets almost no damage at all
  3. Firestarter aggro: Sometimes the tank has no chance to get the aggro (be it DD or heal) or the Firestarter randomly switches aggro in combat and the tank doesn't get it back. ( no idea if this is intentional)

Top 3-5 Most Important Feedback Topics:

  1. Collect materials: More random location of important resources and qualities !!! shorter spawn times, better would be a range to avoid that people create alts and always log in at a certain time to mine exactly this material.
  2. Heal aggro from monsters you didn't even attack or weren't in the party of the aggro puller is way too strong
  3. When crafting armor/weapons etc, it would be nice if you could craft several at the same time and not have to press the button 200x to get to lvl 10.
    ======================
hushed root
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  1. It's way to easy to aggro mobs on somebody else.

  2. Basic loot (glint, emblems) should be distributed fairly to party members as soon as one party member loots the body.

  3. Cathartic melody sfx is way to loud!

  4. Game should remember selected weapon between sessions.

  5. Illumination in Befallen Forge

verbal cairn
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan and caravan related storage issues. Where do the missing packages go?
  2. Quest-end, and relevant bugs associated with quest lines or items that fail to complete/reward XP/gear.
  3. Named enemies where respawn timers feel much longer than usual or never?.
  4. Treasure Maps not working as intended? What happened?
  5. Related to caravans - Caravan “protect / defend “ status persists after caravan has been successfully returned or after bugged caravan disappearance. Unsure how to clear caravan player status, auto-status clear bugged.
  6. Crafting/gathering/skill +exp scrolls not providing consistent or any experience gains.

Top 3-5 Most Important Feedback Topics:

  1. Plans for in-game support?
  2. Rouge When? Just kidding, excited for it and everything new, but really enjoying Mage.
  3. Would you consider increasing the base sale price to vendor for trained mounts and beasts of burden - from the current rates (1-5 copper), closer to the base animal husbandry training cost, per each husbandry tier. Ie: ~60 Silver for Novice, and 1 Gold 60 Silver, for Apprentice, etc.
    ======================
manic tartan
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Alpha Two Phase II Feedback

Top 3-5 Important Bugs:

  1. Inventory and storage. This bug adds so much friction to testing. Constantly having to re-log, just to be able to pick up glint, gather nodes or interacting with storage, is extremely frustrating.

  2. Caravans randomly disappearing

  3. Shields turning invisible. Because it makes me feel lobsided and I don't have anything better to put here 😂

teal junco
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob's, NPC's and Harvestalbe nodes spawning below ground, in graphics
  2. Gathering XP scrolls randomly not giving XP bonus after switching between Server Workers
  3. Quest NPCs/Mobs randomly missing

Top 3-5 Most Important Feedback Topics:

  1. Start or Continue either Account or I.P. Banning those who abuse bugs. Not all of us read Discord or Patch notes. One warning, One Five day and then Poof.
  2. Hunting .. Higher % chance based on Skill for Green/Blue, etc.
  3. Animal Husbandry Higher % chance based on skill for Caravan puller or Mount based on the player clicking a box at the start of the Crafting cycle
    ======================
median grotto
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan Events in general as they have so many bugs atm such as not being able to leave them, caravans dropping crates mid air and being unable to open, Caravan drivers only sometimes being target-able
  2. Nodes and Mobs spawning in unreachable places and nodes spawning very slowly
  3. Custom chat settings getting reset on login
  4. Gear not having textures or being invisible or giving random hair styles in the case of some helmets
  5. Bard auras will flag you for pvp if you have the setting that healing flagged party members will then flag you however even if your party member isn't flagged and the person attacking you is then you become flagged if they touch your aura making it so bards using speed song to get away with this setting on gets you flagged and then your party can't get your buffs

Top 3-5 Most Important Feedback Topics:

  1. The game feels too crowded with how many people we have on the map atm per server
  2. Not having enough grind spots for each level of play as it makes being in small groups or playing alone a non stop game of what group will bully you the least
  3. Need better in game reporting of players exploiting and chat messages
  4. Would love if the character creator effected your model in game more as many details do not transfer over
  5. Hearing other bard songs outside of the bards in your party can be a bit overwhelming in some events when there are like 12 bards all blasting healing song at once
    ======================
outer cloak
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

1. inventory 
2. caravans
3. getting corruption lvl 1 for healing someone who actually died by mobs

Top 3-5 Most Important Feedback Topics:

1. excessive crafting effort makes the whole system useless
2. gathering materials are too rare (copper, zinc...)
3. map improvement needed (party member visibility)
4. Best alpha played so long, well done and good job !!!

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regal stratus
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Weapon tree effect stacking: leveling up weapons give the ability for people to equip one of the weapons leveled up and still get all the damage procs from the different weapons = huge damages that are not supposed to be there, i saw bards proccing finishers for 8000+ damages (people are actively abusing it at current time)

  2. Carphin curse: while riding a caravan you have a chance to get randomly teleported at Carphin's Emberspring; your caravan will still be in the place it was before this happens = you will need to run back to your caravan which will be left exposed to attackers. Happened 2 times in a row in the same caravan run one time, usually it happens 1 time per run

  3. Storage bug: there is no duping happening on this bug but what happens is that i will try to store some resources in town and I can see they are put in the storage but they do not disappear from my inventory. When closing the inventory and storage of town and reopen them they correctly disappear from my inventory and the right quantity is added in storage

  4. Freehold: weeping willow, eastern hemlock and western larch all give oak wood once I chop them down and no matter the rarity of the tree it's always common (that applies to the other woods as well)

Top 3-5 Most Important Feedback Topics:

  1. Remove the 50% chance in AH when training an animal, AH is already super costly for a processor to get into and on top of that you can go bankrupt because you keep getting a BOB when you are trying to sell a mount and viceversa. It has also another issue the way it currently works: I'm currently journeyman AH and I feel like a complete amateur in my profession because of the 50% chance. Just today I had an order for an obsidian mount and I got 7 beasts of burden in a row.

1.2: Hunting: make hunting actually count, once you reach journeyman hunting you are faced with the best mount and the only acquatic/land mount being farmed by zergs that are killing the mobs that drop them. You are completely powerless against that and all the work you put into it does not count. I know lots of hunting and AH is placeholdery but I would love to see actual player skill being involved while hunting VS just anybody can come and get an animal

  1. Exploiters: imho resetting characters to level 1 is completely useless because 1) the exploiters since the announcement of potential punishment have been creating alts 2) they are laundrying the money and the gear in the marketplace to retrieve them back thanks to other people they know that are buying them to keep them safe and trade them back once the punishment will go live. They need to be banned from at least the alpha, they do not contribute to the game as they are never reporting bugs and actively grief other players - making actual testers quit the game. You have a high retention rate since phase 1, but how much of that 20ish percent that left were really good testers that got exploited over and over and decided it was not worth it anymore?

  2. We absolutely need active GM presence in Europe, is something that was told we will have for each server and at the moment there is none in EU. We have so many cases of exploiting, griefing and botting that a GM presence could solve easily. Seeing Steven getting into EU and having active exploiters being all nice and kind to him to have their 10 minutes of fame was distasteful.

  3. Add one more server on EU, let people choose to be part of a specific type of environment instead of being stuck in one server. We are currently stuck in a server dominated by zerg guilds that want to PvP all day - which is fine, but let other people create a different type of gameplay instead of forcing them to just deal with 50 people hunting you down for daring gathering 1 animal. Just yesterday I saw a group of low level players being ganked by level 25 zergs - this is not PvP, is being a coward. #FreeArioch

winged bluff
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Inventory, Looting bug, and Storage! (Disappearing, reappearing and so on items, loot, exp, mobs, your corpse at relog etc)
    1. Freeholds! (Quite a few critical things including permissions needed!)
    1. Server Delays & Bugs at crowded POI (RIP Steelbloom & Carphin)
    1. Terrain Issues! (Can we please have resources and mobs stick to terrain properly?)
    1. (Or 4b.)"Wallhacks" for mobs and skills! Skills should not be vanishing through terrain or walls, mobs also should not be vanishing and appearing through terrain.

Top 3-5 Most Important Feedback Topics:

    1. Caravans (quite a lot to say but lots already said TLDR: current Caravan state is not an enjoyable experience and has quite a few bugs and no much needed features available, also offroading is meh at best)
    1. Desert Nodes and leveling up a node properly ( I think most understand by now that desert cities are a placeholder, but lets avoid future node expansion without tangible ways to properly level it because of lack of resources, quests and mobs to do so, and no alternatives or POIs in place for node citizens to push their home node, or even become a citizen)
      I think any above lv 0 node should have some form of citizenship + support available and mobs in all levels so no matter what level the citizen is they can somehow give support to their home node, by different means.
    1. State of PvPvE interactions and places to PvP and not to PvP , Punishment for corruption, release from corruption, and so on.

-4. Current state of crafting and processing costs,utility, marketability up to lvl 10, aside from NPC vendors

-5. Marketplace features, improvements, level of node

======================

Thank you for reading! aocphoenix

wary lion
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Define if "Safespotting" is a bug or just undesirable
  2. Party frames/Party bugs. The party sees you in the party, but you dont appear in one, the party cant kick you, and needs to swap frames or you full restart client to fix.
  3. Inventory full bug. I keep going to loot corpses, harvest resources and it doesnt let me, yet my bags are empty. OR invisible resources taking up room.

Top 3-5 Most Important Feedback Topics:

  1. Hard stance on Exploiters. From Safespots(If confirmed against rules), War abusers, Caravan abusers and any other exploits being abused. Testing is one thing, Abusing the test environment to get ahead and leverage that advantage against other testers should be met with considerable punishments
  2. Loot should go into player that won the roll's inventory. May just be QoL but still would be a massive boost
  3. Marketplace search feature and marketplace listing newest pages in the last page. Nobody wants to click the arrow 90 times to see the recent posting.

Obsiously all the changes to aggrp, and stuff like that are more important but they were addressed. Thanks for the read and for taking the communities feedback as promised!

subtle thunder
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Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:

  1. Weapon tree effect stacking
  2. Skills not functioning according to tooltip (wings of salvation not removing crowd control)
    3 . Lack of ability to craft due to quality and hunting rarity not working
    4 . Monsters not respawning / getting stuck in unreachable places
  3. Anti heal making healing damage
    Top 3-5 Most Important Feedback Topics:
  4. Lack of moderation against exploiting / griefing / excessive toxicity
  5. Corruption punishments being too harsh
    3 . The ability to support people inside events without putting yourself at risk (healing people in a caravan event without joining the event)
small fjord
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans alot of problems its hard enough dealing with other players let alone the bugs
  2. XP and Loot drops.
  3. Logging in. cant login if another application is on befor the launcher or after crash
  4. Training mobs onto leveling groups
  5. buffs and debuffs on frames

Top 3-5 Most Important Feedback Topics:

  1. Ranger Thundering shot needs to have its cast time reduced to 0.5 sec. currently its impossible to intrupt with how long it takes to cast + travel time through air, and target needs to be dazed making it inconsistent. all other classes have better interrupts than the ranger.
  2. Please let the summoner be a proper pet class and not just a reskined mage that momentarily summons spirits to attack.
  3. Have quests that gives more exp so grinding is not the only viable leveling option
  4. don't flag players for caravan defense when they launch caravan it should only occur after summoning it. this will help prevent people from just camping the caravan master
  5. Weapon scaling a legendary lvl 10 weapon should be equivalent to a heroic lvl 20 weapon or slightly worse but better than rare. this will incentivize mid game artisan crafting instead of people just waiting for journeyman.

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narrow linden
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Constant rubber banding while mounted
  2. Inventory becoming "frozen" and not updating until reload
  3. Griefing with mob training and not being able to fight back against it

Top 3-5 Most Important Feedback Topics:

  1. Gathering tools are fused to your body and cannot be traded. I want to trade them like all other gear
  2. Marketplace needs a way to search by item, not just description
  3. Add the ability to downgrade materials and/or let you mix qualities while processing. currently a rarity increase can be a bad outcome and stop you from completing you processing
    ======================
dull meadow
#

Most "annoying" bugs from my perspective:

  1. Inventory Desync
    Having to change the state of your character to update the inventory by mounting up/dismounting or relogging your character

2.Weapon trees always being active

  • Stacking passives for penetration rating
  • Debuff/status effects on finishers
  • increased damage for attacks
    All of these apply even if you unequipped the weapon-type and switched to a different one, making some classes incredibly powerful such as bards that benefit from the total amount of debuffs.
  1. Caravan bugs
    Crashing on server borders, teleported to Carphin, Bugging the caravan event, Alt+F4 to "safe it", passing "red borders" with the caravan to be unattackable etc. There are sadly various instances of Caravan bugs

4.Various crafting/gathering bugs

  • NO attribute regarding hunting has any effect (Speed, XP, Rarity) -> high quality animal materials are nearly impossible to get
  • Getting rarity on woodcutting makes one only get common and uncommon for some people (over 500 trees without anything higher)
  • Crafting Quality being disabled, reduced to no effect
  1. Mobs getting stuck under the ground/in cliffs/not respawning
    The scarcity of resources on the server is already limited, but respawning mobs no longer appearing or getting stuck somewhere make the economy as well as the progression of characters impossible to maintain after the server has been up for a while.
    The daily restarts helped to mitigate that, but the underlaying issue is still there
shell heart
#
  1. weapon is not weapon its just atack animation, its dont have atack speed/damage... Looks like bracers or ather cloth with big stats.
  1. To much bugs with mobs, they run away, sta on textures, teleporting on u.
    3.corruption is too much. I hope its just for test. But prošle when u atack them a litle just go and die on mobs, corse they know how its anoing for u.
white estuary
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Gathering related feedback

  1. Respawn timers for resources need a randomizer (+/- 10-15%) to prevent players harvesting on the clock. Currently dedicated players can completely 'own' the rarer resources in an area without more casual playstyles having a chance to make an impact.

  2. T3 resources 'blocking' lower tier respawns while the server progression is not far enough along. Assuming the (very slow) natural reshuffle of some T3 nodes I observed is intentional and not some bug I am ok with the way it looks now.

  3. Freeholds potentially trivializing resource bottlenecks. Freeholds filled to the brim with planted weeping willows. 'Nuff said.

storm vector
#
  1. Important to continue working on General Networking improvements (dynamic griding etc)

  2. Treasure maps not working (cannot accept quest)

  3. Freeholds and mass Weeping Willows

Great job so far with the game

vivid rune
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inconsistent Mob AI
  2. Weapon skill exploit
  3. Inventory bug where you have to relog to have the inventory updated
  4. Mobs that are In-combat with other players randomly aggro even if you didn't engage with them
  5. RAM Use in inventory

Top 3-5 Most Important Feedback Topics:

  1. Processing and crafting might benefit from custom amounts.
  2. Chat/Interface needs some love please. Like click on player name in Chat to whisper, reply to last whisper button, add more channels for LFG, Trading etc. allow custom channels
  3. Basically everything around the Player Characters interaction with the world must become more snappy, more responsive so to say. I have to wait for my character to finish an "action" like a hand movement before "F" for cutting down a tree, or mining can register. That's not snappy.
  4. Mailing between characters, having account wide storage, guild storage, craft out of storage in the town where you're a citizen.
  5. Exploiters are getting out of hand and need to be dealt with.
  6. The inventory interface needs some love, anything but the scroll bar please.
  7. TAB (mob target toggle) should have a longer range.
    ======================
warm lion
#

Top 3-5 Most Important Bugs:

  1. Caravans disappearing.
  2. Mob training.
  3. Gatherables spawning out of reach.
  4. Inventory/storage bugs.

Top 3-5 Most Important Feedback Topics:

  1. A lack of certain resources (copper, zinc, willow, high quality corpses) makes it hard to test the crafting system, and makes it very unsatisfying to spend time on it.
  2. Being unable to add custom amounts to the processing queue makes processing in general very tedious, for seemingly no reason.
  3. Specific chat channels for LFG and trading.
  4. The crafting system in general seems needlessly complicated. Here's the breakdown of all the items needed to craft a basic apprentice heavy armour piece, which is insane to me:
  - tin ingot (metalsmithing)
      - tin fragments (metalsmithing)
        - tin (mining)
  - tanned otter hide (tanning)
      - otter hide (tanning)
        - otter carcass (hunting)
  - weeping willow woodchips (lumbermilling)
      - weeping willow (lumberjacking)
  - slate armor mold (stonemasonry)
      - slate clay (stonemasonry)
        - slate fragments (stonemasonry)
          - slate (mining)
        - animal fat (tanning)
          - any carcass (hunting)
  - slate mortar (stonemasonry)
      - slate sand (stonemasonry)
        - slate (mining)
  - bluebell thread (weaving)
      - giant bluebell (herbalism)
  - slate fragments (stonemasonry)
      - slate (mining)
  - weeping willow board (lumbermilling)
      - weeping willow timber (lumbermilling)
        - willow logs (lumberjacking)

I can understand wanting artisan professions being dependent on others but this seems excessive, especially when you could potentially have to make hundreds of these items to level up to journeyman. I would recommend simplifying the basic recipes then have more complex recipes that create better items in that tier.

mystic ibex
#

Top 3

  1. Visual no shield bug

  2. Dropping through the world . Random locations

  3. Quest markers not showing on map

  4. Caravan system

  5. Adding the dual archetype system

  6. Chat log functionality, qol features like right click on names etc

worldly panther
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Fixing the willow trees in freeholds, currently they only drop oak logs when you cut them down, so kinda pointless
    1. Server boundary/invisible wall running on the spot not going anywhere. Seems to be happening more since Phase 2 started
    1. Passing mobs onto groups

Top 3-5 Most Important Feedback Topics:

    1. Don't start a brand-new phase/patch and go on holiday again 😂 Next time start the patch either a week before you go away or after, was waaaaay too many issues.
    1. No static processing number requirements. Let us process the amount we actually have. For instance if I have 11 flax, I need to do 1 x 10min and 1 x 1min, its a bit annoying.
    1. Let us craft in bulk, currently can only craft one piece at a time and is very tedious
  1. If number 3 point is not an option, then let us also have an option to auto in materials for crafting, similar to how processing works

  2. Player shops need major improvement, want to be able to search by item rather than look through each person's individual store, reaaaaaaally time consuming

acoustic surge
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Caravan dissappearing while driving
    1. Inventory Bugs, Not being able to pick something up or to put in the storage
    1. Mobs not attacking back (Minotaur Warrior and Zombies)

Top 3-5 Most Important Feedback Topics:

    1. The different job vendors should not sell items cheaper then the crafting price of that said item. Currently it makes no sense to craft common gear. For Carpenter it makes no sense to craft anything thats not epic or weeping willow. Remover the Items from the shop or make it way more expensive.
    1. T3 Nodes should not overlap or share a spot with t2 nodes. We could perfectly see that almost all weeping willow was replaced by Blight Wood and no one coukd chop them down to get weeping willow to spawn.
      An Idea is higher Tier nodes are not sharing places with lower tier nodes or higher tier starts appearing with the node level.
    1. Commissions should give more XP or Materials(like 5 copper or zinc) as reward so that players engage with it more.
      ======================
twilit ruin
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. The action camera needs some love - mouse movement bugs many times (need to switch back no normal mode), sometimes you point to a mob and target another next to it.

  2. inventory/storage bug.

  3. node buffs multiply and you cant see your own buffs.

Top 3-5 Most Important Feedback Topics:

  1. Some resources are way too rare (hello copper, grem)

  2. the animation from hunting tamed animals i think its not immersive at all.

  3. The fuel system it doesnt make sense (exemple: put wood to train a mount) why not put some flowers, or some farm plants so they can eat while training.

  4. dying to pve and drop loot so some guy can come and steal it. i think one of the 2 should be taken into consideration : 1 - we drop stuff when killed (pvp, pve) but there is a timer like 5min, so we can get it back. 2 - we dont drop stuff in pve , only in pvp. i say this because of that those players that aggro high lvl moobs to you and your party when farming in some POI's and we all die and they loot everything.
    ======================

thank you for the game, so far its been great!

charred solar
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. storage/inventory (trading, looting, transferring between storage and inventory)
  2. scuffed quality rating (it's near impossible to get some quality mats especially hunting and crafting in general seems pointless and a waste of mats at the moment)
  3. **caravans **(despawning, permanent attacker/defender flagging enabling griefing)

Top 3-5 Most Important Feedback Topics:

  1. unpunished exploiting and griefing (the systems intended for this need to come asap)
  2. crafting materials (most of gatherables have no or very niche use, each tier of crafting only uses a very few mats rendering everything else worthless which just feels bad and a shame)
  3. locking use of city cloacks behind citizenship (if citizens of other nodes could use the cloaks it would promote trade, also it feels bad to choose between a better cloak and your guilds/friends/fave node)
    ======================
uncut harbor
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Issues with the inventory
  2. Node Tax being paid early with confirmation, then next day system telling you tax is still due.
  3. Mayoral quests not working e.g. catch fish not incrementing

Top 3-5 Most Important Feedback Topics:

  1. Economy bottle necks on early metal spawns , Make ungatherable resources e.g. Iron not spawn until the world "discovers" Journeyman mining etc.
  2. Crafted items should vendor for more , its a money sink with little fiscal reward or item quality as you level faster than you gain access to benefits from artisan professions
  3. buff / debuffs need visual tweaks to make then clearer , don;t care about node buffs when i'm in combat !
jolly vector
#

Alpha Two Phase 2 Feedback

Top 3 - 5 Most Important Bugs:

  1. Various bugs related to caravans
    Such as them disappearing, people getting yeeted and teleported around the map and commodities that sell for 0 gold

  2. Many many bugs related to buffs/debuffs
    Such as various weapon skill tree issues - for many people theres a bug that allows them to use all/many enhancements and buffs from all the weapons they have leveled up, but for me personally i can only reliably use a weapon skill tree from only one weapon (the one im currently holding in my hand). I'm using a longbow and mace+focus.

  3. Monster/other NPC ai issues with pathing, return points after gettin aggro'ed and some other mob behaviour that could actually be tied to servers themselves. As some other people here already mentioned there might be a bug that causes monsters to drop less gear, some time after the server reset.

  4. Inventory
    Issues with moving items, UI not updating, right click to move often isnt working properly, issues with picking up glint

  5. Classes/skills
    There is a lot of minor bugs related to archetype skills like the CC breaks not working properly but other people here have much more to say about it


Top 3 - 5 Most Important Feedback Topics:

  1. I think as of right now the desert needs at least 2 points of interest that would lvl up with the node levels. There was very few places you could actually use as a low level grind spot. On lotharia server those 3 desert nodes leveled up wayyyy too slowly, in comparison to other nodes. for players to be able to reliably test how the addition of those 3 new nodes affect the economy in comparison to phase 1.

  2. Devs should take a look at the entire mechanic related to guild wars, because i see relatively many guilds declaring wars on other guilds, that end with a huge disparity in score. I myself havent personally been a witness to it but many people claim that some guilds are exploiting and bugging the guild wars to gain gold and xp scrolls from them. I have heard that the cooldown on a war declaration is 24hrs now, but on Lotharia we have a certain guild that went to war more than once the same evening.

  3. Classes need some minor fixes and balance. I know this is not the focus of this phase, but i dont believe you can reliably test the node wars, guild wars and even the economy when the current mass pvp "meta" is to have as many healers, bards and mages as possible. I see bards doing constant over 1k hits from auto-attacks, feels kinda bad.

  4. In action combat mode TAB, or a brand new button, should target the NPC closest to the aim triangle. I also suggest to get the "target of defensive target" mechanic to work - it'll make all group content a much better experience. I think that there should be an invisible square around the action combat target triangle that decides whether tab will switch target to the one nearest your mouse coursor/the triangle, or will just scroll through all the targets like it works right now (i'll make a forum thread)

cinder violet
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan loss bugs when crossing server lines.
  2. Inventory, storage & looting bugs, where you have to log out to fix
  3. Harvesting nodes or lack of being able to when they spawn in stone formations
  4. People appearing to be in the ground instead of on top of the ground and easily targeted.
  5. Tressure maps not always working properly where you cant loot the box or don't work entirely.

Top 3-5 Most Important Feedback Topics:

  1. Draw or Render range for PvP and PvE needs to be greatly improved. When traveling quickly though an area mobs just appear in front of you at a very close range. In large PvP you cant see past the first rank of people and have no idea how many people you are fighting.
  2. The Leveling and gear drops are still off vs the crafting level speed for gear. A player can reach level 20 before an entire server can craft a level 10 item and the level 20 gear drops are as good or vary close to super high rarity level 10 crafted gear (making the crafted gear mostly out of date and useless)
  3. A working mail system between players would be a major quality of life improvement.
  4. A way for individuals to get freeholds instead of the largest guilds on the server or the people that exploited the most.
  5. When the game is released, hopefully you have more than one starting area (the Riverlands) hopefully you will have at least 3 to spread the population over a larger area. This test iteration has made it clear that 6k+ in one zone ruins the experience for most players.
    ======================
outer glade
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Negative healing bug
  2. Processing tables taking materials from 2 bags (duoble amount spent)
  3. Mob training - griefing fixes

Top 3-5 Most Important Feedback Topics:

  1. Not sure if limiting artisan skills count for a character is a good idea. I understand that it makes every profession more wanted and respected, but it is alt char-alt account solvable inconvenience
  2. Random mining-wood nodes (like copper, or especially rividium and other t3 nodes) should be deleted and replaced with random generation after server restart, as over time we have less and less nodes to mine, because we still cannot make journeyman tools
molten plinth
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Server freezing on every massive PVP
  2. World Boss having a garanteed spawn on every server reset
  3. Apllying all Finishers of all weapons at the same time by keeping each one of them in your inventory
  4. Caravan disappearing, getting teleported, or not being able to spawn a caravan until next server reset
  5. Mobs being stuck in walls, rocks, or under de floor and never coming back to their spot unless server resets

Top 3-5 Most Important Feedback Topics:

  1. World Bosses could spawn more often on peak hours
  2. Wars should not start immediately when it's declared as it's a big advantage to whoever is declaring it
  3. Corruption system is too strong right now and it should not exist near World Bosses
  4. Guild aliances will make massive PVP more fun, I'd like to see it ingame asap
  5. World Bosses could have some sort of timing to start (I'm thinking like Baron Nashor in LOL)
    ======================
frail mural
#

Alpha Two Phase II Feedback

  1. No Epic/ Legendary animals or carcasses in the game. Literally doesn't exist.

That is all for me.

delicate gale
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

1 - Caravan's issues - being warped, constant disconnects happening, caravan's falling into the bed sea/river, going below the ground for unknown reasons.
2 - Non-equipped weapon tree being used wanting or not
3 - Flagged status not displaying properly, people are temporarily flagging themselves to bait other's into the corrupt state, after the combat has started, combatent status should not be removed.
4 - Rubber bending during walking/moving during the war - many players were not able to properly play node wars due to being moved back and forth multiple times, making it unplayable for many, this was felt over the mounts or even if the player was on foot.
5 - Boss are bugging on walls, road or other places, intended or not, this kept happening with both Tumok and Firebrand. Spawn's should not start as soon as the server/mesh comes up.

Top 3-5 Most Important Feedback Topics:
1 - Render distance is awful when there are multiple people, you can easily start to render closer than max attack distance. While in combat, it shows players "showing up from nowhere" right in front of you.
2 - Corruption, as is, currently breaks PvP and promotes griefing as if that is pvp instead.
3- The chat system can really use some love
4 - Improve the Mob AI's so they return to their correct placement if they stay away from that spot for too long - some players are bugging/stucking mobs in the walls/waters in order to skip and not deal with them, or just so other's can't farm such mobs.

wispy heart
#

Apparently this is too long so... Here we go.
Edit: Add 1 more to the bugs: All known weapon skill trees are being used instead of just the active one.

visual garnet
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Too high full drop rate and possibility to enchant it (that kill the craft)
  2. Some very very low drop rate of recipes/emblem
  3. Mobs aggro

Top 3-5 Most Important Feedback Topics:

  1. Focus on dyna server messhing, without this, game is a pain
  2. Low the full drop rate, today you can full stuff yourself (+enchant it) with 2h farm but you need 100h to craft it
  3. Waiting for the true pvp rule, clan option, war, castle
  4. Put bases stat (intel/condi/etc) on bonus set and not on part. This will stop ppl to get best part of set and make them useall the set.
  5. Ashes on ground need to stay more time, sometime we dont have the time to come back and you finally loose 50% of your shit for a mistake or a bug (10-15min will be good)
    ======================
junior ibex
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Feedback Topics:

  1. Only want to ask if you could consider doing a chat session with any of the streamers that play the game maybe bi-monthly? This would allow a lot of questions to get answered that testers might have. It could be any or all of them. You can feel free to choose whatever works for you.
#

Every 2 or even 3 months would be great

cedar fern
#

Alpha Two Phase II Feedback

Bugs

  1. Storage related. Moving items from/to Storage with right click gets broken. Sometimes when you gather, you cannot see the new items gathered. The fix is to reload, but is annoying.

Feedback

  1. Do not succumb to crying people about rarities and some professions being harder than others. I do not want another world of warcraft where every path is the same. As a solo player I'm already forgetting the idea of mastering a crafting profession because it will be super expensive and I'm ok with that.
  2. Meaningful quests or nothing: the best quest I did in WoW was the green fire quest for the Warlock. Later they nerf it so the crying stops.
  3. More development around the Tank. Make it feel important because it is. Nobody wants to be Tank because it is easy and nobody cares. Promise: if you don't have a good tank, your group will fail.
still plover
#

Top 3-5 Most Important Bugs:
Caravan bugs
Caravan bugs
Caravan bugs

Top 3-5 Most Important Feedback Topics:
Caravan bugs
Caravan bugs
Caravan bugs

earnest arch
#

Most Important Bugs:

  1. Caravans: Caravans are bugging out very often, disappearing under water or even underneath the ground, nowhere to be found. The recover caravan button only works when you get close enough to your crates, if you can't find them because they are in unreachable places, the caravan is eternally lost and bugged.
  2. Treasure Maps: If you crash or even just log out while having an incomplete treasure map quest up, the next time you log in the quest is gone from your quest log and you cannot open any other maps.
  3. Freehold: Many of the things you can plant on freeholds do not yield their correct resources. Eastern Hemlock, Western Larch and Weeping Willows all yield oak wood at the moment. I also don't know if it's a bug or intended, but planting higher rarity rooting balls does not seem to give any higher quality items when harvested. Also cows give flowers not milk.

Most Important Feedback Topics:

  1. Resource respawns/availability feels very much too scarce since there is only one server for EU. For example, on the whole map there are only 6 swiftclaw spawns that are constantly contested with a long respawn timer. With how many players there are now on a server, this seems way out of proportion.
  2. It feels very unbalanced atm with how much effort people have to put into running a caravan (glint farming, getting protection together, getting the caravan parts together, big time investment overall) vs how little effort it is to attack and raid caravans. Drivers can be deleted in seconds, and attackers can just use a summoning beacon to get their own caravan right there. They have no risk of running their own caravan to the spot where they attacked one at least or sth. They have to do nothing but wait and attack and get quite alot of rewards out of it. Especially with people who cheated their way to lv25 way too fast and then took advantage of this situation, it feels very unbalanced and unfair. I hope you'll take serious action against exploiters
scenic knot
#

Alpha Two Phase 2 Feedback

Top 3 - 5 Most Important Bugs:

1. Horse/Mount Animation Glitch:
After a few minutes of use, mounts stop moving properly and begin to slide motionlessly. This significantly impacts immersion and gameplay.

2. Carphin Mob and Button Issues:
Mobs becoming stuck in the floor or in the wall is a frustrating and immersion-breaking issue.
The button to the third floor often fails to work, requiring players to relog to proceed.

3. Item Flare Timing Bug:
Item flares sometimes appear long after the drop, allowing other players to loot items without rolling, causing unfair advantages and frustration.

Top 3-5 Most Important Feedback Topics:

1. XP Progression Is Too Fast:
The experience gain rate needs adjustment, particularly for levels 20+. Consider significantly increasing the XP required for level progression (e.g., x5 for each level).
Reaching level 25 from 24 should demand approximately 12 million XP. Currently, players can grind 24->25 in 3 hours (Tropics xp party), which undermines the sense of achievement.
Progression to max level should take 500-1000 hours of dedicated play. This ensures that reaching max level feels like a rewarding and significant accomplishment.

2. Standardize Death Penalty at 1%:
The death penalty should consistently be 1% of total XP across all levels. This standardization ensures fairness.

3. Revise Item Durability Decay on Death:
Remove durability decay on death and instead introduce a mechanic where mobs can use a skill to break (render unusable) a piece of armor and/or weapon.
Add an NPC capable of repairing broken items for a fee, creating a new in-game economy element.
Introduce a unique class or racial skill (e.g., Dwarves) that allows players to repair broken items using specific materials (e.g., 1x Steel).

nimble python
#

Top 3-5 Most Important Bugs:

  1. Material inventory stopping work, when you try to re-arrange or picking up doesn't show ( Requires logout)
    2.Loot cannot be picked ( Requires logout )
    3.Terrible lag around caravans.
  2. Would be nice if the mend cast of Clerics worked on hover... it's bugging me since Alpha I :)
  3. AI going dead on Minos. He does 2 to 3 attacks then stop. You can't ignore then if you farm something around then but doesn't fell right to kill it since It became passive.

Top 3-5 Most Important Feedback Topics:

  1. Desert mobs after the nodes update are jumbled... (areas have from 9 to 19)
  2. Search function in the Market by item, instead of Storage name.
  3. You guys Rock! keep the good work :)
idle brook
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Non-group affiliated aggro
  2. Caravan and cargo losses
  3. Weapon skill exploit

Top 3-5 Most Important Feedback Topics:

  1. Mailing
  2. Guild features (roster, ranks, permissions, guild bank)
  3. Chat functions (copy, paste, tab-scrolling through whispers, LFG channel
  4. Better moderation and strong stance against exploits
  5. Marketplace search and filter function
wicked quarry
#

Top 3-5 Most Important Bugs:

1.Not being able to join caravan pvp as a group/raid

2.NPC ai and griefers making trains

3.All weapon bonuses stack

Top 3-5 Most Important Feedback Topics:

1.Multiple weapon triggers activating on active weapon is it intended? It is gamebreaking so it should be looked at

2.Guild storage

3.Tank taking no damage when standind specific places (makes leveling and gear farming easy)

  1. Dungeons shouldnt have an easy shortcut, groups should grind their way in and earn their spot and fight to keep it.
sharp tree
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans blinking in and out of existence or randomly converting to land when on water
  2. Caravan protection on driver is not working
  3. Unable to pick up glint from mob drops

Top 3-5 Most Important Feedback Topics:

  1. Caravans - Leave Party to attack or defend?
  2. Mob Training - People training mobs to kill other parties instead of actual PVP is a frustrating game experience.
  3. Guild Features (guild size and guild freeholds)
swift garnet
#

woo If you have already posted feedback in the feedback thread please right click the thread and choose "leave thread" to open it up to more players to leave feedback please! wee

CM's will work on a solution in the morning, it appears to be hitting limit to how many can be in the thread as active at once... you all are amazing so much Feedback!! ❤️ ❤️

naive thicket
#

Bugs:

  1. Radom disconnects, Sometimes you go 4 hours no problem. other times it is every 20 mins.
  2. Invisible Shield, this is not a huge one.
  3. Gathering bug, While gathering sometimes the item will not allow you to pick up. This also happens when looting mobs.
  4. Inventory, sometimes when trying to mov items in your bag, out of your bag, to and from the bank or, it into the stalls. It will not move.
    -You have to relog to fix 3 and 4, this is risky because you can get hit with the no character on file bug and, have to restart the whole thing many times
  5. Character not found, this one will randomly happen. you have to close it all the way out and go back in multiple times. Not sure if this helps but we have found clicking on the create char button and backing out reduce the chance for this. Might not be a thing but, it seems to help.

Feedback:

  1. The tank feels much better from Phase 1. Not sure if a lot was done to them or, if it is just the fact I am a Dwarf tank this time.
  2. I love the Stalls! Gives me the feeling like I am searching through Vendors at players houses in UO. One thing that would be nice is a detailed filter system to find goods faster. Breaking it filtering the items not only the description of the stall. For example , Level, Rarity, Place on paper doll (Chest, legs, etc).
  3. Other ways to introduce money into the economy. As of now I have only found caravans and Vendoring items, is the only way to put currency into the game.
thick tree
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Fix the treasure maps for players - as the rare resources are super rare right now, not being able to run treasure maps is a big bottleneck for the economy.
  • The caravan bugs: they randomly disappear, you get teleported to Carphin, you crash every now and then)
  • Gatherables like Weeping Willow are respawning at the same rarity at the same spot, which allows people to camp the respawn of high rarity materials
  • The way the inventory often bugs out: items don't update or don't get transfered until you re-log.
  • Hunting rarity seems to not yield anything higher than rare.

Top 3-5 Most Important Feedback Topics:

  • Guild storage at nodes! It's currently cumbersome to do organized crafting in a guild.
  • Please make material rarity randomize on gathering and not a fixed rarity for each spawn, and have random spawn timers, not a fixed time.
  • The same for world bosses: don't have them spawn at every server restart, and have random spawn timers, not a fixed time.
inland spoke
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
• 1. Caravans being lost at server-worker boundaries. Really stunts the desire to run them.
•2. Combatant flags being able to disappear mid-PvP. Currently, it is somehow possible to become flagged as a combatant, be actively in combat with another player, and suddenly lose that combatant status. Beyond just causing people to accidentally become corrupted despite fighting someone who was flagged as a proper combatant (purple name with crossed swords), this bug is being abused by a number of groups and individuals to bait others into becoming corrupted.
•3. The Mage’s Unyielding Blink ability upgrade not making Blink break CC. It is endlessly infuriating and frustrating when most (possibly all?) other classes can break out of your one and only form of non-incap CC (Freeze) while your own CC-break ability is entirely useless.
•4. The friend’s list being mostly (if not entirely) cleared whenever you log out. It’s just super annoying.
•5. Heal cuts causing heals to damage you instead of just stopping you from being healed. Enemies that could cut healing were already annoying to deal with, but now not only do you have to actively worry about accidentally killing your ally, but you can actually become corrupted if you use a heal on someone outside your party on accident and it kills them.

Top 3-5 Most Important Feedback Topics:
•1. Having mining gatherables be static (both in terms of resource type and rarity) on an exact two-hour respawn is a really feels-bad system. People simply monopolize gatherables that give high quality and valuable mining materials by coming back and farming them as soon as they respawn.
•2. Clerics (and heals in general) are currently way too strong in PvP. In a 1v1, most classes are more likely to run out of mana than kill any competent Cleric.
•3. I feel like Tax Receipts should be purchasable with the citizen/reputation currency that you get from completing buy orders.
•4. Small QOL thing, but please add the ability to click “back” in the marketplace interface to instantly flip to the last page of storefronts.

granite thicket
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. War Declaration Exploitation
  2. Mob Killing Exploitation
  3. Loot / Storage Bug
  4. Embershrines need to have a safe area of control where people can not be attacked even if at war. we all know shrine camping is not supposed to happen and yet we all know half the people playing will use any method they can for an upper hand.
    Top 3-5 Most Important Feedback Topics:
  5. Shared Storage or Mail Items to alts is direly needed
  6. Flagging system needs a little tweaking. Get rid of pre flagging completely.
  7. Tax system system needs a little love. Amounts needed vary too much, paying them does not always work, and losing all items in a storage is a bit rough. 4. I should have put this as number 1, but anyways... Zergs. I know it is not the Dev's responsibility to combat the toxicity of today's gamers but this is what kills every PvP game. Guilds get huge so they can dominate through zergs and in doing so those not in the zerg end up quitting and when the zerg ends up with nobody to grief, they end up quitting. Some ideas on this are keeping guild limit at 50 and adding guild buffs to incentivize smaller guilds rather than 3 or 4 guilds in one guild. Having war decs give advance warning prior to starting would keep guilds from zerging a small group just because they see them alone. Guilds should have a cooldown from being war dec'd on to prevent zerg guild from dec'ing over and over .
    ======================
shut idol
#

BUGS:

  1. Inventory bugs. Where the newly obtained items stop showing in inventory and you need to keep mounting/dismounting to make them appear or relog;

  2. Some resource nodes are unobtainable. You press F, wait for resource to be gathered and then it just stays there;

  3. Invincible mobs. Some mobs spawn invincible and don't react to getting hit in any way;

  4. Performance and memory leaks. I've had a case of bad memory leak the other day where the game just took all of my RAM (I have 32gb ddr5) and froze. Had to alt+f4 it for good;

  5. Taxes are not always get accepted. I've paid my taxes the other day, the status changed to "Paid". Then relogged the other day to see that the status is "Due" again;

  6. Some mobs spawn in textures/trees/underground and as a result either cannot be targeted or cannot move properly. Specifically suck when this happens with named mobs;

  7. Quests. Some quest chains end up with NPC just not having a dialogue option to finish the quest;

SUGGESTIONS:

  1. Improve chat. Add capability to right click player's name in chat to automatically /whisper to him. Add capability to link items from inventory to chat. Add Trade/LFG channels;

  2. Marketplaces. Make it possible to sort all items in the marketplace by name, lvl, type, price, etc.

  3. PvP/Corruption. So, I was sharing a farming spot with some other dude and at some point a huntable grem has appeared. I was first to get to it and start "hunting" which pissed the other dude off and he flagged and started attacking me. I responded, flagged up and started fighting back but he somehow managed to deflag himsel, so it made system to believe that I was the one starting the fight. So, after I've killed him I got corrupted and became red. The next lvl 25 ranger passing by saw me and one-shotted my ass. So, I didn't get anything out of this pvp interaction, lost a lot of materials and 2 equipped gear pieces on top of XP dept. Gave myself a word never to flag in this game ever again.

limpid charm
#

Most Important Bugs:

  1. Inventory (bags, warehouse, items & materials) failing to update when drag and drop. Have to mount/unmount horse to refresh for one more item movement to work, then mount/unmount again. Only permanent workaround is to exit game, repair, login again and do not use mount until finished with inventory management.
  2. Treasure Maps not working.

Most Important Feedback Topics:

  1. Desert needs harvestable trees/rocks/plants/animals to make node levelling viable and to ease realm competition for resources.
  2. Caravans are fantastic but very unfun when a group of level 12-18s tries to defend against a group of level 25s fully geared. The high level guilds in game patrol choke points and as soon as you see one of them you may as well give up on the caravan run. I do not mind failing up to 50% of my caravan runs as the reward is worth the risk up to that point, but the failure/risk rate is too high when there is a large level/power difference between attackers and defenders. I do not mind this normally as it is part of the exciting dynamic of open world PvP, but it is unfun for caravan runs when it happens too often (due to the losses in caravan parts (gold), glint & player time). A possible solution is to have caravan tiers, so if the caravaner is between level 10 and 19 then only defenders & attackers of that level can join the event. Since glint is not tradeable it should not be possible to exploit this by using a low level twink to run your glint. Tiered caravan events will give the lower level players a better risk/reward balance and remove the unfun from this PvX aspect of the game, IMO.
raw thorn
#

Top 3-5 Most Important Bugs:

  1. Cursor is terribad - just triple size on 4k resolution would help alot, but a UI configuration would be nice.
  2. Caravans TP you to Miraleth, fail to resummon, resummon half in the ground unmountable, and just plain vanish.
  3. Graphic Engine Crashes.

Top 3-5 Most Important Feedback Topics:

  1. Dear god that cursor is the worst! So many times I straight up cannot find it - a distinct color, resize, please fix this. It is so bad on a 4k monitor.
  2. Single Caravan run - 6 seperate bug events - spent all but 24 silver on a full Willow 'Van with a Runic BoB and lost it all. Spent over 3 hours from pure game bugs.
  • First: TP to Miraleth
  • Second: Died in HH from a Graphic Crash on the way back.
  • Third: Got on but 2 minutes down the road it vanished under me and I was running along on foot in a caravan event with no caravan.
  • Fourth: Relog and summon it half in the ground. Have to log out, swap toons and wait for the summon Cooldown.
  • Fifth Bug: Summon and the event starts, but no caravan.
  • Sixth and fatal: 2 more summons without it showing up later it finally stops giving me any more summons and the event is gone. Total loss and I am just burned.
  1. Thank you for reading - Obviously later there will be some kind of GM or AI help system in place for these when we are not in testing, but boy it feels bad right now not having any recourse, but it would be worse if folks abused it, so I guess I get it.
    {Nytshaed}
remote umbra
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Monster AI enabling mob trains on other groups or player
  2. Looting, inventory and interaction issues, asking to mount/unmount or logout/login
  3. Resources seen underground
  4. I would like to see my nice shield in combat 🛡️

Top 3-5 Most Important Feedback Topics:

  1. Provide quickly more tools for guild management, such as shared storage and roles (it's a nightmare today...)
  2. Rarity of resources and the value of associated craft need to be reviewed
    vs the effort/cost required to progress in craftmanship
    vs the quality of the loot obtained in the world at lvl 10+ and lvl 20+
  3. Freehold objectives needs to be clarified, as it seems very unbalanced (and "abused" as it is today) vs the natural scarcity of some resources
  4. Stacking of finisher is ridiculous 🙊

📣 ... keep up the good work for 2025 !

still lintel
#

Top 3-5 Most Important Bugs:

  1. Exploited bugs should be first priority.
  2. Inventory/storage bugs, needing to constantly relog to fix is getting painful.
  3. Mob training/leashing
  4. Treasure map system, both the map quest issues and looting issues.
  5. Flagging systems does occasionally show another player as flagged when they are not.

Top 3-5 Most Important Feedback Topics:

  1. The next wave of punishments needs to be big, aggressive and lasting to send a message to all the bad actors. A simple slap on the wrist is going to achieve nothing.

  2. If you are a healer in a group and some members of that group join in attacking a caravan but you do not, you should not be able to heal your group mate without being flagged. This is exploited and means the caravan defenders must flag and go red to kill the healer.

  3. Resource rarity - The benefits of having higher rarity artisan gear don't feel very impactful so some tweaking could definitely be done here. A high rarity lumberjacking axe should more regularly yield higher quality wood. Tools and luck should determine the rarity, not the spawn location. Currently people just spawn camp/run a route of the various locations. This doesn't feel organic and feels too "gamey". You could do much better by really tying the rarity and land management systems along with the artisan gear together that would feel fun, engaging and organic.

  4. The difference in adventurer level grind and profession level grind are out of sync. Currently it is far too easy to get to 25 adventure level before you get to apprentice or higher in many professions. This combined with the time it takes to get a node levelled and with the correct building means by the time you can create level 10 gear, many players have already out-levelled what you can make. And that was with Steven bumping the nodes.

fallow cobalt
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Various obstacles prevent monsters AI from moving freely and getting stuck in textures/objects on respawn.
  2. LOD can show only 50-100 people around the player.
  3. Exponential increase in taxes for the new citizens of the node.

Top 3-5 Most Important Feedback Topics:

  1. Many visual effects from monster skills on the floor need to be more visible.
  2. Need a lot more time to investigate many exploits, griefing strategies (like mob training) and botting/scripting. Maybe even harder punishing.
  3. I don't feel like there is a need for main/secondary weapon slots. Why a book or bow are considered as secondary weapon on every class. This is just hard to understand for a new player, why with double-sword equipped I will do much more damage with my bow.
  4. Graphical options need more work.
    ======================
olive quarry
#

Top 3-5 Most Important Bugs:

  1. Players shown as combatant, when they are not. Resulting in players becoming corrupted if they kill em.
  2. Gathering nodes on a calculatable timer. This makes the rarity of tools useless as you can gather the same rarity later again. Example: Find a legendary ruby node at 16:45 -> The exact same node spawns at 18:45 at the exact same Location.
  3. The caravan gets stuck in deployment mode until next server restart. After launching the caravan delete the beacon. This was necessary as you cannot put the beacon anywhere if you log out or run out of the deployment zone.
  4. Mob resetting, bugging out, spawning under the map or in walls. We always need to find them to reset them if they are even there.
  5. Debt is gained via all PvP actions ...

Top 3-5 Most Important Feedback:

  1. Testing systems should be added. Like level up to 25 button etc.
  2. More High-Level normal mobs/npcs should be added. It's crap to level solo some times or remove debt.
  3. Debt on Max Level should not be given.
  4. Attacking players which do AFK fishing is not griefing but checking if they are legit. Also participating in any PvP action is NOT griefing in ANY case. This is how the game is designed. The weak people will always complain about the good people that they cheat, abuse or grief.... You wanted to make it possible to contest and kill people in dungeons etc. This is a PvP focused game at the end. If these PvE players don't like how the game is designed they can simply leave. No one is forced to play this game... Except taiwan gold farmers maybe ... Another example for this is: If I sap someone with my rogue in WoW Classic because he mines my iron node I am participating in PvP.
  5. Follow the roadmap. Get a Software Architect to protect it. It doesnt matter what we AS a community want or even Steven. If they priority of the big packages/features is downshifted you might end up having things missing in the end.
keen thorn
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. caravans
  2. hunting rarity
  3. nonstop graphical glitches (not limited to global illumination)
  4. high volume crafting deletes materiels occasionally

Top 3-5 Most Important Feedback Topics:

  1. extremely harsh punishment for cheaters, exploiters etc
  2. caravan attackers need some kind of risk besides reputation.
  3. forge medium and light geer needs to drop, needs to be part of forge set like rosarium
    ======================
sly lichen
#

======================
Alpha Two Phase II Feedback** Top 3-5 Most Important Bugs:

    1. Combat / AI gets less responsive on higher load server workers (though, this may be in the works already for you) - these leads to other issues, like long monster leashes, npc "teleporting"
    1. Inventory issues (inventory does not update after picking up item OR can't pick up item (mostly the last item cannot be picked up)) - mounting / dismounting updates the inventory
    1. Caravan issues (not deploying or permanently in deploying state, crates not working)
    1. Can't use Treasure Map anymore (quest is gone, can't pick up new quest)
    1. A lot of the quests are not working, it would be a nice improvement to make at least the existing quests doable (I know this covers multiple systems ...)

Top 3-5 Most Important Feedback Topics:**

    1. Exploiting, Griefing ... its just an issue and overall ruins the already questionable balance in the game (like people stacking multiple weapon procs or exploiting AI issues to get easy farm .. or even just exploit the unstuck button to get free teleports ...)
    1. Hunting ... Rare carcasses are rarer than legendary weeping willows .... Huntable creatures are a bit too static, there are 6 Swiftclaw spawn points for the whole server at 1 location ... which is an area for soft conflict, but I hoped that Swiftclaws will be found at least in tropics / lawless zones
    1. Crafting UI improvements (even small ones like making job sizes customizable, not just 1,5,10,25,50,100 ... etc). When you have 23 of something, novice workbench and you have to make 2x10 and 3x1 jobs its just pure annoyance

Happy new year and thank you for your hard work and dedication, much appreciated!

======================

glossy holly
#

Bugs and feedback
Fix monster aggro, most frustrating part of playing mostly solo is having a horde of monster aggro you from another player (and doing it to other players unintentionally)
Better UI visibility, quantity in stacks in inventory is hard to see, more option for resizing the ui, keeping font size separate from the ui element for better readability, better scroll in inventory or change shape in the inventory ui
Thanks for all the hard work and keep it up!

coral steppe
#

Top 3-5 Most Important Bugs:

  1. Caravan Bugs:

    • Multiple issues with caravans hinder gameplay significantly:
      • Players being sent to Carphin after crossing a server mesh worker.
      • Inability to relaunch a caravan after using the beacon and canceling it.
      • Caravans disappearing after crossing a server mesh worker.
      • Losing caravans when the game crashes while launching them.
      • Caravans disappearing during the conversion process.
      • Players being unable to ride inside their caravans.
      • Lack of a minimap marker to indicate the location of a lost caravan.
  2. Map Failures:

    • Map-related issues often prevent players from looting chests.
    • This appears to be linked to inventory bugs (e.g., another party member may be able to loot on your behalf when you can’t).
  3. Inventory Bugs:

    • Numerous inventory glitches affect gameplay:
      • Items moved between the bank and inventory do not reflect changes until mounting a rideable.
      • Inventory issues worsen during high server load, especially during large-scale battles.
    • This bug also impacts map usability and looting functions.
  4. Gear Loading Issues:

    • Characters occasionally fail to load their gear, including specific sets like NEON Gear.
  5. Node Server Crashes in PvP:

    • Large-scale PvP battles (e.g., 1,000+ players) overwhelm node servers, making PvP encounters impractical.

Top 3-5 Most Important Feedback Topics:

  1. Caravan Functionality:

    • If caravans are integral to the game's mechanics, their reliability must improve.
    • Losing caravans due to server mesh transitions is especially frustrating, given the significant gold investment required.
  2. PvP and Server Stability:

    • PvP is nearly impossible in the current state due to server mesh worker limitations.
    • Addressing server stability and performance in large battles is critical for meaningful PvP experiences.
  3. Party Creation System:

    • Implementing a "Party Maker" tool would significantly improve the ability to form groups, especially given the extensive travel required in the game.
silent rose
#
  1. fix your pvp, steve, dont say its a "pvp test" you say a lot of things and its a clown show now. thanks
viscid oriole
#

Alpha Two Phase II Feedback

Most Important Bugs:

1.caravans vanishing when changing SW / resummon caravans can be in ground and not mountable.

2.weapon bounces stacking = unintended dmg numbers.

3.Inventory delay to update when moving stuff.

4.so many game freezes or crashes compared to phase 1 which i had 3/4 crash during the whole test

5.Freehold trees not giving the correct wood when chopping them.

6.Mob training.

7.corruption bating when player shown as flagged but its not.

8.party / raid UI being bugged again that needs relog or convert to raid/party to fix, in some cases nothing works everyone need to relog.

9.Cant Loot Glint on some cases last happened to me was today.

  1. nodes buff vanishing after server restart(rarely), also nodes buff stacking visually when changing SW.

  2. last but not least tressure MAPS.

Most Important Feedback Topics:

1.use the BAN hammer on exploiters, cheaters.

2.add market search filters faster if possible.

3.Add more harvestable in desert like wood, more ore and etc so it would make sense going there to be citizen to help nodes lvl up.

viral plaza
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
(1) Caravans - Caravans bugging and completely disappearing sometimes upon converting to a raft or vice versa.

(2) Inventory and looting - Inventory, especially storage bugging and not showing visually any movement from bags to storage or storage to bags and only being applied after a relog but this adds up in time consumed relogging. There is also a bug with inventory looting sometimes specifically related to picking up glint, you are able to loot a corpse of a mob and grab everything except for the glint until a relog is done but the relog needs to be done for every loot occurence.

(3) Monster aggro - Monsters and other enemies aggro changing to people nearby who have no interacted with the mob at all or if they have accidentally hit them with an aoe as it ran through it. The aggro should only change if they interact with them and have done more damage or generated mroe threat directly than the person who pulled said mob.

Top 3-5 Most Important Feedback Topics:
(1) Griefers and exploiters - There needs to be clear and concise communication about what is and isnt abusing and that action should be taken against the worst culprits beyond jsut a character wipe. I think if intrepid don't take a harsh stand against that sort of behavious it will just encourage them to continue and ruin everyone's experience and any sort of balance data you guys might get.

(2) PVP - Currently pvp feels very poor, level 25's shouldn't be able to flag and kill level 5's in my opinion, also even people of a similar level have almost no reason to flag and fight back along with corruption being extremely harsh for a first offence of killing giving any attackers no reason to continue attacking for fear or corrupting and losing tonnes of gear.
Caravans should have it so any citizen of the same node cannot be an attacker of said caravan, to encourage people to work towards assisting them outside of their own guilds. Also people attacking a caravan should have a certain amount of "lives" before they cannot continue to attack as it should be counted as a failed attempt. People buffing and healing people who are flagged while not also being flagged themselves should not be possible and a healer only flagging during a pvp event right as they need to heal instead of joining the fight with the rest of their side or party needs work as well.

(3) Servers - There should be more than 1 server per region, as it is currently there are too many people cramped into too small a playspace fighting for ever POI or harvestable node etc. Things should be spread out a bit more at least outside of stress tests so that everyone of all levels has a chance to experience each part of the game as it currently is beyond the largest and most aggressive pvp guilds.

stark halo
#

bugs:

  1. inventory buggy. cannot right click. items are moved but still displayed. can only mount and demount to fix the visual bug. happens very often and is kinda annoying.
  2. caravans: crashes, caravans disappearing and most crucial: if you are attacker and defender and the caravan doesnt finish, you stay like that till next restart. means opposite side can attack you all the time everywhere! you cannot mark yourself as attacker or defender if you are in a party.
  3. mob aggro bug: mobs that you didnt pull, aggro you. people use this to pull tons of mobs on you in intention of killing you and loot your corpses.
  4. treasure map. whole bug fest. you cannot start a new map. if you didnt finish the quest and, not sure exactly how it happens, the server restarts, your char is bugged. looting the crates is bugged sometimes. sometimes you have missing extravation kit and sometimes you open the crate and cannot loot it properly.

feedback topics:

  1. the whole crafting is gate locked. the animal carcasses are low rarity and the processed items are needed for a lot of other crafting recipes. the amount of certain ressources like copper, weeping willow, raptors for leather etc. is too low for that amount of players. the crafters gear is useless. f.e. if you have a rarity rating of 235. that is 2.35%!!! make no sense to craft it, since without crafters gear you almost have same values.
  2. we once tried to do a caravan run with like 40-50 players. not all of them caravan. some already crashed/bugged at start. latest as the enemy forces arrived many had game crashes. even after putting everything on low for a recommended system requirements it was laggy/crashing.
  3. make a proper loading into game system. even the loading screen works, your char is still put into the world early and you can die to mobs without being able to react.

HOWEVER I AM HAVING SHIT TONS OF FUN ! TY!

jade dagger
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory / loot bug - can't interact/move inventory or loot w/o logging or mount/dismount.
  2. Healing / buffing caravans without being flagged.
  3. Caravan-related - both despawning and teleporting across the world and the party drop/flag nonsense.
  4. Treasure maps bugged and non-usable.
  5. Unharvestable resources - either spawned in rocks or too far below surface mesh; mostly seems to affect trees.

Top 3-5 Most Important Feedback Topics:

  1. Train-farming of player corpses to avoid flagging up for pvp.
  2. Exploits without consequence leads to imbalance that can't be overcome by gameplay.
  3. High capacity specialty storage, please. It makes no sense to have mining storage containers in a node for example if the capacity is the same as the general container type.
  4. Marketplace search capability is mostly non-functional b/c it relies only on description. I don't want to click through 15 pages of ambiguous nonsense results because people didn't think to update their descriptions when their inventory changed.
  5. Contention for resources/progression is fine, but the toxicity level that is tolerated is mind-blowing. A lot of which seems to comes from the exploiters, against whom there's not much recourse b/c of the organized zerg quality of their exploitation and level of imbalance in the first few days after phase start. Look forward to maybe having things like alliances and federations of smaller guilds and independents with support mechanisms in-game (e.g., federated chat, war management, alliance tags, etc.)

Most of my other complaints/annoyances are balance/optimization/current phase-related and will (hopefully) sort themselves out over time or design decisions (e.g., overpopulation to encourage contention, solo play of any kind at any level is very hard and profoundly unsatisfying).

dusk dove
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Caravan disappearances
    1. Broken Quests
    1. Inventory/storage jank

Top 3-5 Most Important Feedback Topics:

    1. Would love to see a larger chat font choice implemented.
    1. Exploiters must be punished hard!
    1. Loving my time testing! Great work folks 👍
      ======================
cobalt sky
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Feedback Topics:

  1. Cooking feels a little lost at the moment. Food Buffs don’t feel significant enough to give people an incentive to want to buy them. It also doesn’t help that most of the common cooked food can take roughly 5 silver to make in total costs, when people can just buy relatively decent food for less than 30 copper from the vendors. I am all for affordable food that everyone has access to, but player cooked food just doesn't seem worth it at the moment. Personally, I would like to see cooking be similar to tool crafting: Being able to mix ingredients of different rarities, yields foods with different buff ratings. That way if you're not in a position to obtain a high rarity ingredient, you can still use what you DO have and make something out of it.

  2. I'm sure other people have talked about this, but artisan tool buffs don’t seem to do anything other than allow you to gather higher tiered items. For fishing, I crafted a rare apprentice fishing rod. But I noticed I was only fishing faster when I was wearing the fisherman shirt and skivvies (Which seem to help a lot). But if I forgot to put them on, I realized I was fishing just as slow as when I was using a crude rod. I'm noticing somthing similar with herbalism and rarity. Anyway, not a complaint, just something I think is worth looking into. It seems that the clothing is applying the buffs but the tools might not be.

  3. Not the biggest issue, but I tend to a lot and it sounds like a lot of other people do too. I'm not sure if that is a game issue or network issue. But that would be nice to get looked into.

======================

dull ginkgo
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. storage and inventory delays
    1. party UI when relogging
    1. Not being able to pick up glint sometimes and need to relog (goes hand in hand with point 2. 😂)

Top 3-5 Most Important Feedback Topics:

    1. I would love to see that mob camps at some point get back to the designated spawn location after being pulled and left alone.
    1. One thing that could be helpful for pois is more named mobs that share a droptable.
    1. being able to craft individual amount of crafting components to make storage management easier (probably will help with people camping storage and make it less laggy)
      ======================
tidal yew
#

Alpha 2 Feedback

Most important bugs:

  1. Inventory issues: the inventory for materials bugs out sometimes, where it does not seem to update new materials coming in or going out. Workaround i found is mounting and dismounting.

  2. Group bug: Sometimes upon relogging, the grouo disappears in the Hud and you also cannot leave the grp.

  3. Blackout on the Minimap: sometimes the minimap is only partially displayed anf the rest is blacked out in latge recktangles.

  4. Several visual issues: mount freezes; Shield disappears after first cast; Hair is a mess etc.

  5. Gathering issues: mining nodes/trees are not "breaking" or giving rescources

lethal gulch
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Inventory/Storage/Looting
2.Buff bar overfilled
3.Sync Problem with Players and Mobs
4.First-Person zoom is too close at the furthest distance on ultra wide monitor (5120x1440)
5.Ram is flooded from time to time and the game hangs or crashes

Top 3-5 Most Important Feedback Topics:
1.Mount call should be usable in combat just like sit down should be possible in combat
2.Leveling in the group should be more constant
3.When fishing, there should be a small event when reeling in the fish and a change of position after each fish caught would be good, both of which would prevent afk fishing
4.Mobs that are pulled by players while riding through should not attack other players on the way or on their way back.
Many players use this to kill other players
5.We Need Shol Server 😄

valid plaza
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Unreliable Caravans (teleporting drivers on SW crossing, getting stuck randomly)
  2. Treasure Maps are only usable by a few players, this has decimated certain parts of the economy due to regular drops of 60+ copper ore per map reward.
  3. Archetype abilities such as Cleric Wings and Mage Blink do not break CC even though their tooltip says they should.
  4. Storage - missing or desynced item icons, node storage resource-specific bags not working requiring regular relogs to fix.

Top 3-5 Most Important Feedback Topics:

  1. Hunting Rarity - While the overall difficulty of acquiring items seem decent so far, having a single profession bottleneck entire Gear types (Medium armor and Apprentice weapons) because of barely any rarity drops above Rare seems pretty bad.

  2. Keybinds - Please allow more flexible keybinds for Action Bar abilities such as Mousewheel up/down, PageUp/Down

  3. Caravan UI is incredibly annoying for PvP - Meta is shifting towards massive caravan trains. I would love to see a "convoy" style party that caravans can form in order to move together and make this easier on defenders and attackers. Or simply the ability to hide the caravan alignment UI completely.

  4. Mounts are too persistent - Having mounts die permanently in PvP will put a lot more focus on long term attrition based fights especially in Guild vs Guild, while also keeping the Animal Husbandry economy alive and allowing player made monopoly economics.

You guys are killing it. Amazing job keep it up FeelsStrongMan Two Hand maces when? 🙂

grim copper
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Inventory not working / not responsive. When the server gets busier, the inventory UI only updates when I get on or off my mount. Same goes for storage.
    1. Treasure maps bugged. If you relog/crash/logout while on a treasure map quest, the quest disappears and you can't start any new maps either.
    1. Not all quests have proper quest markers. This could be either combated by markers on the map or a clear description of location in the quest text, but now we have no clue where to go.

Top 3-5 Most Important Feedback Topics:

    1. Spawning of crafting resources - if people find out the time it takes for a weeping willow to respawn, they just camp that spot every X hours and monopolise that tree. More random spawns or random time frames.
    1. XP vs Content. I've seen people say we need more XP grind and seen people say we need less XP grind for level up, and I fall somewhere in the middle. I don't mind the amount of XP it takes, but I would like to see other activities contribute more to XP. The only real viable way is mob grinding at the moment. Crafters/gatherers and commissions should get more XP, so that they don't get left behind.
    1. Rarity of resources. Right now there are several locations with higher rarity drop rate for trees, but people camp those. A tree that gives epic logs wil give epic logs again in X hours. Make it more random and player/stats based, tied to tool upgrades and rng, not tied to particular trees that will just always be epic.
      ======================

Loving the game, keep up the good work ❤️

true elbow
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans despawning / go missing
  2. Inventory bugs
  3. Looting bugs

Top 3-5 Most Important Feedback Topics:

  1. Improve chat, add "reply" to whispers, add item links, Invite to party from chat name
  2. Resources are too scarce
  3. Mob pathing could be improved
    ======================
frosty agate
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Storage bug- trying to move things in and out of storage. You can sometimes right click it in and out of storage into your bags, but most times you have to drag it. Sometimes it doesn’t even render that you’ve moved it so you have to relog multiple times until it’s stable
    1. Looting - looting mobs and sometimes treasure map chests it won’t let you loot. I’ve worked around this by mounting and dismounting then being able to loot. Sometimes it won’t even let you interact with the corpse to let you loot or you loot then it doesn’t show in your bags.
    1. Zombie debuff- the healing debuff from zombies currently deals dmg instead of no healing
    1. Mob aggro- when someone is leashing a mob it just sticks to whoever it runs by even when there is no damage/healing aggro is in play. Players have been able to use this to grief and “train” mobs consistently
    1. The resources don’t render correctly once gathered. Trees are still visible once gathered and you can sometimes walk through them.

Top 3-5 Most Important Feedback Topics:

    1. Buff bar - would love to be able to set max/extend viewable buffs to be able to see more
    1. Reply feature would be nice to make whispering easier
    1. I like the bugged zombie debuff that deals negative healing so either fix the tooltip to be accurate with the description or fix the bug either way.
    1. When a guild is war dec’d with a competition can the circle on the map have a clearer indication of it belonging to the war dec by making it red or adding the guilds in war on the mouseover description
      ======================
arctic gorge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Not being able to loot corpses. Requiring getting on and off your mount to be able to loot. Requires reboot/relog to fix.
  2. Caravan bugs. At least implement a better working recovery system. E.g. reset any bugged caravan back to starting city after a certain period of time.
  3. Inventory bugs. Requiring getting on and off mount to refresh inventory currently. Often apparent when moving things from inventory to storage. Requires reboot to fix. Sometimes items just get lost.
  4. Monsters not resetting correctly after being pulled. Spawns disappearing.

Top 3-5 Most Important Feedback Topics:

  1. The only way to fight for grind spots at the moment is to pull mobs on to other players. This is bad. Think of a feasible alternative to achieve this core mechanic of the game. E.g. if flagging would significantly increase XP, loot drops and resource node quantity drops, people would be grinding flagged and there could be actual proper fights for spots.
  2. Populate empty areas that have nothing in them. No mobs, no worthwhile resource nodes, nothing. The locations of the free holds makes no sense to me. Some of them went on top of good existing mob spawns while a big portion of the map remains just empty.
  3. I understand you are in a hurry to push out stuff you can show off as progress, but please invest hours into fixing the bugs involving the current simple gameplay loop. Grinding, looting, caravans and pvp are already pretty good content, if we could do them without this many bugs.
cunning ember
#

Top 3-5 Most Important Bugs:

  1. The lag in crowded areas (cities, leveling dungeons) makes the game near-unplayable sometimes
  2. Running away from monsters - sometimes they just teleport to you and kill you.
  3. It shouldn't be so easy for people to train monsters on others. If a monster is chasing a player, it should continue to chase that player instead of stopping to whack someone else nearby for no reason.
  4. Even when out of combat, I can't eat/drink or mount my horse because the cast gets interrupted by ticks of other things like mana regen, Bard songs, etc.
  5. Named monsters for Commissions (think Muckmaw, Rickard, Baron, etc.) don't spawn regularly enough.

Top 3-5 Most Important Feedback Topics:

  1. Copper and Zinc need to be more easily available.
  2. There needs to be a "Use Raid Frames in Party" option - the Party Frames aren't amazing for healing. Related: the Raid Frames don't show important debuffs or buffs from that player like heal over times. It's also impossible to determine what buffs you have on your own player frame because there are so many, and the buff bar only says "+16" or something like that.
  3. Grinding monsters cannot be the only way to level. It's boring as hell and for the amount of players you want this game to have, they're going to try the game and quit soon thereafter. There needs to be a much more robust questing system and story to bread crumb you from place to place that gives some amount of XP that is worthwhile.
  4. The Cast Bars need to also be moveable when Editing UI. If I move my action bars around, they very well could end up underneath where the cast bar is and there's nothing I can do about it.
  5. Guilds need to be bigger than 50 people.
sweet pawn
#

Top Bugs:

  1. Zombie no heal debuff once purified will cause any heals directed at that player to be damaged by heals for a couple seconds after it is purified.
  2. Inventory bugs

Top feedback.

  1. Not. Enough. Resource. Nodes. (Lookin at you Copper and Zinc and mining in general)
  2. I know y’all were on break but there should be more roaming GMs checking popular points of interest and doing SOMETHING about bad actors.
warm grail
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. My cargo storage got deleted in Halcyon when i was just buying more crates
    2.Randomly Teleporting to Carphin when I was running a caravan on the other side ofthe world.
    3.gathering nodes that appear there but cannot be gathered.
  2. Mobs getting bugged in walls/glitching (carphin comes to mind)
    5.The memorty leaks are crazy

Top 3-5 Most Important Feedback Topics:
1.Copper is a Myth
2.Tax system is a joke
3.clean up the server worker transfer lag

peak hare
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

1.  Randomly quit being able to loot or mount horse.
2.  When server is busy often not able to interact with storage or other npc's in town.  At the same time audio bugs occur and relogging is    required
3.  Cleric auto attack does not always work consistently and if you are using a shield it does not always appear equipped.  This seems to be more common in early levels.  Self buffs drop off for no apparent reasons.

Top 3-5 Most Important Feedback Topics:

1.  Hunting is very hard to level up as there are not a lot of novice mobs available.  This leads to everyone being at the gremlins near Lionhold to farm poop and hunt gremlin.  There should either be more of these mobs or they should be more spread out.
2.  Mob aggro is too easy to drop onto people.  Sometimes it is someone deliberately training to kill people but sometimes it is just a person riding by on a horse with mobs following.  The mobs need to stay on the original aggro target until they leash and once leashed they need to walk back to there original spawn area without aggro.  FFXI learned this around 2005 and it stops MPK and is a big quality of life improvement.
3.  I don't know how you do it but toxicity needs to be addressed.  Not everyone enjoys "PVP banter" and the racist and sexist insults that are thrown around constantly.  Currently the in game culture seems to encourage exploiting, griefing and other bad behavior. This will lead to lot of people quitting as soon as they see that.

======================

round hinge
#

Top 3-5 Most Important Bugs:

  1. Caravans seemingly disappearing and ceasing to exist in the world taking all upgrades with them
  2. Stacking Weapon Finishers
  3. Treasure Maps
  4. Inventory glitches causing need to relog
  5. Loot bugs causing needs to relog

Top 3 -5 Feedback Topics

  1. Expand the zones adding more nodes, limited number of nodes is impacting ability to develop and run caravans successfully.
  2. When introducing an item that is not as fleshed out as in previous development blogs communicate the differences to those that don't seem to understand how testing works
  3. Come down hard on exploiters and griefers and especially those that intentionally conduct offensive/harassing behaviors
  4. Continue to show the EU server some support via yourself or GM's etc your recent visits do a lot for community morale ad the EU server at times feels disconnected from development
  5. Maybe release a "training/showcase" video that is linked to anyone buying Alpha access as clearly there are a lot of people here thinking they are playing a game and have little knowledge/experience of a good testing process cough cough Narc
    *) Continue very much as you are don't let the loud vocal mouthpieces demoralize or derail you, there is plenty of support for the direction and method Intrepid is following, we appreciate the open development process and the teams sticking to there original Ethos.
neon niche
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans/Sever workers issues
  2. Inventory issue causing to relog
  3. High level mobs like giants spawning on roads where there level doesn't compare to surrounding area, not sure if this is planned
  4. Tax Calculation issue
  5. Croc mount issue

Top 3-5 Most Important Feedback Topics:

  1. Scarcity of recourses, I know this is a big point of the game but we are currently squeezed into a small portion of the map and going days without seeing some novice level recourses like copper makes some professions less desirable to play and causes issues with the economy
  2. Fishing is an issue, maybe a quick fix is making it a single cast until final state is finalized
  3. Tax system is rough being on a glint system, this forces profession players to grind mobs or quest as glint is untradeable
  4. Market system seems rough. If I'm searching for zinc, I only want to see items labeled as zinc. Scrolling through every vendor that at one point typed zinc into the description feels cumbersome

======================

slow basalt
#

Top 3-5 Most Important Bugs

  1. Caravans are still very bugged, disappearing, when you've launched it and crash/have to relog due to different bugs (inventory bugs etc.) the caravan can't be placed anymore until server reset, etc. As the main source of income currently available it just is very unstable right now. When on water the raft sometimes just due to shallow water (for example between Miraleth and Aithanahr) turns into a regular caravan and beomes unusable etc.
  2. Unavailability of resources, not being able to mine/chop wood, because it's in the floor, or being able to chop it, but it bugs out and you don't get anything at the end.
  3. Freehold functionalities that aren't working, wood not giving the correct resources as you would expect, a lot of it just giving oak.
  4. Hunting rarity not working appropriately yet, that the final rarities aren't implemented yet.
  5. Inventory bugs/processing 250 items etc., items getting lost due to transferring in a certain way, when processing 250 of an item, all resources in your inventory get used up instead, losing resources.

Top 3 -5 Most Important Feedback:

  1. Resource sharing/spread, including apprentice nodes getting replaced by journeyman ones. At the moment for example on Lotharia it seems that a lot of the willow (Which is naturally the only apprentice wood available, so is extremely sought after) gets replaced by Journeyman materials, which can not be gathered yet, making it nearly impossible to even get the materials needed to make anything at all that requires wood, which is almost everything. Or huntable creatures being only very few available. Contesting for resources should indeed be a challenge, but at the moment at a lot of points it feels like an extreme time-sink to be able to get anything
  2. Caravans being very attacker-favored when it comes to investment, a defender requires a fair bit of time and resources to get glint, get the caravan parts, and get everything together to run a caravan, even with a party of defenders, whereas attackers can just kind of show up right at the end, only requiring a beacon, pop the group, grab the caravan and get a quick buck. Makes running caravans at all very demotivational, while it is currently the 'easiest' way to get any gold, and otherwise not particularly being able to afford to do anything at all.
  3. Excited about the added Freehold functionality, to see how that is going to work, however atm it is also tied to farming to be able to plant/do anything, which feels odd to require farming to even make use of the higher-end freehold functionalities.
  4. AoE healing/Buffs/Abilities that affect your allies in a group, should affect everybody in the raid, and not just your party.
  5. After the nerf on crafting gear, the crafting gear now seems generally useless, while it was definitely overpowered before the nerf, at the current state even with legendary gear, it seems pointless to even bother to get gear for crafting as it just seems to not really do anything at all.
tulip stratus
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Rubber Banding. when you're walking along and suddenly get stuck on nothing and teleport back again and again, only way to fix it is to stand still/demount/block. wasts loads of time

  1. Tank Grapple not working, casting it and it does the animation but the target stays where they are, skill either goes on cooldown or you can spam it again and again dealing damage to the mob but not repositioning it.

3.Action combat mode constantly gets stuck, you can access your inventory sometimes and you get the reticule for action combat when the inventory is closed and you get stuck with your cursor despite toggling action combat.

Top 3-5 Most Important Feedback Topics:

  1. Item deletion upon death should be removed. make it dropping items on death, we already get punished by XP debt and having to come collect our loot, risking people stealing it and having to fight your way back to it. but if you have trouble coming back to get your stuff you die over and over. resulting in losing everything from possible hours of grinding. its just needlessly punishing. specialy for glint. I'd suggest make it 50% drop and 0% deletion unless corrupted, that way if you dont make it back in time you lose it but you at least have a chance to get your loot back.

  2. Node wars should be OPT-in (or at LEAST for lv19 and below, the power difference in gear is just too great)

  3. Something needs to be done about zergs dominating the servers, they ruin the experience for other players who don't lead 200+ member guilds, they speed to max level then just wreck everyone they come across.

  4. I feel like the gear boundaries are too forced, like lvl 10 then lvl 20 is too harsh, i understand why but why not limit them behind difficulty and not level? as it stands the power difference between a lvl 9 and a lvl 10 is incredible and thats even worse for lvl 19 to lvl 20, nobody can compete so everyone is forced to just grind levels as opposed to finding cool gear. it makes sense for artisans but combat gear it doesnt.

  5. I believe Hunting nodes should be variable. I don't mean respawn times, i mean like cobber nodes. where if you catch a pallas cat, camping that same spot for hours wont nessicarily net you another cat, you have to venture around and look for them. theyre living animals after all. right now its just sit in the same spot and wait. hunting gets way too easy to level aswell since some things have a 2 min respawn time and group up together. it requires no effort.

  6. Caravans are just not worth it. in any measure. i understand that their gain is directly related to the size of the caravan and the distance travelled, but nobody can manager to get a group together to defend the caravan, specially for long distances. and even then there's no reward, you end up squandering 90% if not all of your earnings from the caravan just to pay for 'guards', i suggest making an ingame quest that gives defenders rewards upon caravan completion, or at least a quest you can repeat for this. Attackers can loot the caravan and get the loot from defenders bodies so they're incentivised but defenders get nothing.
    ======================

wispy kelp
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Hunting rarity - Almost impossible to get anything higher than rare
  2. Caravans disappearing
  3. Memory leak causing crashes - game optimization

Top 3-5 Most Important Feedback Topics:

  1. Willow is too overly used for all apprentice crafting recipes. We have so many different wood types. Please consider utilizing a larger variety since we have it 🙂 Give love to the trees.
  2. The disparity between citizenship dues seems way too punishing for late commers to a node, and should be dialed back a little. I get that it's a way to force people to spread out between the different node, but I think at the moment it's set a bit too high.

======================

safe coyote
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1 - Zombie putting a healing debuff that is actually making heal damaging, it's killing people and can also lead to getting corrupted while you just tried to help someone
2 - Treasure maps, if I right click on it, nothing is happening anymore, was working at the beginning
3 - Inventory not working properly, not refreshing what we have or making things impossible to move
4 - pvp flagging sometimes will disappear while you already attacked the person, that can lead into corruption, pvp flagged should remain while in combat and should take a 20-30 seconds out of combat to actually reset
5 - Group interface not showing when people are disconnecting/reconnecting or relogging

Top 3-5 Most Important Feedback Topics:
1 - Change the search feature of the marketplace to also allow for search on the name of the item, that would already be enough to make a huge improvement of it, and have a more accurate economy
2 - Improve the chat, reply & whisper
3 - Buff bar, we need to see them all
4 - you are all doing a fantastic job, keep it up !
5 - Make the node tickets still relevant after you get a few items so that there's still an incentive to complete the buy orders

obtuse wave
#

Top 3-5 Most Important Bugs:

  1. Treasure maps not working - Cannot activate treasure maps in inventory, no journal entry exists or created
  2. Rarity rating does not work. The higher rarity rating you have for apprentice hunting or apprentice lumberjacking, the more common drops. Received higher rarity drops when using common novice tools.
  3. Inventory freezes, have to relog frequently to get it to work.
  4. Not enough resources for gathering. Copper and willow are very scarce.

Top 3-5 Most Important Feedback Topics:

  1. So much to do in game, even now, and so little time to get it all done. I am loving the game so far!!
  2. Apprentice lvl hunting creatures - a couple large guilds spawn camping these huntables 24 hours a day. Very frustrating. Spread out huntables into larger areas, random spawn times for different locations. Something to make it so that a few greedy players do not monopolize everything.
  3. I would like to see more, different huntable creatures. More variety.
quaint mortar
#

======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs + feedback for each:
1. Mining nodes need to be "locked" to same tier of mining capabilities (Many times have seen a copper node respawn as iron, becoming un-mineable due to scarcity of miners of that tier). Possibly lock "types" (basalt/granite on same node, zinc/copper on same node, etc), while adding in area(s) for gemstones as well. (Possibly later add in some micro-dungeon "mines" that the entry-way is the low tier of rock or metal or gems, with little / low level mob guards, while going deeper gets harder due to mob's levels, and as you go, tier goes up as well, requiring a party to escort miners in for good tiers of metal/stone/gems.

*2. *Bard's constant songs (IE: health gain on hit, party mana gain, movespeed, etc) currently stop applying if you hit escape in any way. If you use escape to close a window, or de-select a target, the song you are actively playing will stop playing. (Cards for the constant songs possibly need info on them to inform that only one constant played song can be played by the bard, IE: Rangers have card info for "only one hunt can be active at a time")

3. Recipe learning cards have no way of identifying if your character already has learned the recipe already... Please, add a little tag on the cards somewhere that states "Known" or "Un-Known", or like "Learned" on the card only once it's learned, or some other method of saying that the player has learned the recipe on that character. I've accidentally bought a recipe from a vendor and not realized I'd gotten it as a drop and already learned it, then of course, lost money due to no "grace period" of sell back to vendor on purchased things.

4 Please add a capability for mouse-over macros or spellcasting, would be great for raid healing / casting of buffs on raid/party members
======================

rustic kraken
#

Top 3-5 Most Important Bugs:

  1. Prorate Taxes Taxes due for the first week you are the citizen of a node should be prorated based on when during the week you applied for citizenship. I joined a node on a Tuesday and paid my week's taxes. On Thursday, I owed the full weeks worth of taxes (139) again.
  2. Inventory Desync Inventory stops updating and items aren't able to be picked up
  3. False Force PVP Flag I was mining in an area by myself for over 30 minutes without the flag. I logged off for 10 minutes, and I had the Force PVP flag when I logged back in. Back to character select and logged in again and it was gone.
  4. Mob Trains Mob AI trains on people not involved with original aggro when reseting their position. I have also been the victim of mob AI choosing to aggro on me when chasing someone else, not just on position resets.

Top 3-5 Most Important Feedback Topics:

  1. Mount-free Towns Force players to dismount/unsummon when entering the boundaries of a node (the walls of the town, not the full boundaries of each node). Make mounts only able to be summoned outside these walls. This would prevent a bunch of rubberbanding and lag, as well make the server workers happier. I assume a similar mechanic is already in place for caravans, otherwise you would see caravans enter on the side of a town opposite the caravansary to avoid potential conflicts (hopefully this isn't an undiscovered exploit)
  2. Material Consumption I love that materials players collect are used to perform node upkeep and construction. As well as the variety of materials that can be used as fuel when processing and/or crafting.
  3. Loot Roll Mechanics Polish Please make the loot go into the inventory of the player who won said roll. Having to run back and grab it is tedious
  4. Spec Build Saving Have a way to toggle between different skill builds that are tied to a saved hotbar setup, so that players can toggle between a skill setup for grouping vs soloing
hardy narwhal
#

Top 3-5 Most Important Bugs:

  1. Treasure Maps not working once you have the "bug" of not solving a treasure map in between server restarts.
  2. Crashes after relog (Due to memory leakage according to the data I collected and viewed)
  3. Mobs that are casters are way to overpowered (Pyromancer in Hills for example, does not scale at all with other mobs in the same place)

Top 3-5 Most Important Feedback Topics:

  1. Map viewing trying to find a party member is horrible, needs to be easier to find where party members are. Perhaps the same way you see yourself once the map is completely zoomed out.
  2. Griefing players needs to be addressed, people luring mobs, attacking you during hunts, sleeping groups that are farming.
  3. Processing/Crafting, should be able to have more options to the quantity you want to craft, perhaps even an "All" choice instead of 1, 5, 10, 25 etc
  4. A reason for people to actually report bugs when they find them, big as small. Perhaps a reward such as game time once game is released. Something to get people to report all findings. Some people does need motivation in terms of taking a minute to report something (I don't care about this myself as I report stuff everyday but some people needs motivation)
tropic kite
#

Bugs

  1. Anti-Heal turns heals into damage
    The vomit of zombies and thaumaturges turns heals into damage. This can cause healers getting corrupted.

  2. Group and Raid Ui showing debuffs
    The group ui and raid ui is really inconsitant in showing any debuffs/buffs of the players. There are a lot of buffs which are not related to combat which are shown first instead of combat relevant buffs.

  3. Group and Raid leaders can't start events for the whole group/raid
    If for example a raid wants to attack a caravan it is kinda hard to reorganize everything, it would be easier if the leader could pull everyone into the event.

  4. combatants don't stay combatant while getting damaged by other players
    If someone loots a body and becomes a combatant, he opted into potential pvp. If now another player attacks that person, even if the don't fight back they should stay combatant. causes accidental corruption.

Feedback

  1. Caravans
    Caravans still need some love, there are some bugs preventing players from propperly run them, but also for attackers and defenders there are some aspects which would make a lot of difference in the QoL perspective. The reward for raiding or defending a caravan successfully is currently a bit lackluster, but rewards are a secondary thing

  2. Guild Wars
    Here is a lot of potential for QoL features. e.g. timers for a start, cooldown timers, also features to discourage griefing like hinderance of multiple challanges and all.

  3. Corruption
    There is currently no real reason for open world pvp, it is easier to get killed without fighting and afterwards killing the corrupted player to get their gear and loot. There are multiple ways to bait people into being a combatant (through healing (the healer needs to set the option to heal combatants without being flagged) or ranger thorns) as well as getting corrupted.


You are doing great work thx

waxen charm
#

Top 3-5 Most Important Bugs:

  1. My character is always changing skin color and hair color/styles. It is not enjoyable. Why spend any time at all in character creation?
  2. Inventory issues
  3. Running into invisible walls.

Top 3-5 Most Important Feedback Topics:

  1. Quests – Please add in quests and make them rewarding. Grinding mobs is not for everyone. It is tedious, mostly unrewarding, and is not fun in any way.

  2. Processing – I would like to be able to process any amount of materials. The drop down is limited and frustrating. I should be able to type in the amount I want to process, or have a slider or something.

  3. Farming – Baby cows take up one space each in my Items tab. Adult cows can stack to 20 in my materials tab. How does that make sense? I feel like the baby cows should also show up in my materials tab and stack. 1 cow = 1 milk = 1 butter. Shouldn’t an adult cow be able to give you more than 1 milk? Or instead of consuming the cow, I should be able to feed the cow and milk it once per day or something?

  4. Gathering – Resources are too scarce even at the lowest levels.

  5. Animal Husbandry – Why is this so expensive? 80G to get to apprentice? At that cost you should be able to choose if you want a mount or a Beast of Burden. Will this be a part of a skill tree? Also, this seems to be the only processing skill that you cannot self-sustain while leveling.

  6. Crafting – Please make it worth our while to even attempt to level up. It seems at this time, drops from mobs is better than crafted. Especially since it takes so long to even get apprentice buildings, much less journeyman buildings, and everyone rushes to 20+ crafters aren’t able to even make gear for them. We can only grind the least expensive recipe, while hoping to not go broke, in the hopes that when journeyman buildings are available people will even want or need to buy our goods.

lost pier
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Monster AI. Their targeting, mobs training after a single player, how they respond to interacting with them feels inconsistent, and being targeted by ranged abilities without LoS are the key issues I've had.

  2. **Caravan system. ** Caravans started in desert nodes do not get any gold when selling to any node outside the desert.

3.Friends List and other Social Tools From day one of A2 I have not had a working friends list. I am on my own friends list and the people who show up on it changes constantly.

Top 3-5 Most Important Feedback Topics:

  1. Party/Raid UI needs a section showing how XP and Mob drops are affected by party levels. There is a lot of wrong answers floating around
    ======================
hollow laurel
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. caravan issues with marking attackers/defenders after event
  2. inncorect icons above players marking corrupted and pvp flagged when not (killing causes corruption unintentionally)
  3. spawns in terrain

Top 3-5 Most Important Feedback Topics:

  1. flying mounts need to give a serious debuff for no trading and no artiesian skills for at least 5 minutes.
  2. zero consiquence for having massive guilds, they dominate everything, so much for anti zerg game
  3. rangers, cmon devs put some love into rangers. ask for a dps for group (no rangers) is a common theme. bards can out dps rangers. give it some love...
    ======================
iron jacinth
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.all inventory/storage linked bugs, they happen a lot
2.Rare ressources shortages (weeping willow bugged or too rare even if mandatory for crafting)
3.Treasure maps bugged, increasing some rare ressources shortages
4.friends list bugged
5.Caravan events bugged (pvp flag not resetting, caravan crashing, defender not being able to attack attackers....)

Top 3-5 Most Important Feedback Topics:
1.Griefing / Mob training is a bit annoying
2.more quests
3.improve new player tutorial
4.buff bar is just unreadable

Keep up the good work

clear wagon
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. *Inventory, Party and Character State Instability (maybe?) *
 Including inventory, chat, experience gain issues. This seems to subside the longest when switching characters, and then switching back. Many think its happening server-wide, but I have seen it to be happening at the individual level.
  1. Caravans
Delivering a caravan only to have it be deleted along with the cargo and all other caravans you own. Along with this bug, comes the being stuck perpetually in the defender/attacker status until server restart, which leads to being a free kill many hours later sitting afk in town.
  1. Mob Spawns
Apart from immediately after a server restart, many hunting grounds become empty due to mobs spawning under the ground (I assume). Prime examples are the circles for most of Winstead's mayoral commission targets such as Wolves/Grems and Bears/Ravens.
  1. Gatherable Resources
Often when gathering, I come across nodes that either won't break and provide resources or the base of which has spawned inside of a rock or under other mesh, making that node useless and unavailable for all players.
  1. Mob Threat
Apart from the fact that you can be trained simply by being in the path of mobs chasing others, even when standing still and doing nothing, mob threat in general does not seem to be working in a manner that makes sense to someone who has main tanked in other MMO's for years.

Top 3-5 Most Important Feedback Topics:

  1. Consequences For Cheating
At least for the alpha, we should have one centralized, sticky topic about know bugs/exploits, with a warning that doing these things will result in punishment X, Y or Z based on offense/severity.

For the most part, it is adults that are participating in this Alpha, and for most this is not their first MMO. We know what exploiting is and there is no excuse for repeated abuse of exploits, alpha or not. I would love to see more severe action taken against repeat offenders.
  1. GM Engagement/Availability
A ticket option in the "Esc" menu similar to what World of Warcraft had at one point where we can submit a ticket in attempt to get an online GM to come investigate a bug/exploit first hand would be tremendous (if we in fact have online GM's).
  1. Scroll of Escape
We all know Steven played and loved Lineage 2, so he knows what this is. I don't care if you make them uber-expensive, purchasable for only node-currency, linked only to return you to the ember spring of your node-of-citizenship, etc. 
  1. Party Loot
Almost every party is multiple-mob non-stop pulling. This leads to a severe inability to see/obtain your glint loot from mobs without constantly walking up to the pile being fought and spamming "F". In-part due to the visual effects cluster-eff and the timer before the loot becomes available for those other than yourself. This results in tanks/melee obtaining a large portion of glint drops that was originally dropped for your ranged dps or healer characters.
  1. Mount Auto-Despawn
When inside villages, the amount of mounts standing around not being used for extended periods of time is staggering. This has to be an undue performance drain as well. Please add a 60 second mount despawn timer or something when the mount is not in use, at least when in town.

======================

copper gulch
#

Alpha Two Phase II Feeback

Top 5 Most Important Bugs:
1. Inventory and Storage bugging when transferring or moving items.
2. Rush/Charging skills of mobs need to be fixed so they're rushing towards you and not off in some random direction so that dodge/guard can be predicted.
3. Memory leaks. I get I'm playing at 3440x1440, but I have seen 31/32GB system memory, 50GB+ of virtual memory and 22/24GB VRAM used after about 6-8 hours with stutters and half the frame rate I get during the first 4-6 hours of playing. This doesn't happen every time, but I have had to restart more than 5-6 times to fix this.
4. Party UI/sidebar/frame has to be refreshed all the time it seems like.
5. Friends list needs some serious attention. It seems to constantly delete/reset for me. That will be a big issue for a game that seems group oriented.

Top Most Important Feedback Topics:
1. Effective limitations on Zerg guilds/alliances.
2. Longer flag durations, especially in a case where you're being attacked by someone you were flagged for looting.
3. Mob AI, specifically hate/aggro should be set up in a way where you can't just dump them on a group of people by running through them, but your group should still be able to pull them if they are intentionally trying to.
4.Please allow us to use custom values for processing and crafting. If I want to make 2 of something, I should be able to select 2, not make one and wait to start the next or be forced to craft one item at a time if I have the resources nessecary to make 47.

leaden mica
#

Top 3-5 Most Important Bugs:

  1. Fix guild wars, a certain guild seems to keep starting a guild war and it doesn't show a notification that a war has started until its 20 minutes in and are ambushing people that are processing materials or crafting, they are also starting multiple guild wars on the same guild to permanently keep the war going, it also bugs out the fishing event along with it.
    2.Fix Mage abilities.. Unyielding blink doesn't work at all, Freeze doesn't always work on targets, lightning ball disappears into the void when cast into a caravan.
  2. Caravan's disappearing and not being able to recover, BoB speed's should be scaled based on rarity, being able to killed while driving the raft.
  3. Treasure maps bugging out and permanently not allowing you to use them, treasure chests flashing and not allowing you to loot it, forcing you to logout and lose access to the treasure chest.
    5.FIX FLAGGED PLAYERS BEING ABLE TO CORRUPT BAIT, shows a player is flagged for pvp and in reality they are just bugged, people are exploiting that a lot.

Top 3-5 Most Important Feedback Topics:

  1. Party members aren't visible on map or mini map when they get within a certain distance from you.
  2. Mobs casting fireballs and 1 shotting you through walls.
  3. Please allow us to flag as attacker or defender while still in a party, its very annoying having to reinvite a raid group after flagging on a caravan.
  4. Bring back the buyable skin packs for a weekend, I want to buy some skins ):
fast vapor
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Weapon passives applying when the weapon is not equipped
  2. Caravans in general (vanishing when deploying from one SW to another SW for example)
  3. Mob AI (training mobs to attack a a party is pure toxicity)
  4. **Skills canceling themselves in combat **(Reflect, Maddening Dance for example)
  5. Melodies being cancel when pressing the Esc key

Top 3-5 Most Important Feedback Topics:

  1. I hope Caravans won't just be a way to transform Glint into gold (and siege weapons). We need to see materials being moved by Caravans. Transporting materials in your inventory is just way better and safer.
  2. I dislike the very quick respawn rate of mobs. It is needed right now due to the population being focused in a narrow game space but I don't want the game to be like that at launch. The gameplay of staying in a single room/narrow space and grinding for hours the same two or three packs of mobs is not a good game design to me.
  3. Mob AI is too rudimentary, it seems there was no advancement for the past decades (aggroing everything by just passing by regardless of the nature of the mob or the level discrepancy, ranged attack mobs follow the Tank in a straight line when breaking LoS instead of keeping its distance and finding an angle). Need more special behaviors from mobs (bears and spiders doing stances is great, more of that!)
  4. I dislike the way you are shoehorning DPS Archetypes in a Close/Ranged category. I want to see viable Melee Ranger or Ranged Fighter.
  5. Change the Tank Archetype name to Guardian or something more fantasy like please. It's incredible for me that you are building this fantasy world and you are using such an ugly term.
blissful shell
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure Maps - Treasure Maps seem to not stay active if the user signs off. They disappear from the journal and there is no quest for it. However, it seems like the system still treats it as active because you can't activate another map (Currently affecting me and at least 1 other user)
  2. Our Cleric appeared to be healing some mobs at one point when trying to heal our team
  3. I've run into issues where if you're trying to collect a large number of materials from a processing station, if you don't have room in your main bag but you have plenty of room in your satchels, it won't let you collect to your inventory. You have to go in and make room in your actual backpack and then you can collect it

Top 3-5 Most Important Feedback Topics:

  1. Get rid of deleting materials when dying. I have no problem with dropping materials from the inventory, hell drop all of them for all I care. But you should be able to recover all of it if you get back to it in time
  2. I like the improved drop rate for glimmer and other drops from mobs between Phase 1 and 2. I feel like quests should be able to provide materials or armor/weapons/other items rather than just glimmer
  3. Personal opinion (because I am our guilds fisherman), I feel like we should be able to AFK while fishing. I don't think this can really be exploited since fishing requires you to be near water and I haven't seen any events near water where they could exploit this feature to AFK EXP farm
  4. I'm not a fan of only being able to upgrade 5 artisan skills to apprentice+. I get it for trying to create a guild/node focused game, but i feel like you should have the 2 grandmaster, 3 master, 4 journeyman, and 5 apprentice, totaling to 14 skills at apprentice+ rather than just 5
    ======================
kind dirge
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Storage bug is extremely annoying. Logging out 4-5 times just to empty my inventory is extremely annoying.
    1. Flamestokers teleporting into walls and terrain in the forge dungeon will never not be frustrating.
    1. Idk if it’s a bug or just feedback but the rarity on gatherables is completely borked. Ive been focusing on herbalism/lumberjacking and I feel for the T1 resources of these types, anything rare or above is difficult to find. Meanwhile I bonk a zinc or copper node and it feels like a 50/50 on if the the resource is heroic or higher. AND THEN rare carcasses might as well not exist, much less heroic+. I refuse to believe this is intentional

Top 3-5 Most Important Feedback Topics:

    1. Artisan disciplines feel bad atm. As an example because of the above carcass issue, I spent multiple days trying to get a singular rare carcass for a craft I wanted my guildmate to make and cant. I just cant find any. At least none anyone is willing to sell. The distressing part is that it seems the singular tanned hide drives the rarity of the finished product so I guess fuck me for investing 21 rare bluebell. Apologies that I thought that would be more important. A single item shouldnt drive the rarity so hard. Even going higher tiers seems to still default to the rarity of the hide used. Bad design imo (Im not saying it has to default to the bluebell either but it should be a higher chance to be the bluebell rarity or somewhere in between 21vs1). We’ve mathed that out with cheaper crafts and it’s 100% the rarity of the hide that determines the rarity of the craft.
    1. Caravans should not be free money printers. It inflates the economy and makes you fall severely far behind if you dont engage in it. I know pvp will help limit this but it doesnt seem to be working even as people start getting bored at 25.
    1. Probably the most important feedback rn. Address mob training and toxic players more harshly. Simply put, there needs to be bans when someone is single handedly shutting down Carphin and no one wants to risk the corruption necessary to deal with the problem. My guildmate made a thread on your forum which was added to by other guilds. Please read it and take action. This is unhealthy for the game.

https://forums.ashesofcreation.com/discussion/65141/repeated-griefing/p1?new=1

======================

sweet mist
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. MOB LEASHING - Mobs across the world (especially Carphin tower) are often broken. After someone runs from an enemy NPC (or trains it on another group), they do not always leash properly and often get stuck and end up far from their intended spawn location.

  2. MAGE SKILL INTERACTIONS - Interactions between mage abilities are very inconsistent/do not work. For example: Aftershock does not work. Unyielding blink does not work. Chain lightning does not apply Shocked status effect to "Volatile" enemies.

  3. SERVER WORKERS - There are still issues regarding server worker handoffs. Really strange things happen when moving or doing combat across server worker boundaries.

Top 3-5 Most Important Feedback Topics:

  1. NODE MARKETPLACE MANAGER - It's very difficult to sort and filter for specific items and types of items in the Node marketplaces. Consider adding more sort and filter functions for items and the various item types. Also if too many people are around him, NPC is impossible to reach.

  2. PLAYER DRAW DISTANCE - When many players are in the vicinity, the distance at which players load in to visible range (Draw distance) is too low. Big issue for large scale PvP.

  3. **LIGHTING **- Lighting needs a lot of work. The game scenery looks fantastic, but the character models appear very dark and hard to see even during the day (on Epic quality).

  4. EXPLOITER PUNISHMENT - Exploiters should receive harsher punishment. It's unfair to the majority of testers to be in an environment with testers that are abusing systems for clout or some sense of personal gain/achievement.
    ======================

mossy harbor
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. There are a number of bugs that place your inventory in an invalid state, making it impossible (or nearly) to manage inventory. This happens when gathering, interacting with storage, etc.
    2.Storage types other than the general one being useless
    3."General Error" when launching a caravan. even when it doesn't do anything, it's still nervewraking

Top 3-5 Most Important Feedback Topics:

  1. Crafting doesn't feel good when there are a lot of materials that seem to have no use (see yellow and white inks, powders other than magic, etc.) and some materials that are heavily used (see red inks)
    2.It feels like under the current direction of the game, engaging in the economy without a freehold is going to be nearly impossible/pointless.
    3.Marketplace Purchase Orders - I'd really like to be able to use my marketplace stall to place a purchase order (for materials) that can then be fulfilled by someone with that material.
    ======================
timber notch
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Shield Bug. Can never see my shield.
    1. When blocking. It does not always block. When mob does casting ability some times it blocks some times it doesn’t.
    1. Treasure maps bugging out.
    1. Mobs getting stuck in terrain.
    1. Ashen Minotaur Warrior bugs out at 75% health.

Top 3-5 Most Important Feedback Topics:

    1. Corruption system. Leashing into groups. Looting and then only consequence is flagged purple. The system needs to be fixed. No one wants to go red. Consequence to big dropping gear etc. so you never want to punish those that leash on you. Never want to go red ever. Dropping gear which is so difficult to get. Never worth the reward of some resources.
    1. Inventory and warehouse management. Need guild storage. A way to filter inventory.
    1. Having larger guild members.
    1. Mob locations/ content. Having just randomly place mobs doesn’t look or feel good. Maybe add caves or small holes for where wolves are. Nest were ravens are etc..
    1. Resource and gathering system. Very scarce and only tier 3 end up showing up. Scarcity is fine. But when only tier 1 or tier 3 resources are present that sucks.
      ======================
hot quail
#

the amount of mountsd out in town around the areas players need like storage. it would be nice to see if people can put them away or mayeb not be able to usee m,ounts in the towns.

blissful rose
#

Top 3-5 most important bugs

  1. To few tier 1 gathering resources. Tier 2 are everywhere and not enough to actually make professions possible AT ALL so only huge groups of max level players constantly scouring the map is even making them possible currently.
  2. Caravans wont allowed to be placed, red every inch of the map. Cannot resolve. Disappearing caravans with no cargo credit/stored at receiving node. Desert commodities worth 0 .
  3. Mobs under map, in walls, in stairs after resetting in dungeons. As time goes on, the dungeons seems to EMPTY of mobs to even attack. Cant level without movs and get gear drops if not spawned. Mobs aggroing through surfaces when they shouldn’t.
  4. Rubber banding in and severe lag at high playernbase areas
  5. Mounts slowing down and possibly crashing towns as too many entities to manage!
    Top 3-5 most important feedback topics
  6. Mob design allows leading them to other groups and being used to deny content to entire tester community as exploiters locking down for themselves - they treat this TEST as a completed game and preventing feedback. The mob trainer does not go corrrupt as npc’s wipe the raids and not them
  7. Bard’s being exploited with sleep as a pvp opener on non-flagged healer to deliberately wipe parties as to rob them of their gathers resources.
  8. Guild wars being exploited for free exp. Scores of 250 to 0 common
onyx marten
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Disappearing Caravans
  2. Weapon trees applying even when a weapon is not equipped
  3. Corruption not having a chance to delete equipment on death
  4. Mob Training/Mob agrro in general

Top 3-5 Most Important Feedback Topics:

  1. The lack of a quest/tutorial that teaches people that mining/gathering the nondesireable ressources will make more desirable ressources spawn and that ressources can age over time
  2. not giving enough tips in the search commissions, make it more of a riddle.
  3. Freeholds should be regularly be fought over, given how they can apparently break the economy
  4. Punish Exploiters and those that benefitted from them. Most effectively by deleting their character or temporarily banning them from the "clean" servers so that we have an "exploiter"/no rules server
deft swan
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. All things inventory related: items disappearing, items ghosting (still being shown in 1 bag when shifting), dragging, etc.
  2. All things caravan related: Despawns, cant be attacked, cant resummon, hanging up on server workers or small lag, being hard stuck in attack or defense until the caravan finishes or server reset if it glitched out, etc
  3. Enemy threat behavior and outside group threat generation (all the training and accidental healer aggro stuff)
  4. Graphical settings not saving
  5. Weapon skill buff stacking

Top 3-5 Most Important Feedback Topics:

  1. Caravans: A way for an entire group/raid to flag as attacker/defender
  2. Marketplace needing to be searched by manually entered tags is a nightmare and tabbing through 100 tabs 1 store at a time is beyond unnecessarily tedious.
  3. A way to hide all the node buffs from unitframes would be nice or just relegate them to the node or artisan window instead
    ======================
halcyon kayak
#

Hi folks. My feedback

  1. getting loot that has the most damage is not good. It needs to be done the other way around. Even if the first hit has 10% it is often unfair to tanks and healers.

  2. the action combat should be free. Leave out this hard lock. I want to heal and do damage that I target.

night anvil
#

**Top 3-5 Most Important Bugs:

  1. UI - Raid frames disappear when people join/leave groups.
  2. Storage/Inventory bugs and glint looting bug.
  3. Not all abilities work with hovercasting making the muscle memory of the feature hard to rely on.

Top 3-5 Most Important Feedback Topics:

  1. If you can get this piece right it will be huge for AoC but all PVX games always struggle with this big issue. The game will open and guilds will form. It will be great at first but big guilds will grief small guilds. Small guilds will join big guilds out of annoyance and in return grief other small guilds who cannot contest. Remaining small guilds will disband and leave and you'll end up with all players flocking to one guild because they monopolize everything.
    The questions are what is stopping streamers or large guilds from weaponizing followers to dominate loot farm areas?
    What is stopping voting systems from being taken advantage of by people with followers?
    Is this going to be a game where the only way to succeed in the end is to join the biggest guild because small guilds cannot compete and will have no way of contention?
  2. I love traveling in the world instead of fast traveling but we need faster form of transportation of some kind. It takes forever to move from one side of the map to the other.
  3. Mob training is a problem. Not the way a lot of people see it but it is a problem. I subscribe to the notion that you should be capable of handling the dangers in the area you are farming but it is undeniable that it is literally a practice by griefers to grab mobs and just drag them over other groups to annoy them and when you add in the consequence of dying, the only people who pay for it are the innocent ones. It's not balanced.
  4. Exploiters need to be punished swiftly and harshly for repeated offenses where ignorance should no longer a defense.
  5. The chat system could use some simple features. /reply, clickable names, character inspects from chat, etc.
    ===================**
void slate
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Sometimes unable to loot or interact, fixed with a restart.
  2. Heals are turned into damage, fixed with restart
  3. Friends list corruption
  4. Treasure maps do not open anymore

Top 3-5 Most Important Feedback Topics:

  1. The game leveling is currently very grindy, maybe power-up the currently rewardless commissions or allow more horizontal progression
  2. The whole copper scarcity situation, event if normal for the biome, should be improved during the alpha to help testing professions
  3. I like the pvp but incentives for anti-pk can't come soon enough :)
    ======================
tribal oracle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1. Inventory not updating. Need to mount for it to update
2. Treasure map quests won't finish properly when chest looted. Need to Abandon quest manually
3. Can't join Caravan event if in Party/Raid. Need to leave party and then join event
4. Node buffs are not updating correctly. They tend to stay in buffs bar even though buff is not active anymore.

Top 3-5 Most Important Feedback Topics:
1. Ability to put freesize stack to processing and taking it out. Now it is much downtime to just stand in processing bench and wait individual processings to finish. If you put large processing directly from gathering bags to processing you can't take them out since the processed items don't fit anymore to your bags.
2. Checking recipes for needed material. Some processed materials are not needed by any recipe (white ink/Yellow ink) Also Red/Green Ink is needed a lot by Scribing and the materials for that are very rare. (Ruby/Emeralds)
3. More General XP for crafters/gatherers. In my opinion crafting should be more xp rewarding. Would be alternative way to level character.

sick oracle
#

Top 3 Bugs:
-- 1. Inventory and storage bugs. These happen frequently having to constantly relog breaks immersion and messes up harvesting
--2. Maps. Getting locked out of maps is common and also helps create resource bottlenecks
--3. Mobs glitching into walls and/or resetting in ways that break respawns. For example...missing Dread Praetorian spawns in Halls of Adjudication because they are behind walls, or the warden teleporting upstairs/into wall. Another example is Forgemaster in Befallen reset its healthbar 3 times in one fight last night because the NPC couldnt properly path up stairs and kept slipping through terrain.

Top 3 feedback:
--1. Players should not be able to sleep unflagged players at any point, but especially while fighting mobs.
--2. The reward curve of crafting is skewed so far everyone literally just farms equipment from dungeons to level 25. By the time crafters can make useful items most people are farming the next tier, and the extremely rare materials and recipes make it too difficult to craft yellow/purple/orange items to compete with blue drops. So not only do crafters stop leveling because harvesting/crafting exp is so low, but this feeds into a loop where they are slip farther and farther behind economically and in combat power and become easy victims to players who just grind to max level right away.
--3. I hope to Bellsong that the crafting system is placeholder for something engaging. PS Not having manual count inputs when processing/refining with such limited bag space is laughable. Having to stand around and do 5 - 1 - 1 - 1 - 1 for 9 or worse 10-5-1-1-1 is infuriating.

I love this game so much, despite hating PVP. Keep up the good work. Let people find niches and don't forget the bottom of the pyramid. If small guilds get squeezed out of meaningful node interactions and game progression, it will die.

wheat carbon
#

Top 3-5 Most Important Bugs:

  1. Caravan's bugging out and no way to truly recover them. I think the best way is that Caravans should have a timer, but a long one. Like you have 24 hours or it resets itself/destroyed. While destroying it sucks and feels bad to the player, its BY FAR better than never being able to run caravans on that character ever again because you are infitnitely in the event. At least its a good enough safe guard while the rest of the bugs for the caravans are ironed out.
  2. Map Treasures flashing when dug up that makes it almost impossible to pick up the treasures. It feels REALLY bad to go across the whole world, just to have it do that and you lose all the items.
  3. Render distance is far to low to be useful. Its exceptionally jaring to see absolutely no one on a road and watch 18 caravans with guards teleport into existence. This is also shown in other areas where a significant amount of people are located.
  4. Inventories bugging out and items being lost in trades.
  5. Items that are repaired for some reason giving no stats until you fully restart the game. The item looks repaired, says it does things. Sometimes re-equipping it will fix the values, but sometimes you need to just to a game restart to get them back.
#

Top 3-5 Most Important Feedback Topics:

  1. Questing with the ones we have now are unrewarding which I think is turning off a decent chunk of people. The people that love grinding, like myself, are enjoying the game, but I would love to see quests and commissions matter and feel rewarding.
  2. It is VERY irritating to see the amount of journeyman level items that no one could pick up in the early days. While this will go away with time, but having all these mats that are uncollectable by the entire server available on release sucked. I think the journeyman resources should be much rarer in the beginning of new servers (like the eventual Phase 3) until a few days in. This way people are able to level a bit.
  3. Mob training has been a big point of contention in the community. I think most of it is unintentional, and solved by a relatively easy fix. If its leashing back, and no one attacks it, they aren't considered in the aggro table until it resets. It limits the radius of training, making it less effective.
  4. Jewelry crafting is pretty unrewarding and exceptionally hard. The number of people that hear I am doing Jewelry and take pity on me is way too high. Jewelry crafting should be generating higher quality gear than random drops so it becomes a necessary craft that can't be mindlessly avoided by sitting in a farm spot for a few hours. The metal fragments being shared with other crafts makes it even harder to level.
  5. Exploiting needs to be handled. I fully understand that the team was on a much deserved break. My point here is I don't want to see the hostility that it has caused to just be swept under the rug. It needs to be dealt with fairly and noticeably.
mild vortex
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory not being updated forcing the player to relog
  2. Clerics outside of caravan events being able to heal caravan event participants without flagging
  3. The inability to use treasure maps ever again after you had the quest active during a maintenance
  4. Most trees around nodes spawning under ground
  5. Several broken crafting recipes

Top 3-5 Most Important Feedback Topics:

  1. Treasure maps are great once you know what you are looking for, however, the fact that playing on high graphics hinders you doesn't feel right. The diggable mound should be just as visible on all graphic settings. Treasure should also not spawn in locations where you require a flying mount to get there.

  2. Processing rarity rating (for example on a lumber miller's shirt) is now more of a hinderance than a bonus. After crafting 250 Ash timber, I get 4 uncommon pieces; this both requires me to store/sell the uncommon wood and forces me to craft 4 more common timber just so I can run another 250 batch. While this is nice at the end of a crafting chain, it is definitely not in the middle of the chain. This would be eliminated by the option to choose the exact amount for a job with a slider (1 - 250 range is fine).

Thank you for all your work! doggolove

steel wadi
#

Top 3-4 Most Important Feedback Topics: Tank Skills

  1. Tank Skill Customization: Were [Tomahawk] is give us options to modify a few skills like Javelin Toss. For example: Add a second charge to Javelin Toss or Introduce a debuff applying armor reduction for Javelin. Or Pick the new skill [Tomahawk] but don't make [Tomahawk] the only option lot's of people don't use/like it.
  2. Enhancing Taunt: More branch talents that give options, As a example one that gives Taunt a buff that will mark the target, increases allies’ melee damage by 2% to the marked target.
  3. Reflect Talent Adjustment:
Alternatively, provide a second charge of Reflect via talents to improve versatility in high-threat scenarios.```
4. **Reworking Vengeance Skill**:
```Current Version: Deals 90% physical damage to a target, with reduced AOE damage, generating Temporary Health per stack.
Empower other abilities by consuming Vengeance stacks:
Example: Javelin Toss applies Taunt to nearby enemies if 10 Vengeance stacks are consumed.
Example: Self-heal improves significantly when consuming Vengeance stacks, scaling with the number of stacks.
or [Vengeance] can be used consuming your stacks that unleash a powerful [Vengeful Strike] this could deal burst damage proportional to Max HP and restoring health at a % of max HP scaling with the number of stacks the player has.```
#

Top 3-6 Most Important Bugs:

  1. Leashing Mobs and Griefing: Introduce a Purple Flag system where players intentionally leashing mobs to grief others are flagged for PvP, allowing the offended players to address the issue directly.

  2. Stealing Experience: Implement a mechanic where tagging a mob already engaged by another group triggers a Purple Flag. This discourages disruptive behavior like XP stealing while maintaining fairness.

  3. Shields Vanishing: Shields disappear or are unequipped when switching between primary and secondary weapons. This is a major issue for tank gameplay.

  4. Mob AI Resetting: Mobs, such as the 3-star Infested Zombies near Miraleth, often bug out by running away, resetting, or vanishing entirely without respawning.

  5. Loot Interaction Bug: Dropping items to make inventory space while gathering sometimes causes loot to become permanently inaccessible.

  6. Treasure Maps and Quest Improvements:Treasure Maps: Fix treasure maps so they can be fully utilized across the Riverlands and parts of the desert. Questing Fixes: Address bugs in quests around Lionshold and add more robust questing options throughout the Riverlands, as this is a key leveling zone and should feature more quest diversity and stability.

shy current
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory Bugs: Have to mount and dismount each time makes testing very difficult.
  2. Caravan Bugs: The sheer bugginess of Caravans makes them a little tough to sink into. From teleporting across the map w/o your caravan.. to losing the cargo randomly.
  3. Client Stability: Crashing (not just for me) is a big part of the current build.

Top 3-5 Most Important Feedback Topics:

  1. Bard Uptime: With the Resonant Weapon changes in Phase 1, Bard's uptime has skyrocketed. That's fantastic for a player (like me) who really wants to push their class to the max and really pushes the skill ceiling SUPER high, however I think it harms the class overall. If a Bard is not absolutely spamming their abilities and timing their auto attacks properly for Finishers, it is noticeable in the group.
  2. Animal Husbandry: Leveling is rough, but I think it SHOULD be. Maybe lower the costs a bit? lol.. However, my main Feedback is regarding the 50/50 chance of Beast of Burden vs Mount. IMO, that should definitely be a chosen thing. Anytime you get the thing you don't want, it's a huge money sink.
  3. Marketplace: Having separate Marketplaces per node is fantastic and creates a small community around the node. 10/10. The search could and should be better. Make each item searchable instead of the tags.
    ======================
sonic yew
#

Havent played a ton yet so this will probably be minor and get lost in the fray. The bag bugs are getting annoying. Having to mount/unmount to be able to pick up items or refresh my bags is tedious.

silent badger
#

Top 3-5 Most Important Bugs:

  1. freeholds
  2. caravans (group cant join event)
  3. trees under ground (u cant get wood)
  4. passive of wings of salvation (must breaks all disable effects but dont)
  5. bug scrolls or food idk (magical power was 350, but after something it will be 325, just reducing magical power with no change items)
    Top 3-5 feedback
  6. no pvp in bosses area (in world bosses area at least)
  7. abuse caravan on world bosses
  8. problem with mobs agro (situation: somebody give to mob 60% of dmg and u kill him but mob dont unstack to full hp and u kill this mob. BUT loot will get people who deal 60% dmg BUT u kill him and kill mob. its just dumb situation)
  9. need presets for skills
  10. need rewards for node tasks (u give resources to node, and u receive nods tickets. BUT u cant spend them on good stuff. U can just buy cloak and all. I want but any consumables items for good price. This thing will do faster node evolution) just all node citizens dont want to give resources for nodes improvement
safe cape
#

Bugs
1-when gathering mats from mining, lumber cutting, etc receive exp but not receiving mats requiring relog.
2-gaining exp from mobs while grinding just stops being rewarded requiring relog
3-some gatherables across vera being stuck inside of rocks or spawning slightly below ground level
4-mini map when zoomed in will turn black and requires zoom out then back in to fix

Recommendations
1-change the way buffs are displayed under character name as to allow player to view all current buffs
2-when finished with combat bard remains in combat until songs are turned off
3-make it where my tanks def aura does not turn off randomly over time it should stay on till I die or turn it off

crude moss
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Loot bug and inventory desync
  2. Node buffs not persisting through server restart, and being unclear because you accrue tons of icons
  3. Mob AI issues: aggro allowing for training, pathing into walls or aggro through walls
  4. Healing bug from zombies making clerics hurt their tank
  5. Friends list just not working

Top 3-5 Most Important Feedback Topics:

  1. Tank NEEDS some more self-sustain they can spec into, AND existing self-sustain needs to be buffed. There have been many discussions about this in the Tank area of the forums.
  2. Crafting gear needs to be viable. Farming mobs for gear is simply much better. Please figure out how to make crafting a huge part of the game even in a fresh-start state. The professions all need to be balanced in terms of leveling. Also, good tools should do more, my heroic apprentice pickaxe doesn’t really feel worth it.
  3. Stat balancing everywhere — Big gear stats make people feel good, even if they give diminishing returns in reality. Some mobs have stats that are WAY too high, given with their mechanics. Pyros/firestarter’s need to be nerfed, OR their random aggro changed
  4. Commissions and questing XP makes them completely pointless to do. They shouldn’t give as much XP as an efficient grind spot, but they should at least give SOMETHING. Kill quests need some way of identifying the star-level of the mob, so you know if it’s even possible to try and solo it. Kill targets should force respawn earlier if someone has a commission for them.
  5. Loot tables need to be revisited to incentivize more crafting, and to balance gear drop distribution. Light armor feels incredibly rare for example, when compared to heavy armor. Also it’d be nice if gear could drop from ANY mob in the game, even if the rate is much lower than the intended grind areas. If I’m soloing some otters it’d be nice if I still had the hope of a gear drop.
    ======================
slow sleet
#

======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:

  1. Deliberate mob training into groups of other players is toxic. If you tag a mob, it shouldn't be able to drop aggro easily when running into another group of people you are not partied with nor should it have any drop chance for loot if you did not do the majority of damage to it. (The group who was trained on should be able to get loot. This is to prevent the possibility of a player wrangling full areas of mobs to purposely deplete drops and XP). The mobs should keep targeting the player who aggroed them till that player is dead or the mob is dead. If the player who aggroed them dies the mobs should reset to their original location without incurring any aggro till they return to their original spawn point.
  2. Draw distance needs to be increased and mobs and other players should be prioritized over terrain features. I have stumbled too often into packs of mobs due to them just popping up right next to me.
  3. Carph's tower needs to be optimized due to poor performance due to high traffic.

Top 3-5 Most Important Feedback Topics:

  1. Market boards with no items listed should not appear in search results. This creates bloat and makes finding actual vendors more difficult. Related to this, while player made tags are nice, they make searching the market boards more difficult since they are not uniform in nature. Would recommend having a predefined tag system too that is automatically applied when an item is listed for sale. This would greatly help finding items and would allow player's to use the store front description as a general sales pitch. As it stands now, many store front tags can remain up with no vendor stock which adds to the bloat problem. You could make a general search using "gear" and find shops that are only listing mounts or other items not related to your search since the gear has already been sold and the tag has not been updated.
    ======================
visual compass
#

Top 3-5 Most Important Bugs:

  1. 90% of commissions level 1-10 are bugged and unable to complete
undone lance
#

Alpha Two Phase II Feedback Top 3-5 Most Important Bugs:

  1. Caravans: disappearing, getting stuck or teleportation to Carphin while driving caravan, permanent defender or attacker status, desert comodities has value set to zero, sometimes can launch caravan and im stuch with unusable item in bag untill server reset.
  2. No hight quality in hunting materials, some materials have strange rarity chances (very very low like some woods)
  3. Inventory bug: You cant put thing in bank or u cant see thing added to bags
  4. Random game cruches
  5. Trees around cities are spawned beneath the ground level

Top 3-5 Most Important Feedback Topics:
0. You are amazing, keep the good work. Take your time, we will wait.

  1. Caravan deployment zones are broken, lines are incorrect, messages in some nodes doesn't work, some commodities value is wrongly calculated.
  2. Running a caravan is a risk. Attacking a caravan also should be a risk. Make it to be normal pvp rules or make it to be a choice of a mayor in current region. Piracy is always an act against law unless its a pirate ruled region.
  3. Resource rarity system works funny, better gear (with rarity stat) should mean better chance to have better material. I dont think that high quality resource node should respawn in the same place - it makes items unimportant. Rarity should be based in every resource node the same - just loot table with chance increased by gear (and buffs) - in long therm it would be fair for dedicated gatherers.
  4. Caravan pvp flaging works funny. Now u can heal caravan and not be flagged, You can loot and not be flagged, Tank can cast a wall and not be flagged (maybe unflagged walls should be just passed by like an allusion), it is practically imposible to protect group of caravans.
  5. I think there should be no gear drop from mobs, only mats and recipes. Gear made by crafters should not be forever: for example every repair reduce maximal durability by 1 or something.
quick spindle
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Enemy aggression should not pass to non-combatants when in closer proximity (mob-training).
  2. Enemies teleporting to you when chasing behind or jumping off an area.
  3. Receiving loot in parties stops for nor apparent reason for a long time, to only then turn into several loot items back to back.
  4. Inventory out of sync, requiring relog.
  5. Game getting stuck in permanent combat music.

Top 3-5 Most Important Feedback Topics:

  1. A feedback function like this should also be available in the game. Similar to /bug (/feedback) but limited to once per day to reduce strain on resources.
  2. The feeling of a Cleric is quite underwhelming. The visual feedback of healing and damage is lacking whilst simultaneously many party indicators are hard to identify. Additionally the experience solo is somewhat underwhelming in which we are wildly below in single target-damage as well as aoe-damage whilst being forced to auto-attacking enemies for an eternity.
  3. The economy of rarity in gathering seems contrary to a crafting based economy. Rarity in my opinion should be capped at a certain rarity when gathering; and should be a feature of the gathering skill to refine the resource instead. This gives more weight to gathering professions at higher level apart from just being able to gather X resource at Y artisan skill.
  4. The time investment to the output of caravans seems wildly off. Spending 1 hour on a caravan usually yields significantly less than killing monsters for 1 hour, whilst continually being under the threat of loosing both the goods and the caravan. A repair cost, or repair via artisan carpentry would give more weight to the crafters whilst removing the loss of the entire caravan.
  5. Enemies should drop their reasonable resources; animals should drop skins, leather, bones, feathers, etc.; Golems should drop, ores, gems, etc.; and so on.
    ======================
thorn finch
#

Important Bugs

  1. Cargo and Inventory bugs - I've had multiple glint commodities just disappear out of cargo, never to be seen again.

  2. Mage weapon imbuements randomly stop working - Fire, Lightning, and Ice imbuements will randomly stop working until a Logout reset.

  3. Mob AI - Most common with Ashen Flame enemies, they will occasionally bug out and stand still, not attacking. Then they won't drop resources or exp.

  4. Terrain interaction with resource nodes - I've seen multiple areas where resource nodes are up to 90% burried, so that they are extremely difficult to collect. The opposite happens for some hunting spawns, where they spawn way too high up.

Feedback Topics

  1. Novice Resource Rarity - Things like copper, zinc, flax, etc. Need more spawns than jouneryman resources.

  2. The level up notification for Hunting is all lowercase.

  3. Guild Size - While zergs will be an inevitable problem, guild size should be at Least 100 imo. That seems pretty standardized in most MMOs I've played.

abstract geode
#

Top 3-5 Most Important Bugs:
Inventory bug - both looting corpses and moving items between inventory and storage are very frequently fubar. Mounting/dismounting sometimes helps and sometimes doesn't. Having to leave loot in corpses because you can't pick it up (or alternatively, having the group stop play every five minutes for someone to relog) is a pretty fundamental issue.
Mob aggro - the way it's currently working enables toxic behaviour. If someone pulls a mob, they should maintain their position at the top of the hate list unless someone else takes an action that moves them higher, not because they were simply in the same vicinity.
Caravan bugs - They seem to be plenty, and for a key part of the game economy, it does need high priority fixes.
Top 3-5 Most Important Feedback Topics:
Resource Scarcity - it's clear from the last few weeks that with populated servers, the resource spawn rates are not working in a way that's consistent with building a positive, thriving community. Spawns need to be more random, and need to be more reflective of the resources that people actually need to progress. At the moment, it's too easy to create monopolies, which leads to toxic behaviour.
Caravan risk vs reward. Currently, all of the risk is taken by the caravan creators, with no risk taken by the attackers. This becomes terrible when you have one or two dominant guilds. I'd like to see this become much more balanced - perhaps attackers have to create an 'ambush kit' that requires resources and has to be placed on the route with say a 1 min setup time, so that both parties have to take some risk.
Farming/Cooking reward vs resource vs time - this is way out of wack just at the moment, with such huge amounts of resource required for seeds, water, ingredients, animals, etc as well as the actual crafting, and the number of crafts needed to level up. Rearing a cow from calf to adult should give me significantly more than 1 milk!

wintry crag
#

Top 2 Most Important Bugs:
1. Random invisible water that can drown you.
2. Having Camera Movement Unlocked will make you face random directions after jumping at times or using abilities making you take direct damage from behind at times, especially as a tank.

Top 2 Most Important Feedback Topics:
1. The state of gathering and processing. Crafting over all, is literally like watching paint drying (and in live, you'll be paying to watch paint dry). If the current implementation is a sign of what the goal is in the future, I won't ever engage with it. If I had to put it into view. Just like how combat was horrible and needed a rework in alpha 1. The crafting is at the same level, if not worse. The hope of those I've talked about is that crafting would feel as engaging as combat would be. I guess stimulating that is. I'd personally make client side mini-games for each tier of crafting station, each tier of station has different tools that makes crafting easier and you can make better gear with, then include personal tools as well. After successfully combining once, you can bulk make things with "chance to make worse or same" quality gear, but you can only make better things using the mini-games and tools allowed by the tier of crafting station and the material used.
2. Trees and Flowers spawning in open world and field makes sense. Mining nodes popping up everywhere though? That's some terrible outdated MMO logic. I think there should be locals for certain things, but what it should be is ruined mines or caves around nodes. And depending on the node environment, the mayor should be able to choose to "develop" an old ruined mine, or destroy the local fauna and wild-life to develop a mine. Meaningful choices. Mountain regions wont have much wild life, make more mines. Forest regions have wild life and lots of forests, maybe not make a mine and destroy a healthy forest.

civic raven
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Freehold Planting Problem. Freehold Wheat cant be used to make Flour in Cooking, Trees give random Resources (mostly oak), Regrowing nor working consistently, Planting Baby Chicken not working, Exploint in planting Baby Cow (few Copper) and recieving Bluebell, Planting outside Freehold, Rotating of Plants not working etc. So basically the Freehold Planting system is a buggy mess.
  2. Ranger: Barrage can ONLY crit on first hit, no matter the crit chance.
  3. Arrowstorm(Shortbow Skilltree) not procing at all without all 3 points in it

Top 3-5 Most Important Feedback Topics:

  1. Freeholds; some systems not beeing implemented, neither usage rights, nor storage nor Animals (cow/chicken and more) and regrowing not working and Crop deleting not beeing possible
  2. Low incentive to craft Apprentice crafts/processing to progress ExP in Profession. Just using Novice materials is way more cost effective in almost all situations. this feels bad!
  3. Zombies feel too strong. After their changes they are easily the hardest enemies in the game right now. A Debuff reducing healing by 75% or a reduction in direct damage would be more managable (ignoring the heling bug here)
  4. Beeing able to buy common EVERYTHING from vendors defeats the value propersition of crafters greatly. Why have a scribe (except Maps) when you can buy most scrolls at the vendor, Why level Tailoring when you can get artisan gear for all Professions (except Leatherworking and tailoring). It feels like Professions are only for high quality crafts that are bottlenecked by scarcity of resources (wich i am fine with) but the commen and uncommen stuff is useless because you have to compete against the vendor prices. Common apprentice materials are still worth to much to level and throw away after though. this feels bad. If most stuff is sold by the vendor i would love to buy Beast of Burdens and mounts as well, since one can buy most other stuff anyways.
barren ermine
#

Top 3-5 Most Important Bugs:

  1. Tank Permanent Mitigation Stacking to around 90%
  2. Caravan Disappearing/Despawning
  3. Getting teleported while riding caravan, usually to Carphin and having to run back to it.
  4. NPC not running back once "leashed" away from their "spawn location".
  5. NPC not respawning or having irregular timed respawn.

Top 3-5 Most Important Feedback Topics:

  1. Consolidation of mineable resources.
    It can look excessive to have so many separate spawning resources take up the same space. Making the gems and metals be an additional "loot" when harvesting stone of their "tier", would allow for less ground clutter, and slim down the visible resources, especially when they are all mined. Future artisan skill-tree or tools could even specialize in which "resource type" you hoped to get.
  2. Caravans feel too weak on their own, I understand the need for people protecting them, but having a single player be able to take them down feels off, even given the time needed. Slowing down the speed of the caravan when it is hit feels specifically punishing, since that is when you often need speed the most. Boosting their regeneration or adding a static damage reduction depending on what materials are used in it could be a solution.
  3. Adding by-products to processing. Ex wood chips when making timber, or sand when making stone fragments, even at a non 100% chance.
  4. Processing/Crafting XP Scaling off rarity based off "finished product", similar to how gathering scales off what rarity you end up with.
  5. When expanding the playable map, in the future, adding in effectively copy/paste POI from elsewhere in the maps, and then swap them out later for the intended "content" would allow people to spread out and explore, and more importantly utilize the nodes therein earlier.
crude heath
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans, everything around the event scope, when you can join, how you can join, abusing the systems etc.
  2. Freeholds not being able to craft stuff and it being defaulted to low level materials
  3. Getting mobs intentionally stuck to farm them

Top 3-5 Most Important Feedback Topics:

  1. Guilds
  • Size are too small, currently only giving bigger orgs a disadvantage, by slowing us down to get more people invited
  • Level 10 to make scrolls and hold guilds feels needlessly unnecessary, why would you prevent people from grouping up as a guild only once they have become level 10?
    • Permissions, please for the love of Vyra, give us at least a rudimentary permission system and let us transfer ownership of a guild
  1. The game only really starts at level 10, it feels needlessly harsh to prevent someone from participating in anything if they haven't reached level 10 yet. You are basically telling everyone, you are not a real player, if you haven't at least reached level 10
  2. I don't see the vision currently for the Alpha Test realms. The game feels too slow for being able to rapidly test things, and there isn't enough things to do yet, once you reach higher levels, everything is contested on the higher player count servers, especially now, when people have sniped freeholds, they will be an uncontested way to make some materials, that will just break the economy even more
mild palm
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Zone change warp
  2. Buffs scaling, examples being bard and tank exploits
  3. Some commodities having no sell price
  4. All the storage bugs
  5. Caravan bugs, glitches, dissapearances and crashes

Top 3-5 Most Important Feedback Topics:

  1. There are no key economy features like guild bank or ability to craft multiple items in a queue, not to mention how farming and cooking are looking right now
  2. Terrible targeting system in action combat, sometimes targets randomly lock, TAB target system should be reworked and active target could use an outline, so player could target the enemy they want every time and know which one they targetted immadiately
  3. Starting date of W2 was a bad choice, it was christmas, ppl who were eager to hop in had to choose between the game and their families, studio employees were on a break and thus no issues(be it community or in game itself) were adressed, which led to a large amount of dissatisfaction
native locust
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Cant use the secondary bonus attack from chain lighting on staggered targets that are also frozen, only shatter will trigger and the bonus hit from chain lightning is lost. It doesnt say anywhere that this is intended.
    1. Caravan teleport mid travel
    1. mobs hitting you with melee attacks from range

Top 3-5 Most Important Feedback Topics:

    1. Freeholds are overpowered. To many freeholds just stack weeping willow and larch with impunity. Allow us scrubs to harvest from their locations and turn purple for the same duration as looting a dead body. This will allow us to compete and require them to defend their investment.
    1. It took me way to long to level up carpenty, I achieved lumberjack and lumbermilling journeyman with the amount of materials carpenty required for apprentice.
    1. We need the marketplace search to work by item name, not shop name, or have a toggle.
      ======================
thin laurel
#

Top 5 bugs:

  1. Weapon Tree Exploitation with stacking procs and pen
  2. Caravans randomly disappearing or otherwise breaking.
  3. Physics bugs allowing drastically increased movement when combined with mobility spells or dodges
  4. Class abilities not functioning properly i.e. Wings for cleric or Camoflauge for rangers.
  5. Gear being like 95% of sheet power on a character is surely a "bug", r-right? We were told that gear would only make up about half of power and it is currently an overwhelming majority. LumiSmug

Top 5 most important feedback topics:

  1. Permaban/yeet all of the exploiters and their alts/alt accounts (At the very least the ones who have prior warnings for something), character wipes mean nothing and a number have already moved their stuff to alt accounts. Don't let this turn into a last ride mentality / exploit early & exploit often culture.

  2. Damage is way too high / TTK is absurdly low and massively denegrates pvp, we're not supposed to be playing T&L 2. This is not the ttk that we were sold on - even for a WIP, it's so out of tune that it denegrates the rest of the testing in addition to drastically reducing the quality of enterainment..

  3. Adjust Corruption: The penalties for going red are absurdly overtuned atm and creates an absolutely silly amount of problems. We need the corruption system to properly come online/start functioning as intended. At the very least, remove the gear drop portion of it caused by low stages of corruption.

  4. More mob density / locations with high mob density + a larger range of options for grinding: currently, even when spawns are working properly, the mob density is extremely low outside of a handful of locations per level range and it just doesn't feel good. Further on this, there should be a wider range of locations centered around grinding with less than 8 people but more than 1 person PowdurNOTES

  5. Archetype design: Tank needs a lot of love, its kit doesn't fit the nature of the game at all and it is also savagely punished far more than any other class by the various systems of the game. Cleric needs an expansion of playstyles, Ranger relies on a single ability to remain relevant relative to the overtuned Mage, which has a design that is antithetical to high quality large scale pvp.

henyaHeart

marble depot
#

Top 3-5 Most Important Bugs:

  1. Server Stability when crossing between SW you will sometimes get stuck. Server Worker Transition.
  2. UI is near impossible to adjust. The arrow buttons don't work and the slider seems inaccuratate with the X, Y coordinates
  3. Gathering nodes staying in game after collected but can't be collected.
  4. Mob pathing in general, feels like a bug but not sure.
  5. Animations get stuck resulting in your character or mount freezing, still able to move.

Top 3-5 Most Important Feedback Topics:

  1. Wipe exploiters and if possible track down any items/glint gained from exploits and delete those.
  2. You should not be added to a mobs threat list unless you perform an action. If other players train mobs past you if you didn't heal or engage the mob the mobs should path back to their spawn point without agro (to an extent)
  3. Players should not be able to flag then silence/mez/cc healers causing a wipe by mobs then looting our glint without going red. Any action performed on a white player by a flagged player should cause you to turn red.
  4. Automatically despawn mounts in node towns after 60 seconds PLEASE.
  5. Resource spawning should match mob area. In starter areas all low level gathering resources should be available. As you move to 10+ area 10+ gatherable should be in those areas.
supple reef
#

something I forgot to mention is the guild cap being 50... whats the point of having a cap when people make 50 guilds of 50... if there is a guild cap it should be a guild cap not just a completely irrelevant number it seems like Steven encourages people like Thor to just ignore the guild cap of 50 and they can have as many people as they want

thorny raptor
#

=======================
Top 3-5 Most Important Bugs:

  1. Server Worker "hitching" i.e. issues when crossing between server workers especially during combat. Transitions between SW are not always fluid and it can severely impact gameplay at times.
  2. Inventory bugs and looting issues. Many issues with moving things between inventory/storage, selling items to vendors, and looting mobs and this severely impacts gameplay as well as requiring "re-logs" to fix.
  3. Many resource nodes are unable to be harvested, especially East of Halcyon. Willow trees are also especially bad with roughly half of willows being un-interactable.
  4. Treasure maps are non functional.

Top 3-5 Most Important Feedback Topics:

  1. The marketplaces are a great addition, but it is very hard to find items on them unless the player puts the items in their store's description manually to make it searchable.
  2. Mining is still unfun and useful mining nodes are way too difficult to find. The insane grind for copper is not a pleasant experience. Additionally, I totally gave up on smithing and metallurgy because there was no way to get enough zinc or copper to level it. Now that players are moving up the problem has just moved on to T2 mats like zinc. Update from today (1/7) changed this! After only 45min in game this change seems to be a huge improvement without being unbalanced.
  3. Guilds are still nothing more than a name and a chat, and they are quite limited in size. It would be nice to have some guild functionality and for the guild size to be drastically increased.
  4. It is a pain to have to remember to switch clothes for xp boosts in professions. A system where I could perhaps modify clothing to have a boost for one gathering, one processing, and one crafting profession would be much more rewarding and useful.
  5. Global chat is mostly just a busy mess. It is useful less than 5% of the time.
    ======================
faint valve
#

Top 3-5 Most Important Bugs:

  1. Melee Mob walking on the ground into water so easy kills with every range attack
  2. Broken Quests/ Treasure Maps
  3. Inventory/storage loading or more exact not loading
wind musk
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
Invisible walls - Character gets "stuck" in the same place in "eternal rollback"

Critical Healing - Healings are not critting

Stats Dampening - The penalty is remaining even after recovering the XP debt, requiring the game to be closed completely and opened again to perhaps resolve the status loss.

Top 3-5 Most Important Feedback Topics:

Rework/Improvements to the City Store - We urgently need efficient filters in the stores. There are over 100 pages per city, that take a long time to find an item of interest. It would be more interesting to classify items based on their type (material, head, gloves, pants/legs, shoulders/pauldrons, etc.). I don't understand the real point of classifying the store by character. In addition to displaying the name of the player who is selling, it generates a huge amount of rework, because a player opens a store and always needs to update the store name so that their items can be found. If they have had an item in the store for a long time and add a new item to their store, it stays in the same position, making it difficult to find.

Improvements to the UI for buffs and debuffs - At this point, it is possible to make many criticisms. The unnecessary accumulation of "buffs" from nodes is horrible, completely hindering the management and vision of buffs applied to players. It is very difficult to know whether an ally has a specific buff or not, since the visualization does not help, not to mention that after a certain limit they accumulate in "+". The visualization of debuffs also needs improvement, both so that clerics and bards can work more efficiently and so that those suffering from the debuff can identify them in a better way. My suggestion is that 3 separate status bars be created. Bar 1: Buffs from spells, food and status, Bar 2: Buffs from nodes and events, Bar 3: Debuffs in general. The idea is that these bars are separate in themselves and through the settings it is possible to adjust their scale and position on the screen based on each player's preference.

Corrupted System (PK) - The core structure of the game revolves around conflicts and disputes between players. However, the corruption system (PK) is extremely punitive for those who engage in it. While I understand concerns about griefing and anti-competitive behavior, this system discourages PvP within the game, particularly competitiveness. I dare say that this system strongly incentivizes a terrible practice where players lure multiple monsters toward an enemy party to get them killed.

I acknowledge that balancing such a system is challenging, and I agree that the punishment for becoming corrupted (PK) should be severe. However, isn’t dropping your own items already a significant risk? Some games with similar systems manage to explore this mechanic effectively, which could serve as inspiration for Ashes.

For instance, it would be interesting if each player had a counter allowing them to kill a limited number of players per day without becoming corrupted (PK). I’m not sure about the ideal number—perhaps 1, 2, or 3—but this would enable players to strategically use this limit to contest spaces without facing overly harsh punishments.

Currently, when you flag (become a combatant) against another player, they can simply ignore you and continue doing what they were doing, which doesn’t make much sense. To give context and rationale to this suggestion, we could consider that a player only becomes corrupted after repeatedly committing the same act of murder (using the daily kill counter).

A player who exceeds this limit would then be considered corrupted (PK) in the eyes of the world, making their bounty substantial (e.g., increased item drop rate for PKs and greater visibility on the minimap).

empty halo
#

Bugs:

  1. Mob leashing and aggro randomness
  2. Inventory becoming invisible and not updating, requiring a full restart
  3. Treasure maps are bricked on my character cannot do them
  4. Caravans disappearing with all the loot inside
  5. Taxes feel super high and whenever I pay them it takes randomly the number of slips from my inventory
    Feedback Topics:
  6. Leveling artisan skills feels like absolutely horrible, unrewarding and mostly a pain. Far too many useless crafts are required for level especially for up to level 10, I felt constantly that I needed to be high level to have the funds necessary and even after I spent tons of hours it did not feel rewarding.
  7. Resources are far too sparse, quality of the resources feels very random and the fact that some of the resources have fixed locations and some people that can play a lot daily can almost always get to them makes it very frustrating.
  8. Caravans seems to be high risk high reward only for the person doing them. I do not feel at all that the attackers have any risk involved in it. After I lost a ton of money on them because the caravan got destroyed I just gave up on it completely because I was losing far more than I was gaining with them.
  9. Number of players currently on the server is severely too high
  10. Freeholds feel like FOMO disappointment in the making. In 1 week I could not find any that was free anymore and instantly lost hope that getting one is even possible indifferent of how much handwork you put in it. Luckily they don’t do much of anything now, but if the whole processing section will be tied at the end game to them, I can see this being a super major annoyance later on
  11. This one is just a more general feedback, but at the moment it feels like everything in the game is catered or extremely easy to be controlled by big guilds: farming zones, mayorships, freeholds, gear/materials, caravans etc. I cannot see anything where small groups or small guilds can have a chance to compete realistically
still plaza
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan AltF4 forcing recovery mode when underattack
  2. Player Inventory not updating, unable to move items and loot
  3. Close Off the Caravans Sailing through oceans

Top 3-5 Most Important Feedback Topics:

  1. Marketplace is not fun to use, endless scrolling though markets to find an item that is untagged is horrid
  2. Players outside caravan events should not be able to interact (mainly healing,) with players inside the event
  3. NPC, Mob and Caravan Entities render distance is far too small. feels like i have to be on top of the entity to see it sometimes.
prisma coyote
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Players who loot other players should not lose the PvP flagg if in combat with another player even if they do not retaliate. Forcing the attacker to become corrupted even if they attacked someone who looted their corpse while the looter was initianly PvP flagged.

  2. Abilities going thru walls, roofs and floors, damaging mobs risking wipes and/or damage to other players if PvP flagged.

  3. NPC's not returning to their spawn location/area if their leash has ended due to various reason like running away to avoid dying, making them bugged and unable to re spawn if you cannot find where the mob is stuck and kill it, but even then that wont help to reset the spawn.

Top 3-5 Most Important Feedback Topics:

  1. A option in the settings to lower the graphical effects of allies spells and abilities, as a Melee player the over stimulation of effects makes it hard to spot hostile effects on the floor or find the right timing to block or dodge an attack based of the animation of en enemy.

  2. A change in color for either Heroic or Legendary to a more contrasted color like red, as the color difference can be hard for some to spot at a glance and even harder for those who have problems with color gradients.

  3. An opt-in system for something like a mentorship program as a way for players to help out newer players without a way to power level, I think this would help the longevity of the game if newer players would not feel left out without playing in groups due to potential lack of other players around their level.
    So an opt-in system that could allow a higher level player to nerf themselves to avoid power leveling the newer player and to help newer players play with others without a massive hit to their exp gain and/or loot drops.

odd pine
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Planted resources in a freehold do not yield expected results
  2. Inventory related bugs. Move items around they disappear and/or do not show up where expected until a mount/dismount and/or re-log
  3. World lootable resources "stuck" inside world objects - so they cannot be harvested.

Top 3-5 Most Important Feedback Topics:

  1. Mob aggro when beyond leash range. Mobs shouldn't (IMO) be able to acquire aggro for nearby (non-grouped) characters if they're beyond their initial leash range.
  2. Resource spawns still seem to be somewhat skewed - as there's many tier 3 resources sitting in the world - that simply cannot be harvested. (Some mechanic allowing for a distribution of tier'ed resources which is dependent upon the amount of harvested resources in that tier... (the greater the number of Tier 2 resources harvested - should in theory spawn a greater number of tier 2 resources. I would suggest that a initial feed of resources that would look something like... 60/30/10 for each tier 1/2/3, and then the world would dynamically (and slowly) alter those percentages based on the quantity of resources (at that tier) that are being harvested...
  3. Awesome game - keep up the great work.
supple harbor
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Resources being ungatherable or unreachable (under rocks/terrain) - if we assume correctly, there are enough resources spawns for everyone currently. But many are stuck in spots that we cannot gather or bug on collection
  2. Mobs pathing/targetting issues; kiting difficulties, mobs shooting/casting spells through walls/objects - dying from mobs that are unreachable/unseen due line of sight issues
  3. Caravan system; spawn issues and disappearing - increased costs/loss of time/effort towards testing system
  4. Storage/inventory issues; loot pickups are not shown in inventory after pickup forcing relog, transfer of items to storage doesn't show movement of items forcing relog for update, picking up materials with full bags and moving an item in inventory to make room sometimes doesn't move forcing relog and potential loss of gatherables/items
    Top 3-5 Most Important Feedback Topics:
  5. Artisanship balancing: i have mainly interfaced with mining, metalworking, weaponsmithing/armoursmithing so far. But the challenges to find resources, costs to process resources, and craft xp ratio to level up is exhausting in its current state. Coming from a small crafting focused guild, its hard to compete with zerg/mega guilds to gather/craft gear efficiently and thats our only focus in the alpha
  6. Questing system: Since the questing is focused on understanding the story/exploring zones for quests - it seems unbalanced/not rewarding to time spent. It's much easier to go to a POI and mindlessly kill mobs to level. Make questing unique and rewarding, and increase incentives to level with this system.
  7. Node POIs, Quests, and Event balancing: There is a vast difference of POIs and events between the nodes in the Riverlands. I encourage a well balance of quests/POIs/events in all nodes to balance players throughout the Riverlands region and increase activity in each node.
swift isle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans DCing the driver when they go over Server Boundary lines
  2. Gatherable resources being under ground. Example being trees spawning to far under ground that you can not gather them
  3. Inventory bugs: Sometimes when picking up items or moving items from your inventory to your storage it does not show it was pickup/moved and you have to relog to see the item again.
  4. Beacons do nothing for gathering at the moment. Fix them or remove them please

Top 3-5 Most Important Feedback Topics:

  1. Quality of Life improvements: Fixing Storage by having the specialized Tabs actually doing something for the type selected. As of now the General Tab is the only selection to choose cause it large size
  2. Caravan convoy options. My guild was running 3 Caravans and attackers declared attack on 2 and defense on 1 and was untouchable at times while defending. Also if the Caravan Convoy is big enough that means you can have and entire part of your screen blocked by the Caravan system
  3. Artisan skill tree: when? please!
    ======================
wary wind
#

Top 3-5 Most Critical Bugs:

  1. Caravans

    • Crashing issues.
    • Can be healed while not flagged.
    • Unable to join as a raid.
  2. Mob Aggro

    • Aggro duration lasts excessively long and can be transferred to other players, even if they have not attacked the mobs.
  3. Weapon Bonuses

    • All weapon bonuses (stats & passives) stack regardless of whether the weapons are equipped or not.

Top 3-5 Most Important Feedback Topics:

  1. Full Drops

    • Occur far too frequently (and can be enchanted?!), rendering crafting useless and progression overly easy. Additionally, any piece of equipment can be used by any class, further diminishing the sense of specialization.
  2. Current Viable Path

    • The only effective strategy is rushing to max level, farming specific lower-level spots for loot, and disregarding everything else.
  3. Guild Storage & Resource Warehouses

    • Guild storage is essential.
    • Specialized resource warehouse types need significant improvements to become useful.
muted hill
#

Feedback / Bugs A2 II
1. Buff bar
The buff bar should be revised. It makes no sense to display the buffs, some of which are over 20, as little bags and the most interesting buffs or debuffs for the fight disappear in the plus display.

2. UI group / alliance
It would be nice if every group or alliance member could adapt the group user interface. e.g. sort members according to individual order, size, group/alliance view. It would also be advantageous for alliances if co-leads could be assigned to sort the groups and the function to determine whether all group members can invite or not.
In the alliance view, the out of range display also does not always work. (The colors of the members are always the same.)

3. Resurrection stone
It would be helpful if there was some kind of "resurrection stone" to buy or craft. Otherwise, the cleric is the only class that has to get up at Emberspring and cannot be resurrected. This is also a big disadvantage for the cleric when it comes to looting the corpse. It is also a disadvantage for the group, as they have to wait a long time for the cleric.

4. Target from target
The target from target key function would be important. The function is planned, but does not work yet.

5. Map
The map should reliably show the group members. The mobs are also not shown as they actually appear. All functions should be checked here. The map is a bit rudimentary.

Conclusion: For an alpha version, the game exceeds my expectations, even if not everything works perfectly yet. There is a lot of content to test (I am far from finished), the gameplay is interesting, the character skills (at least the ones I can judge) are playable and well thought out, and the balance in all areas is already well set (combat power to class, rewards to level, etc.).

All in all, a big compliment and many thanks to Steven and his mega hard-working team. I especially celebrate your efforts between the holidays... nice Christmas present!

hard current
#

-== Alpha Two Phase II Feedback ==-
I have only two issues, that bother me at this stage:

  1. Leveling and Questing
    I have experienced an unusually high number of deaths in this MMO, especially during the early stages of progression. The balance feels significantly off. It seems like either mobs are too easy to defeat (dying in one shot) or players are unexpectedly surrounded by elite mobs capable of one-shotting them. This inconsistency could make the experience highly frustrating for new players. A more structured and linear main questline for onboarding new players is essential to ensure a smoother and more enjoyable journey.

  2. Crafting Bag
    The current crafting bag design, reminiscent of older games like Diablo, is likely to generate substantial backlash from players. The small and limited storage space, which fills up quickly after gathering a few resources (e.g., three trees and a rock), feels outdated and impractical. Without improvements, this could become a significant gameplay hindrance that negatively impacts the overall experience.

torpid goblet
#

Top 3-5 Most Important Bugs:

  1. Caravans (randomly despawning, attacker/defender status persisting, ...)
  2. Storage not working sporadically - items missing until re-log
  3. Slowness bug - character getting slowed randomly and this slowness persist until re-log
  4. No guild storage - artisanship takes so much manual work to track donations / resources. Please implement this + permission system asap

Top 3-5 Most Important Feedback Topics:

  1. WAY too many gear drops - most of the crafting is useless (most novice and apprentice gear)
  2. Current corruption system is too strict - cannot contest groups killing world bosses unless you declare guild war on them - guilds / groups 3. now just avoid PvP altogether and loot becomes a dps check
fickle wyvern
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

1.) Caravans from the Desert Cannot sell to the other nodes. They are not connected to the Riverland nodes.

2.) Caravan disappearing out of no where

3.) Bugged mobs stuck in terrain or behind invisible walls at Tower of Carphin

4.) Relog to fix inventory or mounts/items disappearing from storage/inventory

flat escarp
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Aggro trains
  2. Storage and loot transfer problems
  3. Mobs can get stuck and that is used to gain easy xp
  4. CC should cause PVP flag - no slumbering others while they gather without recourse

Top 3-5 Most Important Feedback Topics:

  1. Freehold should not be purchased by money only. Now most of the holders complain that is no value. Having someone to be of limited amount will just cause everything to hurriedly buy them without understanding whom it is meant to. Same thing with flying mount in the nodes causing wrong people to become mayors. I would add Journeyman Farming requirement for Freeholds additionally with LV 20 and 100 gold.
  2. Gathering nodes should not be spawned with fixed timers. If there would be random spawn time then the world would look populated with resources all the time and more people could get resources.
  3. Levelling happens too quickly and best gear is loot drops because node growth is slow. I would suggest that regular mobs (not bosses) would drop only common quality gear. That would incentivize helping with node growth so that better gear would be available.
    ======================
agile meteor
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
mob training / griefing, forever following mobtypes
treasure maps
freehold ressources
inventory and loot bugs
caravans in general, no sense/value for random players to defend (share some gold/xp?) - loosing whole caravan is pointless (repair cooldown, rebuild by percentage of ressources?)
pvp exploit abuse in general (flaggin / not flagging heal etc.), possible exploits in crowd control effects while moving / jumping

Top 3-5 Most Important Feedback Topics:
actual "endgame" consists of ruining other peoples experience with almost no gains when helping others
long term concepts to prevent domination scenarios by single guilds/alliances on server like a power debuff system
player expectations right now are to play the game almost as a whole, for me it sould be more focus on smaller parts of the game more deeply and in increased number of steps
mailsystem player to player, account vault, guild vault (only materials?)
market search needs more working filters

clear coral
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure maps showing you amazing loot but are unlootable, possibly related to other looting bugs.
  2. Many trees are shown as adult but are unharvestable, I found this especially frustrating.
  3. Party/raid bug is persistent.

Top 3-5 Most Important Feedback Topics:

  1. Intrepid: Love your faces, keep it up.
  2. Is there any way we can go from Tuesday midnight to Monday 1 pm for this phase?
  3. Armor acquisition does not seem to be paced well. I am having a very hard time getting most of my lv 10 gear together even with hand-me-downs before level 20.
  4. Buffs are not organized in a way that is conducive to human vision. City buffs and other buffs come before immediate buffs and tracking tapers off before others can be tracked. Similarly, debuffs get cut off as well.
  5. In a similar vein an enhanced raid display would help with tracking buffs/debuffs in a compact and easy-to-heal way. This is a much bigger task, however.
stuck portal
final juniper
#
  1. Marketplace Issues
    Search needs to search for items in shop, not the store descriptions. I like the fact that it doesn't automatically search each store for the best price, you've got to hunt for it yourself. However, you miss a lot of good deals when you aren't able to search for the correct items

  2. Too Few Tier1 Resources
    Primarily Zinc and Copper. There just isn't enough of it to get through 1-10 in any crafting profession easily. I have made it to 12 mining, while my jewelcrafting is still at 2. I haven't focused on any other crafting professions that use those materials.

  3. Caravans
    Wish we had Beast of Burden working properly - would love to see the bear I crafted!
    Water navigation is boring, but easy. Some resistance, wind or current related, would make it so much more enjoyable.
    PVP is great! Love it. The very first caravan you do should be immune to being raided. The first quest to introduce you to caravans asks you to crate 60 wood and 60 stone and xfer it somewhere. Not sure you have to do it that way to complete the quest, but I did it that way and was attacked for nothing! Ha!

Been a WOW player for 20 years. This game is the only game that has grabbed my attention in the same manner. I am so stoked to see what comes of it! Well worth the money. Thank you and the team for everything you do!

stuck portal
candid ingot
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure maps not working. Probably over half of players cant launch it.
  2. Still happends problem with transfer items beetween inventory and storage (rarely but it happends).
  3. Happends problem with pick up drop from mobs. Most often its glint.
  4. Node bonuses for doing mayor commission many times show not propertly. (Maybe this should show up in Node tab, not bottom of HP bar with other fight bonuses).

Top 3-5 Most Important Feedback Topics:

  1. XP its possible to reach too easy. After few days we see many 25 lvls.
  2. Caravans - Highwayman system (discribed at wiki) is needed how fast its possible.
  3. Gathering - Every character should carry one type of tool in same time. Right now many players ride across a map and gather all kind of rare resources like vacuum cleaner (copper, zink, weeping willow).
  4. Desert and Tropic biome - should be completed before phase 3. High populity of server makes Riverlands are little too small.
  5. Citizen reputation vendor - need more items, gear, more cloaks for every class (every class is needed to defend, why only one have cloak of city - i mean dedicated statistics). Poor offer of vendor make node currency worthless.
    ======================
shadow flame
#

Top 3-5 Most Important Bugs:

  • Mob Spawn / AI is a main issue, many of them dont have the ability to go back to their spawn and get stuck, even through walls. Named dont spawn after a moment ( or spawn beyond world ? ). As usual server restart fix this but only for a few hours.

  • All Dual Wielder Minotaurs stop attacking after few hits. So its way to easy for some testers to level way to fast and breaking the normal "level progression" that you should be analyzing ?

  • UI : Cant see Buffs / Debuff , it dont show enough of them , can't you at least pack nodes buff in one ? Also Debuff should appear first in line ? Raid UI dont show anything about them also.

  • Economy is broken, again some peoples seems to have been able to duplicate.

Top 3-5 Most Important Feedback Topics:

  • Guild : At Least need to be able to transfer the leadership, also some ranking should be available like officer. Suggestion : a guild vault will be great

  • Due to the overcrowded area not enough place to xp ( since you got the data for overcrowded area/server, some new servers will be great ).

  • No more season cycle ?

  • Need a chat channel for LFG !

knotty heath
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
**1. **Caravans disappearing, be that at turn-in or along the road. At turn-in, two of my caravans (and I've heard others say they had some impacted) completely disappeared after the turn-in countdown finished. They are not at any caravansary at any node. Along the road, it seems that SW boundaries have a low-medium probability of despawning the caravan or sending the driver to Carphin. The SW boundary thing seems to be recoverable, with enough log-out, log-in, run to a diff SW and back, and similar actions. Logging out or crashing with the "launched" caravan in your bag, prior to placing it on the ground, seems to be a big issue, too.
**2. **Tank mitigation bug is allowing tanks to stack up to 95% mitigation, based on the use of certain skills. Please DM for which skills, specifically, though I have submitted a bug report in-game as well. This stacking seems to persist until relog.
**3. **Cooking consumable recipe for Oatmeal requires oatmeal consumable as one of the ingredients.
4. Hunting. Collection of carcass or animal does not seem to proc rarity above Uncommon 99% of the time.
**5. **Pyromancers/Firestarters. I really hope their damage output is a bug. They insert an insane amount of random death into the grinding spots. They could use about 30% damage reduction, as a single skill usage from an non-named non-boss mob feels highly over-tuned when it wipes 7/8 of a party.

Top 3-5 Most Important Feedback Topics:
**1. **Tank needs some love. While Ashes may not be balanced around solo play, it should be doable to a relative degree across the classes. Currently, Tank struggles to effectively solo mobs of comparable level and gearing (as compared to stars on a mob). Perhaps more survivability or self-sustain might be helpful, as opposed to higher damage output, but slightly higher damage output would not be unwelcomed. Vengeance seems like a waste of a skill bar slot, as it is currently setup. If the shield gained were 5x-10x higher, it would be much more worth the courage cost. This change alone might fix the survivability concern, too.
**2. **Too much RNG in some skills/features/stats. Lifesteal, for examples. 25% chance to steal the stated % of life that is gained from gear pieces. Why not just reduce the % stolen and make it 100% chance? Animal and carcass is another example. Hunting from a % chance of huntable target in the world results in % rng chance of receiving carcass or animal. That animal now has a % chance of becoming a mount or beast of burden. Perhaps some stats on artisan gear that sway the odds of: spawning a huntable target when slaying beasts in the wild; looting carcass or animal from the huntable; and returning a beast of burden or mount? Collecting enough bear meat for cooking recipes seems like a daunting "eventually I'll get a 20 stack of food" situation. Could hunters, maybe, be able to collect meat from dead beasts but hunt mounts/beasts of burden from live beasts?
**3. **Death penalties feel a little bit excessive at the moment, as it causes an extreme hesitancy to push exploration. Especially in the case of finding "pugs" to bring along. Bringing an unknown person (or people) from general chat into the group for dungeon delves is risky, as they could wipe everyone by acting unpredictably. It is relatively fair, though, as it is applied to everyone evenly.
**4. **The most important feedback: You folks are doing great things. This is an alpha, and it does feel like one (lol), but seeing the systems and the direction they are going is a great experience. My typical adventuring friends and I have been loving the exploration experience, the skill inter-dependencies, the party dynamic experiments, and diving into the complexities of the artisan system. Please keep up the amazing work!

======================

cerulean plank
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Hunting Rarity Issues
  2. Node Buff Bar not being accurate
  3. Gathering/Crafting Ratios not applying/non existent in the game (FAKE STATS) --> Mining Quantity
  4. For the Forsaken blade the boss Rowan only drops Common embalms for the Forsaken blade ... the recipe needs rare ones .... Uncraftable ...
  5. Freeholds ...... just freeholds entirely xD My WW trees are Oak trees!!!!!!!!

Top 3-5 Most Important Feedback Topics:

  1. Legendary nodes should not be a static thing. People are just camping the few nodes that give legendary when they find them.
  2. Commission Boards should give 5x the XP they do now. Reward Adventure and questing not just mob grinding too 25.
  3. Please expand the guild options ... Guild Bank, Guild Ranks, Guild Size
  4. Please add more building slots to the nodes or allow a server to get all journeyman Crafts somehow .... currently mathematically impossible without exploiting the buildings. We just don't have enough nodes in this version of the game. ...... (Lions hold Event Benches?)
  5. Casual players are dropping off. Not enough avenues of play for them to continue while getting grieved all day.

Even with all this I'm really enjoying the game and the bones that the game is based on. Its really fun and I'm loving my time testing :D

======================

plain sable
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Caravans bugging at the borders between server workers an getting lost/ teleporting the player to carphin emberspring
  • Material inventory not updating properly when in/around server workers with high population
  • treasure maps bugging out; becoming completely unusable for some players and not pick-up able for others
  • sometimes healing deals damage instead, making you go corrupt from healing.

Top 3-5 Most Important Feedback Topics:

  • Rarity increases on gathering from gear etc. seem extremely low. getting heroic+ weeping willow is a futile endeavor. Availability of some materials, especially hunting, is laughable. 6 - 8 swiftclaw spawns on a 30-40 minute timer for the entire server is ridiculous.
  • crafting quality increase should also get a second look, spendind tons of materials, money and time to get an epic tailoring shirt only for it to upgrade 1-2 individual materials by one rarity level feels bad.
  • marketplaces need a system to look for a specific item, not just filtering by name.
cinder cape
#

Alpha Two Phase II Feedback

1 - Citizenship and Taxes are bugged. Immediately upon paying you get hit with a new request to pay that has it's due date being the same as the one you just paid. This is impossible to keep up with

2 - Excess items vanishing when processing. If I have 160 ore in my bag and I start processing the 150 of them - the extra 10 I had vanish

3- Gatherable items spawning too deep within the ground or spawning in cliffs etc. This is extremely frustrating as it also often seem to be the rarer items such a willow doing this

dense sierra
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. several bugs with caravan and cargo (mostly disappearance)
  2. healing can kill players
  3. sometimes while moving items in the inventory, the item is moved but the graphic stays.
  4. sometimes items aren't looted

Top 3-5 Most Important Feedback Topics:

  1. players pull mobs to other players to kill them, because the aggro switches to the next player if the originial target is out of reach
  2. animal husbandry is very expensive to level and give much less exp compared to the costs than other jobs
  3. the log out for being afk while fishing feels like a punishment
  4. it is frustrating to learn the requirements for something one after another. example: to mine tin you have to first learn that you need to be apprentice, for that you try to promote (the game doesn't tells you, that you need to be level 10 miner) at a npc you have to find, and after that you learn that you also have to have a apprentice tool, where you need a apprentice tool station, that can only be build by the mayor of a node level 3+.
  5. it's very difficulty to find resource nodes that are used in important recipes like copper and flax
carmine tide
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Freehold gatherables are incorrect.

  2. Inventory bugs/lockouts that require despawning out of the world (restarting over relogging) to fix.

  3. Resources spawning inside of rocks or underground; to a lesser extent trees spawning on top of stone as this seems unrealistic unless the stone is cracked and the tree roots can grown down through it.

  4. Can't always cast when fishing, occasionally it requires multiple attempts (without moving) before the cast goes through, I notice this more frequently in highly populated areas (outside Halcyon).

Top 3-5 Most Important Feedback Topics:

  1. Resource distribution and availability feels like an issue, though much of this will likely be addressed with population redistribution; one I'd like to see is the ratio of t2 to t1 resource spawning with lumber, in particular, as weeping willows seem rarer to me than braidwood at this point.

  2. Enhancements to the AH systems:

  • ability to search by item name
  • filters to remove items such as rarity and price ranges
  • work orders: requesting items at a price instead of posting them
  1. Flushing out the artisan systems - the talent trees (in the works) and finishing / overhauling fishing so it's more engaging (especially deep sea fishing); but across the board fish don't feel as integrated into the economic systems as the other gatherable resources are.
dry glacier
#

Greetings, Glorious Alpha Two Testers!

Please share your top 3-5 most critical issues in the thread below using the following format:

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Ranger camouflage not working most of the time, when it works after a random time it just turn off after a few seconds. Most armors are bugged with it. Weapons (bows, etc, showing)
    1. Tank mitigation bug
    1. Bosses spawning on server restarts and in one location of the map
    1. Xp debt after level 25 doesn’t matter, this is bad

Top 3-5 Most Important Feedback Topics:

    1. Lack of lawless zones in the map. Rare resources should only be in lawless zones. Everything worth having is worth fighting for. At least the main POI like Carphin or steel bloom should be lawless zones.
    1. Corruption system is bad atm. Too punitive. Loosing your gear is punitive enough, your character shouldn’t be also worthless while your pk (slow, levels below). It should take some blights to get corruption levels (something clear and pre-determined) and you should have ways of clearing them: kill mobs for some time, pay gold, or wait a certain amount of time for each one
    1. I think that PvP under water shouldn’t work, currently aoe doesn’t work while you are underwater but the rest does.
    1. Mounts shouldn’t be eternal. If someone kills your mount you should loose it and buy another one, to make the economy work better. Maybe just the initial horse be like all mounts are now
stuck portal
clear lotus
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Skills not working correctly impact every facet of the game. For example, camouflage for rangers. I go invisible on my screen but i'm clearly on screen to others screens.
  2. Caravans disappearing from under people and sinking to the bottom of water and having trouble respawning caravans on water specifically
  3. Mobs moving through and getting stuck in walls or objects

Top 3-5 Most Important Feedback Topics:

  1. Please provide permissions to freeholds. PLEASE
  2. More filters in marketplace windows or fixed searches. If i type copper, show me all the copper listed, not only if its in the title of the shop
  3. Guild War fixes
stuck portal
green nebula
#

Top 3-5 Most Important Bugs:

  1. Treasure map
  2. Mob respawns
  3. Party UI

Top 3-5 Most Important Feedback Topics:

  1. Getting rid of corruption state with help from guild/party members
stuck portal
vernal wind
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Resources being ungatherable due to location (underground, underwater w/water current, outside map)
  2. Inventory bugs requiring relog (right clicking stops working, items don't visually appear)
  3. Trade window
    "Check Inventory Space" error when you have plenty of space due to the order it tries to place items into your inventory
    "trade action on cooldown" error
  4. Fighter abilities
    whirlwind ability immediately cancelled if you activate it while in the middle of a 2H weapon combo
    charge doesn't allow you to reach an enemy at a higher elevation as shown during the fighter showcase
  5. Artisan Tree Stats
    Gathering Rarity- doesn't seem to work for any gathering skill. 451 hunting rarity yielded nothing higher than uncommon on 100 hunts
    Gathering Quantity- never received more than 5 mining resources from large nodes when having over 300+ quantity rating
    Processing Rarity/Quantity- I went from 60 to 180 metalworking rarity and didn't notice a difference in procs when processing 100/250 stacks

Top 3-5 Most Important Feedback Topics:

  1. Players should not be able to change from combatant to non-combatant while in combat. This should include when moving from a lawless zone to a node. I've gained corruption twice now because the player changed from purple to white less than a second before I delivered the killing blow.
  2. Switching gear pieces should place the old item in the same slot
  3. More bug report categories. Not having a caravan one must make filtering through data on your end a nightmare
  4. If the stats for artisan professions aren't bugged then they need to be tuned to actually make it feel like they matter. The current benefit from putting a ton of time into obtaining high quality tools, bags, and clothes feels like crap
  5. Please please please add guild features soon. We need to have a guild storage and it would be very nice to have ranks and levels in the guild menu

Thank you for all the effort each and every one of you put into this game. No matter how irritated some of us may seem at times, we greatly appreciate everything you do to provide us this new and exciting experience.

stuck portal
winged arrow
#

Top 3-5 Most Important Bugs:
1.inventory not working properly,stopping to work
2.Npc mobs getting stuck whilst assaulting you, only buffing,not attacking, ashen flame ones namely
3.various objects being stuck inside other objects, like badly placed npcs,gatherables below ground

Top 3-5 Most Important Feedback Topics:
1.taxes based on when you join being a citizen? some pay 5 some pay 200, whilst I am not sure if it is a bug or is intented, it doesnt feel good to me
2.the amount of effects on screen when playing with a group is confusing at times
3.render distance feels weird as things pop in at times
4.thank you for your hard work and passion, game is fun, combat system is awesome, progression feels meaningful to me

stuck portal
night axle
#

Bugs:

  1. I would keep getting stuck on roads on invisible objects. Would only happen while on mount.
  2. Sometimes getting on and off a mount causes my character to be stuck rp walking.
  3. Getting off and on mount causes mount specific the starting horse to be in a frozen animation while moving, resulting in it looking like a moving statue.

Feedback:

  1. bigger pop up numbers when using support abilities. It’s hard to tell just how much healing and mana I am generating.
  2. Maybe a party menu where I can see how much damage people are taking, dealing and healing. (This may be unreasonable).
  3. The looting mechanics rarity system is unclear or confusing.
  4. Direct sell mechanics where people can create by orders to sell
    Directly to would be helpful for mass resources and economy perhaps.
  5. Quest tweaks: quests don’t feel rewarding. I haven’t really seen any incentive to do quests besides the starting ones.
stuck portal
sinful acorn
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Switching from tab targeting to action targeting and vice versa can mess up the movement when you change so you are either stuck moving in a single direction or you move in unexpected ways (this also applies when you are on mounts), until you switch back again in which case it fixes itself
    2.The minimap sometimes has no textures on part of it and you have to zoom in and then back out for it to come back
    When transferring items between inventories sometimes you can't right click
  2. When transferring items between inventories sometimes right clicking doesn't work
  3. It is trivially easy to clip into the terrain if you just are climbing a mountain and see some space that might be able to be used to vault, it will just clip you into the terrain
    note: keep the white cube outside of Halycon because lore potential :3
  4. Sometimes when I press my hotkey to summon my mount it doesn't allow me and it needs to be pressed a few times before finally doing it

Top 3-5 Most Important Feedback Topics:

  1. I think the epic and heroic rarities should be switched in how rare they are, I find myself and a lot of others constantly thinking heroic is higher rarity than epic, I just can't get used to it, along with the fact that just about every newer player I spoke to about this intuitively thought that heroic was higher, and frankly "heroic" just sounds rarer than "epic" (and also there is the thing of yellow usually being more rare than purple), I suggest switching the rarities of heroic and epic and adding the ability to change the color of rarities
  2. I think that copper is too rare for how many things it is required for, and personally I have experienced leveling weaponsmithing is a logistical nightmare
  3. When you choose to flag for PvP there should be a popup saying that you flagged or unflagged
  4. Caravans should have a feature that enable the person running it to reward the defenders
  5. Have messages reminding people that "This is an alpha test and not a fully finished game", people tend to forget and thus need reminders, this could be things like a loading message, a message in the character selector, or an automatic message that gets sent in global chat every so often reminding people that this is an alpha, and also probably remind them to report bugs
  6. You guys are amazing, keep going at it! FiLoving
stuck portal
amber ibex
#

1: inventory bugs - often have to get out of the storage menu and mount then dismount to clear the bug
2: caravan will periodically disappear while driving - have to relog a couple times to fix - happens 2 or 3 times on a run
3: guild bank would be nice 🙂
4: I've noticed that not all my hits register when lag is present - feels like missing or unprocessed packets being sent to the server
5: mouse will bug out and not function for a few secs in high lag, happens multiple times
6: not sure what the intent for end goal of the ranger class is but feels like dps is a little low overall
7: looting/xp group bug - often have to relog to another toon and back over to fix the group (all members)
8: mobs getting stuck from trains and not going back to their designated spawn point
9: random porting of the mobs and getting stuck in walls ect.. pathing
10: great game so far, doing great work with it!

stuck portal
topaz lance
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Disconnection/crashing when traveling or sometimes idling for more than 5 minutes
  2. Rubberbanding/general lag
  3. Interaction weirdness (general issues when trying to interact with resources, vendors, crafting stations, etc)

Top 3-5 Most Important Feedback Topics:

  1. Having my corpse looted by randoms (while I'm corpse-running back) with zero recourse or knowledge once the person runs away for 60s, feels kinda cruddy
  2. Caravans are an interesting mechanic but I'd love to see more incentives for folks to team up. The lack of reward for anyone but the caravan owner means most folks won't see the point in engaging. From what I read, the flip side is not profitable either? Attacking caravans doesn't usually net enough reward to make it worth the effort?
  3. Loving the social sandbox aspect of the game, the resources and crafting are fun and interesting, the split markets are great for forcing folks to travel, and overall the general "vibe" of the game I get is a nascent mmo with a lot of potential. Keep it up, team.
stuck portal
night gazelle
#

For phase 1 & 2 i have mostly wandered solo and gathered/crafted.

Top 3-5 Most Important Bugs:

  1. inventory desync, when we can't loot or move item inside inventory, It need each time a log/relog.*

  2. "ghost" monsters that are targetabe, but ability don't damage them. Some ressource (i seen ore or tree) seems to suffer to this ghost state too (gatherable, but at end of timer don't drop ressource and don't disappear).

  3. still inconsistant mob leash, sometime time they drop the pursuit very easely, other time you parcour half of a node before stopping

  4. the font are too small, make everything hard to read

Top 3-5 Most Important Feedback Topics:

  1. i am very worried by inventory size, we only have riverland ressources, only three tier of ressources, and inventory feel already far too small. 6 rarity of ressources is maybe too much. Plus all variety of intermediate craft (log/plank/ingot/etc...).
    I known this is probably to avoid too much hoarding and favore exchange, but i feel inv management will be become fast a nightmare.

  2. copper bottleneck. Too little copper in the world, too much in the recipes.
    And it's needed by tools upgrades. In phase 1 i have finish to use all my copper/zinc to evolve smithing, and i had finish with a level 4. Even with what i lost or give it don't think i will be able to reach level 6. Some craft are atm only accessible if you have a complete guild (and not a small one) to sustain it.
    It's even worse in phase 2 with the overcrowed servers, i have found copper but not that much, so i keep it for my tools.

  3. i'm bit annoyed by node design, the "parking area" reserve for node developpement, make the layout very repetive, it's a bit sad. Exploration take a hit because of that. I dream about unnoded aera free of the constraint to the town/freehold reserved spaces.

  4. crafting don't feels rewarding atm, drop are easy to get than resources to craft equivalent items.

stuck portal
gilded jacinth
#

Top 3-5 Most Important Bugs:

  1. My shield is not visible after doing a number of things. (Vaulting, mount/ dismount, sitting, and certain attack animations)
  2. Storage tab specificity does not increase stack sizes, only decreases storage grid height.
  3. Incorrect speed for aquatic mounts. These Crocs be zoomin' too much

Top 3-5 Most Important Feedback Topics:

  1. Tank's Iron Aura feels sub par. A 2% dmg reduction is meh, and it doesn't stay toggled on upon death (Grit does stay toggled on)
  2. Tank's Vengeance also feels sub par.
    Spending Dmg Reduction (Courage grants more Dmg Reduction from Grit) for moderate damage, and a paltry shield.
  3. Fortify and Ground Pound are the only viable (imo) ways to spend Courage. Would like to see more ways to spend Courage, to make the use of Courageous more practical.
  4. Shield assault places the Tank within the model of the character, occasionally causing subsequent skills to miss, be cast hahind tha taroat (Shiald Slam/reflect). Would be nice to stop in front of the enemy model, if only be a little bit more.
desert tendon
#

Top 3-5 Most Important Bugs:

  1. Resource scarcely, alot of the good or needed resources are nowhere to be found. IF you find some, alot of them are bugged and not harvestable because thery are not selectable at all or the harvest process doesn't complete.
  2. Mob spawn below/inside the enviroment.
  3. Alot of quests states won't complete or are flagged wrongly

Top 3-5 Most Important Feedback Topics:

  1. Gear - good crafted gear is not obtainable, or when already outleveld. If you farm mobs for 2-3 hours in Sephillion you can get so much blue gear vs. crafting 1-2 level 10+ items takes tens of hours.
  2. Unbalanced rarity - i am woodcutting level 32 and found 8 legendary wood and some other lower oak etc. If i combine that with the few willow wood i found its abismal to even hope for some good gear at all. I mined some ores (mining level 13ish) and found so much more/higher rarity its not even funny anymore. Since alot of wood is required for tools and bows, it makes no sense to go for a blue or higher rarity.
  3. Tank solo play feels non existent. I am so slow in killing mobs and in danger of dieing while playing solo, that i won't do it anymore, i just go an farm and wait for my friends. And in my opinion thats to far off from dps. Give me more of sth. heal, sustain, dps or avoidance so i can do anything solo.

Thanks for the awesome alpha and keep up the good work. Hadn't such fun in a longtime 1010

stuck portal
shut magnet
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Items disappearing from storage when transferring to inventory.
  2. Treasure maps.
  3. Hunting rarity does not match with other gatherables.

Top 3-5 Most Important Feedback Topics:

  1. The start of the game needs to do a better job at teaching you about gear. Having a system to teach you about the different skill trees and how to obtain gear would be extremely helpful.
  2. Improve the gathering and crafting process for T1 items. Copper should not feel like I found a rich thorium vein from WoW, while I run past dozens of iron nodes.

======================

stuck portal
cursive mica
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Spells, monsters and aggro going through walls, floors and ceilings
    ===========
sudden mesa
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Gatherables respawning at the same rarity at the same spot enabling people to camp the respawn of high rarity materials
  • Caravan bugs (disappearing, teleporting, stuck in terrain etc..)
  • A very annoying exploit some guilds use where you can be a defender of a caravan but you show up green to the attackers, making you able to attack them, but they can't attack you. Some shameless people are already abusing this
  • Do something about the caravan rafts able to cross the south ocean out of the map bounds from Miraleth to New Aela allowing some shameless guilds exploiting this to make free uncontested caravan runs and money printing
  • The inventory keeps bugging so you need to get on a mount to see what you just picked up, and you need to continue this for every item you loot or restart the whole client to fix it

Top 3-5 Most Important Feedback Topics:

  • Most important feature missing right now is guild storage at nodes it's very hard to do logistics currently needing to store guild mats in individial players storages
  • Please make material rarity be determined randomly on gathering and not a fixed rarity campable respawn
  • Similarly do something about the world bosses respawning at server restart, the strongest guild on every server is just getting stronger rallying large numbers to do the world bosses on spawn every time the server resets making themselves even stronger
  • Bag space is really scarce and it only gets more severe the more professions you learn. As a solution maybe add an additional buyable bag slot for every Journeyman Profession you unlock
covert pollen
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Cleric Wing of Salvation CC break not working, clerics are prime targets for CC and burst, and without a CC break like some of the other classes, they have very little counterplay ability
  • Gatherables respawning at the same rarity at the same spot enabling people to camp the respawn of high rarity materials
  • Caravan bugs (disappearing, teleporting, stuck in terrain etc..)
  • A very annoying exploit some guilds use where you can be a defender of a caravan but you show up green to the attackers, making you able to attack them, but they can't attack you. Some shameless people are already abusing this
  • Do something about the caravan rafts able to cross the south ocean out of the map bounds from Miraleth to New Aela allowing some shameless guilds exploiting this to make free uncontested caravan runs and money printing

Top 3-5 Most Important Feedback Topics:

  • Most important feature missing right now is guild storage at nodes it's very hard to do logistics currently needing to store guild mats in individial players storages
  • Please make material rarity be determined randomly on gathering and not a fixed rarity campable respawn
  • Similarly Do something about the world bosses respawning at server restart, the strongest guild on every server is just getting stronger rallying large numbers to do the world bosses on spawn every time the server resets making themselves even stronger
  • Crafting and profession systems are very awkward right now, they would need a better review, especially processing and crafting
  • Since corruption is so severe, please make world bosses and deepest parts of POIs pvp zones like the lawless zones, and please stop with the world bosses spawning on server reset. on EU it's 2am CET and people are working during the week, it enables guilds that no life increasingly low contested 3am gear at least once a day
stuck portal
shut stream
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Server worker zoning
  2. Training of mobs
  3. Inventory issues moving items between backback and storage.

Top 3-5 Most Important Feedback Topics:

  1. Would like to see more effort into questing, just hitting xp grind after grind gets pretty old.
  2. The resource gathering loop could use a look, I like how limited some resources are but it's a struggle for casual player to get the recources to even make the first level of gathering tools.
  3. Need guild bank system.
    ======================
stuck portal
candid pawn
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Bag lag, unable to move items, making user unable to pick up loot, and even lose gatherable nodes.
  2. Combat lag, unable to deal damage or apply status effects. Sometimes, you can be attacking an enemy, your abilities go on cooldown, but they have no affect on the target, even as they continue to deal damage to you. This can be both frustrating and deadly.
  3. Ungatherable Nodes. Some nodes are simply unreachable, and with the current scarcity of certain resources, seeing these nodes being ungatherable is like salt in the wound.

Top 3-5 Most Important Feedback Topics:

  1. Gathering node types are hard-coded. This causes people to cycle between known spawn locations at pre-determined intervals to farm, which muscles out smaller time gatherers, or those who don't know optimal routes.
  • Alternative solution: Heatmap-style spawns. Have all nodes be part of larger collections, with each collection being expected to have a certain number of each resource within it. Say a section of mountain has one-hundred possible nodes for mining. At server start, half of them are filled, and the rest are slowly filled with diminishing returns, prioritizing the new spawns to fill a tailored percentage spread across all mining tiers and types. If the number of spawned nodes drops to 25, the respawn rate increases, and if only iron has been mined in the area, iron is much more likely to be spawned instead of anything else. If the collection rises to 75 spawned nodes, the collection would slow down its respawns.

By having the respawn location randomized across all potential nodes, there would be no pre-determined routes, but high-density resource areas will remain hotly contested, as intended. This also ensures that a balance of resources remains whether users are searching for only specific resources, or clearing the entire area of all gatherables. Both roaming and camping methods will remain viable, as a gatherer can search for specific resources across all heatmaps, but the respawn rates will be lower, or they can clear entire sections of all resources, and raise the respawn rate, but the respawns will be of all material types, including lower tiers or undesired mats.

Additionally, this would allow for the easy modification of drop tables for these heatmaps based on the game world's Node level, such that if a Node levels up or downgrades, higher tier rarities could be changed to have different spawn rates. It would also allow the templating of certain types of terrain, so that one area may have more stone spawns than usual for mining, say for along a valley, while gemstones might be more common along a river heatmap.

bitter rapids
#

The experience gain rate needs adjustment, particularly for levels 20+. Consider significantly increasing the XP required for level progression (e.g., x5 for each level).
Reaching level 25 from 24 should demand approximately 12 million XP. Currently, players can grind 24->25 in 3 hours (Tropics xp party), which undermines the sense of achievement.
Progression to max level should take 500-1000 hours of dedicated play. This ensures that reaching max level feels like a rewarding and significant accomplishment.

junior dune
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Looting bug - not being able to loot/see loot until you log off and log back in (I've mostly seen this happen in groups
  2. Invisible loot - (may be related to above) but when gathering or looting nothing shows up in your inventory, upon logging out and back on it all shows up, moving stuff in your inventory or to banks is also very buggy at that time
  3. Node Tax - both the resets upon leveling bug as well as more transparency on the amount your tax is and if there is anything you can do to lower it

Top 3-5 Most Important Feedback Topics:

  1. Caravans - they seem fun but are very buggy at the moment
peak nymph
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mage passive power bug. Have to relog for mage combo's to properly work
  2. Training of mobs
  3. rubberbanding and server stability!

Top 3-5 Most Important Feedback Topics:

  1. Would like to see more effort into questing, just hitting xp grind after grind gets pretty old.
  2. The resource gathering loop could use a look, I like how limited some resources are but it's a struggle for casual player to get the recources to even make the first level of gathering tools.
  3. Need guild bank system.
    ======================
broken birch
#

Most Important Bugs:

  1. Players can unflag during pvp combat and cause corruption to attacking players upon death
  2. Inventory often becomes out of sync, requiring relogging or mounting/dismounting to update inventory state.
  3. Players can exploit pathing to exp fast by attacking from areas unreachable by npcs. Consider giving NPCs ranged abilities that triggers when they cannot reach targets.
  4. Players can become corrupted from healing an ally affected by the zombie healing to damage debuff
  5. Aggro does not stick with the pulling targets group, allowing griefing through training huge pulls onto groups. A low level should not be able to grief a party of high levels by training big pulls of npcs onto their group.

Most Important Feedback Topics:

  1. Group loot should be updated so that all party members can see item drops and initiate rolls on those drops, not just the current round robin looter. In dangerous areas (carphin, forge, etc.) casters often do not loot corpses and front line players end up picking up items drops via global loot and bypassing the ability to roll on items for the rest of the group.
  2. The current corruption system could benefit from a mechanic for punishing players for attacking too many unflagged players within a given time window. The best pvp is consensual and takes place among players similar in power. What you see out in Vyra is often max level characters attacking/CCing lower level players who are unflagged to steal gatherable resource, attempt to kill them via NPCs, or just grief them through inconvenience as they try to play. If players attack unflagged players too many times within an sliding window of time, there should be some kind of debuff or penalty for the non-consensual pvp.
  3. Rendering distance for players and npcs is not far enough. There are some npcs that don't render until you have almost run into them. NPCs and players also blink in and out of existence in populated areas.
valid patrol
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Unable to loot glint from mobs until doing another interact (like a mount). Especially bad in dungeons.
  2. Bag and Storage state not appearing accurately until relogging
  3. Caravan despawning either when logging out or during a crash
  4. Camera lock issues when swapping in and out of action camera mode. Unable to swap friendly or enemy targets in action camera mode.

Top 3-5 Most Important Feedback Topics:

  1. More rewards for those engaging in Caravan defense. Could be based on value of caravan, number of attackers, or a fund set when launching.

  2. Longer forced PvP flag when stealing loot or attacking a caravan. Would like to see more system for retrieving stolen loot or targeting players with stolen loot on them.

  3. Crafting feels really imbalanced between professions. Armor smithing feels really good since NPCs can only make 3/8 pieces. I've been able to make a market with those remaining pieces even at common.
    The amount of copper required to make a weapon sold by NPCs is too high. I think the amount of copper should be reduced or the basic recipe should be more powerful.
    Crafters being able to train with some form of consumable would also be nice.

  4. I'm really enjoying the state of Tank right now, but I would like to see a few tweaks.
    Balance of courage feels really good right now. Loving the class fantasy with my mitigations and still needed to rely on a healer to keep me up.
    I'd like to see the courage costing abilities do more damage or more shield, especially Vengeance.
    Tomhawk never feels worth picking up with the "From behind" stipulations. Grapple is incredibly satisfying.
    I'd like to see more choice in the Slam and Charge passives. Right now the knockback could be useful in some situations, but not many.

======================

stuck portal
silent kraken
#

Top 3-5 Most Important Bugs:

  1. Random negative "healing"
  2. NPC/PCs aren't sometimes drawn, when viewed from across a different server worker, which is strange when viewing a road at the edge of a server worker, from the server worker next to it.
  3. Resource nodes/NPCs spawning out of reach (underground, in walls etc.)
  4. Status effect messages like "Frozen" not showing up and requiring a restart of the whole game.

Top 3-5 Most Important Feedback Topics:

  1. NPCs shouldn't easily switch aggro when chasing a PC.
  2. NPCs aggro range should be reduced, the lower their level are compared to the PC.
  3. Aggroed NPCs should follow for shorter distances.
  4. Firestarters and similar NPCs should have their damage reduced.
  5. Taxes for high populated nodes need an overhaul (instead of increasing taxes, maybe increase upkeep costs for buildings?)
stuck portal
weak gale
#

Top 3-5 Most Important Bugs:

  1. Treasure Maps
  2. Side Quests
  3. Inventory/Looting lags behind (relogging sometimes fixes this)
  4. Buff Icons overlapping
  5. Things spawning under the world, mobs/resources

Top 3-5 Most Important Feedback Topics:

  1. Marketplace Item Searching system could be refined, being able to search/filter for item types (1h weapon/cloak/resources etc)
  2. Dual Wielding 1h weapons system being implemented
  3. Side quests reward could be improved, map markers for side quests could be improved, sometimes the markers dont exist or are in the wrong place.
  4. Chat system can be clunky, adding features like /r (reply) /inv (invite) and shortcuts for channels like /c (citizen) /gb (global) could smoothen it a bit
  5. Resource rarity feels static, some resource nodes feel like they always give heroic+ rarity while others cant give anything above uncommon.
visual hill
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory-Store desync, Party/Raid UI bug, Dull bug, server crash, code 32, server desync, fps drop, memory leak (maybe)
  2. Need more POI, Mobs and collectibles are very buggy
  3. Caravan, Treasure Map, Quest bugs and problems

Top 3-5 Most Important Feedback Topics:

  1. Loot: Those who don't have a big guild can't produce anything for themselves, and loot is only for levels 1-10-20. It's very bad. It would be nice if you could produce for all levels and the drop should be the same as the mob level.
  2. Exploit: There are plenty of players and guilds who have a huge advantage in everything. Maybe it's time to do something about that.
  3. Travel: Travel: It's terrible to ride back and forth even on a daily basis. The average player does not have the time to ride 25 minutes from one place to another.
    I understand why there is no fast travel because of the pvp zerg, but it's not good the way it is now.
    ======================
unborn solstice
#

1.Caravan
2.Inventory.
3.Caravan desert

dire lintel
#

Top 3-5 Most Important Bugs:
1 - 3. Caravan system related, like disappearing, participation without flag, but also remaining flagged indefinietly

brazen veldt
#

Top 3-5 Most Important Bugs:

  1. Caravans & Server Workers
  2. Caravan disappearing around joeva and you are ported to miraleth and have to run back to joeva to hopefully find it.
  3. treasure Maps - after the update active treasure quest were removed from our journal. you can not start a second treasure map quest with one active. clearing all current treasure quest and setting them to auto complete should fix the issue.
  4. collecting treasure, drops and moving storage- you can't do these things without logging in and out to see or collect.

Top 3-5 Most Important Feedback Topics:

  1. A second EU server
  2. Stopping the exploiters - it might be testing but , never fun when you can't get a freehold because they exploited and got so far ahead. and bought them just to hold them- crafters need to craft.
  3. Rarity of drops- even pylons are not helping
  4. crafting is not able to keep up with the level grind- 2 days in most players are leveled in the teens- while crafting is still basic. when crafters finally reach 10 , players are at or over 20. this also makes it harder for crafters to sell anything- vendors don't pay. and it cost more for a crafter to craft an item than what a vendor sells the item for in many cases. i shouldn't have to compete with the vendor to sell goods that i am already losing money on.
  5. release the upgrade to caravans- speed boost- healing ect. no defenses and caravans are so easily defeated currently.
wintry pulsar
#

Bugs:

(1) Broken class abilities; Tank Grapple fail, Mage blink upgrade, et al. A signature ability not functioning undermines the class and likelihood to engage in pvp.
(2) Party/Raid issues related to no exp, inability to receive healing, or leave party.
(3) Caravan bugs that impact deploying, travel, and turn in.
(4) Death upon heal if debuffed.
(5) Broken NPC pathing/respawns that accumatively reduce viable grind spots.

Feedback:

(1) UI advanced options: filter, resize, and relocate self and target (de)buffs. Cast bar should be movable. And more! This allows focus on class specific mechanics and less eye strain with tiny icons.
(2) An option to filter graphic efx.
(3) Marketplace search filters.
(4) War Dec is currently a method to avoid corruption. Corruption system inhibits aggressive individual PKs, but War Dec bypasses and mocks the system. It allows the same action that would otherwise apply corruption for individuals, but permissible if it's scaled up to group enabled. Impliment an initialization phase that atleast briefly delays free kill so one group cannot abuse it to immediately commit acts of war instantly PKing without corruption.

(5) Mining node clusters appear arbitrarily placed in a ridiculous way. Most people understand metals, gems, and rocks occur in specific terrains and conditions. For example, gold is often found near rivers or alluvial deposits, iron in hills or mountainous regions, and gems in volcanic or metamorphic areas. It would enhance exploration and surveying if mining nodes were distributed according to geological features, encouraging players to seek resources in certain terrains that organically align with their characteristics.

solar dawn
#

Alpha Two Phase II Feedback
I will be making a more comprehensive post on the forums, but heres some highlights
Top 3-5 Most Important Bugs:

  1. Invalid party state causes party to not receive experience
  2. Whispers randomly do not work and send your text into global or the pervious channel you were chatting in
  3. Broken class(bard) abilities(Saga : Apocolypse) still doesn't work most of the time, which means that its really not worth taking.
  4. The distance that get off the stage pushes mobs is really inconsistent.

Top 3-5 Most Important Feedback Topics:

  1. Unable to use Full bard kit in multiple POI's because of mob density and discord notes bouncing through walls.
  2. I dont like that pressing "escape" cancels the current bard melody If i want to cancel a cast mid cast without dodge rolling i have to press escape then recast the melody
  3. Currently I think Most mobs in the game, and the POI's that they inhabit are a bit underwhelming. The fast majority of mobs all have similar mechanics that are unfun to play against. Also not sure how i feel about the "lets get to this spot and grind mobs for hours" design, I'm fine with some of this, but I think there should be some kind of mechanic that forces groups to move around rather than perching in a spot and staying there for 10 hours. This leads into my next point.
  4. Most mobs have some sort of slow movement, or anti heal mechanic which heavily incentives kiting. Right now tanks feel only as tanky as the amount of healing they are receiving. This is is not fun for most takes i've talked to who essentially feel like they're playing a worse ranger for most of the PVE encounters. Personally I would like to see a change in POI Level design and mob design generally that lets tanks actually tank the mobs rather than gather aggro and run around in circles.
  5. I'm somewhat worried about respecing later on, because right now playing bard feels like i have to respec to fit many different situations (personally I like this alot) however if there ends up being a respec cost I have a feeling that it could quickily become cumbersome ( i realize that we want people to make choices and stick with them, but investing 3-4 points to get all of the melodies seems like a very steep ask)
wooden pollen
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. any caravan based bugs, caravans are the main source of income for most people in game and one of the main features that is driving gameplay
  2. the invisible wall on the lake south of Lions hold is not stopping caravans but is stopping defenders that are with you
  3. inventory glitch where you have to relog to pick items up or putting in/taking out of storage

Top 3-5 Most Important Feedback Topics:
1.love your work! out of all the early access/kickstarter prodjects I have backed this has been the best experience i have seen so far, and i have back alot of projects that have flopped, (Eternal crusade for example) So THANK YOU SO MUCH!
2.taxes based on when you join being a citizen and rank Is good but need more info for the player how to improve the ranks on the UI
3. rubberbanding and player movement seems to have gotten a little worse since the expansion ( ping is still highly impressive though i play on Lyneth from the UK)

jovial thorn
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Alpha Two Phase II Feedback Top 3-5 Most Important Bugs:

• 1. Keybindings suddenly vanishing – unable to switch weapons, open options, etc. (some restored by just waiting, for some you need to logout/login, others do not even appear in key binding options)
• 2. Game options such as Video Setting are not stored properly and lost after a while or after switching chars / logging off and on again
• 3. Inventory (no need to explain as it was mentioned multiple times already)

Top 3-5 Most Important Feedback Topics:
• 1. Rework Social system: Make it easier to identify players, player-guild-relations, members of a town etc. (in a menu, not only graphical highlighting)
• 2. Rework bug reporting system: Some bugs cannot be reported with screenshot because related menus close when using the standard way via options menu, and for some things the categories do not exist (e.g. for mounts, enemies, …)
• 3. Rethink pvp-flagged looting: If the flag vanishes after 1 minute, it seems to soon. I won’t be back at my point of death in one minute to revenge when things are stolen

novel talon
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Fix Desert Caravans

  2. Inventory failing to update and requiring you to relog to fix it

  3. Some resource nodes cannot be harvested (most often seen with Willow Trees, especially when the base of their trunk spawns inside a low rock).

Top 3-5 Most Important Feedback Topics:

  1. We need an "Artisan Contracts System"
    I wrote about this in #alpha-two-artisan-chat but as it stands, it is a very painful and sucky experience to find another player Artisan who you can trust to do work you do not have the skills to do, even though you may have the required materials. For example, I have the mats for 10 Rare Bronze Ingots but not the Apprentice Metalworking skill. I would like be able to go to a vendor in a town, create an "Artisan Contract" and place my materials into a temporary storage box at the vendor where an Artisan can then go to the same vendor, accept the contract and provide some form of Collateral and then receive the materials I put into temporary storage where they can then create the advanced materials/items I need. They can then place those items back into the temporary storage box whereupon they will receive their collateral back in addition to payment from the player who placed the contract. If they fail to fulfill the terms of the contract before certain set parameters (a period of time, ex: 2 days), then the contract-placer can take the collateral but the Artisan does not have to give the materials back. There could also be an "Artisan Reputation" system for this that increases or decreases with successful or incomplete contracts respectively.

The design philosophy may be to force people to interact in Global, or using /shout in the marketplace, or contacting Guildmates, but that is time consuming and doesnt always work.

  1. Add resource nodes and POIs to the Desert sooner rather than later.

  2. Attacking caravans is currently very low-risk. We need more stakes for Attackers.

dusky gale
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Server worker issues that end up causing all sorts of lag/issues such as: chat delays, xp delays, no xp being awarded, can't leave/join parties, loot rolls not working ect
  2. Enemy pathing, enemies warping from one place to another
  3. Player character Rubberbanding, invisible walls, glitchy movement

Top 3-5 Most Important Feedback Topics:

  1. XP Debt - From my perspective playing Tank so far this phase, the XP Debt system needs to be addressed. When in a bad situation with a group, the Tank tends to die first and is then immediately rezzed, only to end up dying again as the group wipes (we are taking that rez to try and save the group). Tanks end up with 2x-4x the XP debt of most other players in the group. Because of this, joining pick up groups is absolutely grueling right now. So many occurrences where I join a group, run all the way across the world, die 3-4 times in the first 5 pulls and then people start leaving the group and it disbands, leaving me with significant XP debt and massive wasted time. This has happened enough that I don't want to play Tank anymore.
  2. Choices in Talent Trees - I haven't even hit 20 and I already don't care about the talent point I receive for leveling from 18-19. The class tree system doesn't have enough interesting choices (speaking to Tank class here). I've felt this way since about lvl 12 or 13.
  3. Gearing Up - At lvl 19 I'm still wearing a couple pieces of gear I bought/looted around lvl 7 or 8. Even with the marketplace system, the scarcity of appropriate gear (especially as a tank) is pretty apparent.
    ======================
restive lantern
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory is buggy moving back and forth to node storage and sometimes when gathering. When moving things from inventory to node storage things often get bugged and doesn’t move from the inventory until after login/out or waiting. Makes things difficult when handling material. When you gather materials, it sometimes doesn’t look as if you get any resources. Not even in the logs, it will only pop up in your inventory when log out and log in.
  2. Quest item inventory doesn’t work. (I don’t know if it is intentional or not but no quest items goes in there and cant be placed. However, I accidentally moved materials there, that I cannot move out from there. They are stuck in the quest item inventory.
  3. Mobs disappear (under the map?) Mobs appear after server restart but after a while they seem to disappear (under the map?). Makes it difficult to complete quests.
  4. Party interface issues. If the game has crashed and you login and out, sometimes the party disappears for only the player who has logged out and in. The other player who hasn’t logged out and in will have to leave the party and reinvite again.

Top 3-5 Most Important Feedback Topics:

  1. Quests are not worthy to complete as they give too little xp. One quest is half the XP of one kill of the same level sometimes.
  2. Rarity of T1 materials seem to be very very off tuned on some materials. It took me to level up my mining to lvl 19 with almost only mining basalt to get some with heroic rarity. Still haven’t gotten any western trees with heroic rarity, but seems like granite and other trees are easier to get with higher rarity.
  3. Love the game and interesting quests! Could be useful to give hints on some of the starting quests to help players get into it a bit faster and not create frustration in early game.(Took me a while to understand that investigating the cause of the sickness meant to speak to people in the village)
robust jacinth
#

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Alpha Two Phase II Feedback
Bugs

  1. Inventory bug
  2. Tressure maps not working (cant activate and at digsite sometimes unable to loot the container )
  3. Mobs re-agro on you after dead if you had a dot on them even
  4. Tree spawning in side of rocks making them un harvestable (mainly willow hurts every time)

Feedback

  1. T3 recource nodes taking up space for T1 and T2 nodes making it harder to find the resources that are needed for the current state of the game, possible solutions having the nodes dynamic for the region only spawning if there is a t2 building for the respective node aka iron spawns when t2 stonemason building is setup
  2. As a quality of life with nodes having a way to tell how close a node is to maturing, to have an idea if it is worth it to stay and protect it or just harvest it right away
  3. If someone pvp flags , you should be able to attack them in self defense without having to flag yourself
  4. As a Healer a Major QoL would be a modifier button that makes a skill selftarget without changing your target, Example self target key alt
    you have your tank targeted you get low on hp so you hold Alt while still targeting the tank and the heals go for yourself not the tank
  5. Feed back for later stage I hope that secondary class switching will be possible without to much pain, I love the idea of having some flexablity in your secondary class so you can spec to what your group needs, like a cleric going templar to fill for a tank, or going more dps heavy if there is already enough heals.
    This might come from the fact I played a lot of archeage and for it many flaws I really liked how the class system in that game worked with different meta’s popping up and having flexibility in how you play
    ======================
ripe eagle
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Very empty world. Can run for ages between towns and see no mobs.
  2. Resource spawn / lack there of and massive server population. So few resources that I can spend 3 hours looking for metal nodes and not see even on.
  3. Recipe balancing. I've hear many complaints about the ridiculous cost of jewellery crafting
  4. Bard final skill does not seem to actually work often. In dozens of cast I've only ever seen it damage mobs perhaps 2 times, and almost never gives the visual effect of the lingering fire.
  5. People training mobs onto other players / agro rules.

Top 3-5 Most Important Feedback Topics:

  1. Need more mobs to cover for every level progression, and the XP needs to scale more appropriately for higher level mobs.
  2. 2 and 3 star epic mobs need to be more interesting than just damage sponges. Just having more hits points in not good mob scaling
  3. Ability to search the market on contents, not market name. This will add competition, and give the ability to actually find something useful on the market.
  4. Ability to live report exploiting and potential griefing.
    ======================
long shuttle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Anything related to switching SW to SW (Caravans disappearing, stat dampening, instantly losing combatant mode from lawless zone to normal zone during combat, etc)
  2. Bags keep bugging out, aka materials don't show in bags or prevents you from picking up loot like glint

Top 3-5 Most Important Feedback Topics:

  1. A lot of gathering nodes are located slightly below ground or inside objects, preventing you from picking it up. Would be nice to keep improving that (so we can also include reporting the leftovers afterwards).
  2. Any Quality of Life improvement in the current status quo on either broken systems or placeholders that won't be improved/worked on in the near future. As someone who played MO2 during the testing state, this is one of the biggest deal breakers for myself and other testers to keep playing in the current version of the game.
  3. Adding some social systems like Taverns, would be a major asset for people to keep playing and enjoying the game in the long run. One of my favorite things, as well as seeing many people interacting with in MMORPGs, are social placed like city squires. People usually go to these places to relax or talk with other people about the game or outside game stuff. I've spend hours ingame just talking with people about all sorts of things at these places and always come back to it if I don't feel the need to do something in the game as of that moment.

I know some of these are either broken systems/placeholders or systems that will always be worked on to improve, but these can go a long way to prevent frustrations and/or burn-outs of your testing population, even if it takes some resources away to deal with it.

Keep up the good work and improve the game along the way!

obtuse crane
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Top 3 Bug reports

  1. inventory not updating after using warehouse.
  2. Fishing Wars would not update for fish catches
  3. Raid/Party frames sometimes show dispellable debuffs but they quickly disappear on party update(DC, someone leaving) and never come back.

Top 3-5 feedback

  1. Corruption baiting could be looked more into. Extend the time for flagged status effect and make the purple name start flashing 30 sec before flagged status wares off.
  2. Rarity of hunting mobs could be adjusted
  3. Adjust the number of buff shown on bars. There can be a separate section in player tab to show all buffs. I need to see combat buffs on the fly not so much gathering.
  4. Ability to turn off auto attacks when casting spells that break on dmg, if i sleep a mob i dont want to imeaditly auto atk it
stuck merlin
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Party/Raid UI bug on Relog
  2. Random TP to emberspring while driving Caravan
  3. Weapon passives stacking on unequippted weapons
  4. Guild War exploit

Top 3-5 Most Important Feedback Topics:

  1. Fixed and expanded Quests/Questlines
  2. More variety for leveling other that grinding for hours at the same spot, with the same mobs
  3. Crafting tuning
    ======================
frail hemlock
#

Top 3-5 Most Important Bugs:

  1. Loot desync. sometimes you cant loot glints and/or you cant see what you are gathering. The only thing possible is to mount/dismount or go to character selection and come back. A clean Exit will solve the problem for a longer time. This seems to happen when you travel a lot / cross node zones or differents SW. Same thing happen when you want to get your gathering mats in a bank
  2. Hunting rarity: It’s amazing when you hunt a blue carcass. Even wood is better (though sometimes I need to burn my 500 dura axe to get 5/10 rare western larch)
  3. Freezes: sometimes you can have freezes of 10+ seconds. Sunday I needed to exit/reboot to get ingame in Joeva, I was constantly freezing for 10 min without explanations
  4. Walls in PoI need to be more substantial. Its not ok that a lightning ball or a volatile finisher could pull like there”s no wall
  5. No party or weird party screen when logoff/login or crash
    Top 3-5 Most Important Feedback Topics:
    1.Weeping rarity(not enough trees) + bugs in rock. weeping seems to be the ultimate bottleneck of Apprentice level of crafting atm
  6. Lvl range for xp/loot: It’s not that easy to team with friends when the lvl range is too high. If you dont want to play with a pick-up team (its sometimes a very frustrating thing!) and you dont want to nerf yourself too much on xp or loot chance, options are lights
  7. Pylons can not be trade. dont know if its intended or not but why a gatherer need to be arcane if he want to use quality pylons
  8. I want an option to get a specific color nameplates for my guildies
    Cheers
icy wigeon
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Glint bug (have to log to pick up glint again)
  2. Rare trees but especially when they spawn in rocks and are not harvestable. Freeholds planting (I don't even have one but can't wait.)
  3. INVENTORY Storage bug

Top 3-5 Most Important Feedback Topics:

  1. Caravans are unbalanced and there is no real matched alternative for making gold. Farming mobs are no where close to trade goods money. No one is set up for crafting as of yet and it is super challenging to progress to higher tiers until nodes get caught up.
  2. Caravans are super buggy. Server worker de-spawns, random crashes.
    Caravans are easy targets for parties or even whole guilds. No risk for the attackers in mass. Holding cargo that is stolen just like glint should have a risk. They should need a caravan to take cargo.
  3. Please ...make items stack higher than 20 in storage. Please. Good work and keep it up!
    ======================
true robin
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. AOE skills going through walls / floors.
  2. disconnecting while driving a caravan, reconnecting back at your everspring home point, away from the caravan.
  3. spawns for mobs and materials that float in the air or stuck in a wall/ground.

Top 3-5 Most Important Feedback Topics:

  1. the base stats difference between rarity of crafted tools and other items do not seem balanced. Crafting tools and other items do not seems to worth, unless legendary quality.
  2. the rarity rates for harvested materials do not seem to be affected by apprentice level gear.
  3. respawn rates for novice level hunting mobs. spawn of hunting animals seems to be tied to the enemy mobs in the area, it feels as the hunting animal never spawns even after all wolves/avens/grems are killed in the area.
  4. respawn rates of named mobs is too low.
midnight marlin
#

Top 3-5 most important bugs:

Mob aggro. Mobs seem to be switching between targets without any changes in aggro table, making it easy to run mobs into a different parties, resulting in an easy way to grief.

Inventory/Storage management. Unreliable interaction between the storage and inventory UI. Finding it unclear in which container my items are. Logging in and out much to force updates.

Crafting "uneven" amounts. finding that i have 81 of a certain material combo for a craft in my possession, but having to split the crafting up in a 50, 25, 5, 1 craft, and also wasting fuel in the process is a bit frustrating.

Looting glint. The bug where you need to mount and dismount to be able to continue loot glint.

Caravan/cargo dissapearance.

Thank you for considering!

heavy nova
#

Top 3-5 Most Important Bugs:

  1. Inventory desync - Very annoying and requires restart to fix
  2. Mob leash length is silly long. So long it has to be a bug.
  3. Dragged mobs changing target to someone without any agro on them. I just love getting greifed by some high level player dragging high tier mobs to my low level char... Combined with item 2 above, its a sure fire death.
  4. Floating mount syndrome (sometimes mounts get stuck in jumping pose. Despawn/respwn will fix, but it happens a lot for me, so it makes the list.)
  5. Chopped trees not always despawning leaving ghost trees.

Top 3-5 Most Important Feedback Topics:

  1. The limit to crafting progression (only 5 apprentice+ allowed) needs to go. The grind needed to train more is limiting enough on its own. (In its current form it is comparable to limiting combat focused characters from content based on class/race. "Yeah we have these 30 dungeons in game, but you are only allowed to play 5 of them unless you train another char.")
  2. The game need to allow you to swap class, without having to train a new character. Much in the same way you allow training multiple weapons, allow players to swap active class.
  3. The current penalty for grouping with large level difference is not cunductive for playing togeter in small guilds, as the more active players cannot help less active players level.
  4. Make it possible to set an exact number of runs when crafting, not only 1, 5, 10, 25, 50, 100, 250. These do not match inventory stack sizes, and due to the chance of getting higher tier upgrade on part of your input, the output often do not match what you need for the next step. Example: I process uncommon 100 wood. I get 96 uncommon and 4 rare back. For my next step (to do a 100 run there) I now need 4 more uncommon, which either means doing 4 x 1 or 1 x 5 with one surplus. (With storage also being super limited, having surplus uncommon is not desirable, so that is right for the trash.)
hearty ridge
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Feedback Topics:

  1. I'm not really sure what kind of feedback Intrepid wants at this point, there's a lot of stuff that just doesn't feel great that could be mentioned, but the game is also incomplete so it doesn't feel fair to critique something that is already potentially planned on being changed. I think my biggest concern might be more of a PR issue. What bugs me most about the game is how much the phrase "this game is not for everyone" is thrown around. Is that true? Yes, but so is every MMORPG, every game: WoW is not for everyone, osrs is not for everyone, lineage is not for everyone, Albion is not for everyone etc. etc. but people have taken to using this phrase to try and gatekeep the game from others and smother any criticism about the game, which I think is incredibly unhealthy for the development process. I'm not a dev, but I would imagine you want to hear what people who are passionate about the game concepts have to say about it. If you talk about the crafting system, nodes or anything unrelated to PvP there seems to be a myriad of players telling you this is a PvP game and it is not your game and you should leave
  2. Ironically the conflict between Intrepid and Narc feels like it was better for communication, the talk with Asmongold and Steven felt more informative and helpful than any of the livestreams I've watched and I feel like we could definitely benefit from more plain and simple "this is how it is, this is what we got, this is how we are working on it" than the curated content on the showcases.
  3. The patches and fixes in between large content drops have been great at keeping us up to date on what's going on, notifications about when servers go down and how long servers will be up and general consistency of the announcments has felt great.
  4. This should probably be an email thing instead of discord for anonymity reasons and character limits imposed by discord.
woven minnow
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Aggro of NPCs that are pulled from different locations switching to a close-by party
  2. Treasure map not working, if not being completed before server restart
  3. Caravan disappearing while driving it, after respawning caravan, critical bug appears and caravan disappears again after a seemingly random amount of time and respawns on the same location, where the first crash appeared.
  4. World bosses spawning on freehold areas and therefore not spawning at all.
  5. Mayor Mounts being used in forge for collecting corpses, mounts especially flying should not work in dungeons.

Top 3-5 Most Important Feedback Topics:

  1. Mage feels great for now, I hope there will be soon some more skills available so you could play different builds!
  2. Desert nodes really need more POIs aswell as real resources spawning
  3. Marketplace needs some improvement like an automatic sorting for gearslots(weapon, gear, materials)
  4. Please add a Whisper window for chat
  5. Overall great alpha, love seeing Steven flying around as GM and interacting with players!
    ======================
ember hedge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans
  2. Inventory problems mount and dismount or relogging to fix it.
  3. Gathering Tools, Hunting rare, heroic, epic, or legendary, looks impossible even using a legendary journament hunting bow. compare to mining, herbalism or Lumberjacking.

Top 3-5 Most Important Feedback Topics:

  1. As a gather guy, I think hunting should be the same for all animals, like we do on grems or raven, you should kill the creatures and wait for hunting mount to spawn. with the amount of spawn are really really low, making it almost impossible
  2. Free Holds, I think they should have a tax fee, if you didn't manage to get one at the start of the server you are doomed.
  3. Mounts should lose stats when they get kill, that way they keep selling on the market, ones everyone have mounts theres no way to keep doing them only good are the ones you use in caravans. make they loose HP/speed, every 5 kills or so.
    ======================
steep monolith
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Unable to loot treasure map chests.
  2. Sprint getting stuck/toggle on until stamina runs out.
  3. Crafting quality rating being almost meaningless
  4. Unable to see mobs or players until they are almost next to you
  5. Mob threat generation (pulling mobs to make them aggro other parties)

Top 3-5 Most Important Feedback Topics:

  1. PvP combatant flag should stay on longer. Many times when someone tried to get me killed with sleep/stun I had very limited time fight back until they were back to white.
  2. Caravan driver is far too easy to kill and there seems to be no risk for the attackers.
  3. Current player buff section is far too limted. Most of the time you are unable to see what buffs you have on and their duration. There should be atleast be a setting to hide permanenet (node) buffs or to prioritize showing buffs with short duration first.
  4. Add an option to right click on a name in chat to whisper to the person.

======================

spring mortar
#

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Alpha Two Phase II Feedback

Top 3 Most Important Bugs & 2 General Feedback/Requests:

1- The Anti-heal bug (or unannounced change) where those affected by it (zombie puke, etc) receive damage when healed. I got corrupted 3 times. First time I had no idea how or why it happened. Second time I found out that the cheerful melody jumps to people OUTSIDE the party. Third time I tried to help a stranger with a heal over time and the smarty decided hey let's jump in vomit. I lost my best gear this way. Give "hide helm" option pls, balding is not cool. xD

2- The trade bug. Last time I got corrupted (see above), I let myself die to a mob so a guild mate could collect my dropped gear and trade them back to me. My best weps and head gear. Trade appeared completed to him (I was watching him stream it) but to me it said it was cancelled. The gear was removed from his inventory, never to be seen again. Twas not a happy new year.

3- The Freeze (Memory Leak?). Never fun when adventuring and the game freezes on you with no way out but to alt-tab and close game via launcher. Even less fun when you log back on to see you died to a random mob.

4- We URGENTLY need a guild bank/storage. Complete with logs, perms and a massive storage for mats and gear. Guilds currently create alts to manage this. I understand it would be something that would be worked on down the line but we need it much sooner in order to continue testing optimally. Please.

5- Fixed resource rarities when spawned. I'm sure you know about this as others have mentioned it. I look forward to freeholds being more useful to alleviate this issue.

Not gonna mention the several invulnerabilities and exploits as we all know that you know that we know you know. Love you long time, keep up the good work. (please replace my lost gear, ty) ❤️

long oak
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. In crafting (lumber mill) recipes take to many resources if available (when i start processing 100 of wood some times take even 200 of wood)
  2. The way agro works. it can be exploited to harass other players by alluring groups of mobs on other players.
  3. Inventory failing to update and requiring you to relog to fix it

Top 3-5 Most Important Feedback Topics:

  1. Too many players on such small map and too few resources of higher tiers are available on the map
  2. Too fast experience gain and too fast levelling but experience for crafting and gathering should be bigger to be alternative to mob grinding
  3. Make 1 tier EQ useful in the same way that the T2+, it's stupid that tier 1 EQ have only +-20 stats more on legendary rarity but Tier 2 EQ have +100% more stats on legendary rarity
  4. Let wood chips and sawdust be making with wood when processing timber
    ======================
sly charm
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. caravans bugging out, evaporating glint/contents and bugging out attackers/defenders until reset
  2. PvP flagging and event chaos caused by multiple caravan events in close proximity
  3. players clipping though floor and thus becoming hard/impossible to target in PvP

Top 3-5 Most Important Feedback Topics:

  1. resource gathering system - especially metal (copper!!!!) needs rebalancing, also fixed spawns for fixed rarity results leads to resource spreadsheets, alarmclock logins and spawn camping, all not fun to play with as system. would be better to have totally random spawn locations, results in rarity and quantity influenced by gatherer rank and equipment
  2. nodes to be able to level to 4, even if vasallisation isnt ready yet, to allow more crafting professions to level
  3. freehold system to be further developed towards showcased functionalities
    ======================
gentle glade
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory issues
  2. Caravan related issues being ported randomly to carphin outside of my caravan which was about the enter new aela sucked alot may other bugs with the system as well and even have a friend who cant summon caravan at all right now
    3.Treasure Maps need everyone to be able to do these since they give important resources for all types of progression
  3. Fps drops after the game has been open for awhile

Top 3-5 Most Important Feedback Topics:

  1. Having to click 7 times for each armour smithing craft feels terrible please save my wrist so i can select all one rarity and craft multiple at a time around 6000 clicks to get to 20 felt like hell. I am sure the other crafting professions are the same. It feels tedious rather than impactful
  2. I am of the opinion that there should be a consistency to finding t1 ores as they are needed so for so many things
  3. Everything needs weeping willows please make it some of it something else
wintry gull
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Looting, inventory, and storage bugs. Sometimes I can't loot correctly. Must relog. Sometimes I cant see materials in my bags, must relog. Sometimes I cant see materials as Im moving them around in my bags. Must relog. The same bugs exist in storage as well.
  2. Exploitable bugs. I think I saw level 25s on day 2. That should not be doable. The guild wars were exploitable.
  3. Hunting bags do not increase stack sizes for carcasses, only for the tameable mounts. It should apply to carcasses as well. Also the rarity is bugged.
  4. Griefing bugs. Mob training needs to be fixed as well as other bugs related to flagging.
  5. Caravans need to be more reliable. Caravans disappearing. I was unable to add some caravan components to my caravan.

Top 3-5 Most Important Feedback Topics:

  1. The amount of players on Vyra feels way to high given the size of the world. I understand you want to test servers for high population. But the world doesn't feel as good with so many people. It makes the world feel smaller. Whatever the "player per square kilometer" is now, I would recommend that be cut in half.
  2. The scarcity of resources is in a bad place. Weeping willow, Raptors, copper, are way to rare. Either change the recipes requiring these resources or increase the amount available in the world. This may be a product of the above feedback, and there is just too many people in too small of an area.
  3. Take a strong stance against exploiters and griefers. Given the PvX nature of the game, its going to appeal to these types of gamers. If these types of gamers are allowed to return and continue their exploiting and griefing others will not stay.
  4. The artisan system needs some love. Gathering is not great given the amount of players. I know that the artisan system is super placeholder atm, but I think a lot of the activities you do in this game interact with it.
  5. Love yall! Keep up the good work.
meager pagoda
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Tank absorption field can stop a raft caravan in place for the entire duration of the ability.
  2. Inventory de-syncing and visual duplication. You can move some items around and they will duplicate in your inventory or just disappear. It will not be fixed until you logout and log back in.
  3. You cannot select an attack or group prompt for a caravan if you are in a group.
  4. Mobs can walk through the tank wall ability. I have had many experiences with them walking through, over, or teleporting through the wall.
  5. Being able to use CROWD CONTROL on a noncombatant and it not flagging you up for that.

Top 3-5 Most Important Feedback Topics:

  1. The tank ability vengeance is really bad and has no use at the moment. the scaling is so low you are taking more damage using the ability from the courage you spend to cast it. I would remove the courage cost and use mana instead or increase the scaling to make it worth spending courage. The upgraded talent is not good. If the desire to increase the base scaling or switch to a mana conversion is not desired then a rework may be needed.
  2. The Tank ability Slam and charge have bad talent upgrades. Slam should apply an armor pen or give slam armor pen. Charge could have an AoE damage upon colliding with an enemy or upon the end of the charge. The current knockback upgrades do not feel impactful and unworthy of a skill point.
  3. The tank ability Aegis needs a visual indication of its range and a range indicator on the tooltip. The visual indicator should last the duration of the ability.
  4. The grapple ability has a clunky feel. Some smoothness on the pull would be great. It feels choppy and the mob doesn't always come to you cleanly. It jumps and teleports around at times.
  5. The tank Tomahawk ability doesn't feel useful outside of PvP on a target running away that you can trip. For PvE it could some threat generation.
atomic pine
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs (That I have not seen listed yet)

  1. When casting an ability as mage, even after finishing the cast and seeing the animation (lightning ball), it can get cancelled by using a different spell.
  2. Loot spawning takes too long in some cases. Waiting on the loot to appear feels bad or doesn't seem to appear at all until after it is almost out of rendering distance.
  3. Grems all round feel really buggy. They hit long range and the chomping ability moves through CC as if it lags (more mobs seem to have this).
  4. Freeze shatter will sometimes proc another time after the freeze has already been 'consumed' by a first shatter. (luring a mob through lightning ball)

Top 3-5 Most Important Feedback Topics (That I have not seen listed yet):

  1. I had a lot of fun with the sandquall scorpion combat design. It was a bit of a challenge learning to aoe farm them and it was still tricky sometimes after that. The burrow animation would sometimes not show its proper state.
  2. Some high xp mobs are too easy to farm solo like shardlings.
  3. Generally in groups mob mechanics rarely matter.
  4. Freeze needs to apply instantly when hitting the mob with cone of cold (if it was already chilled, currently it has a small delay)
  5. I like negative healing being a little skill/knowledge check.
    ======================
formal tree
#

Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:

  1. Massive FPS drops, any player denseity makes issue much worse but even just dismounting and engageing enemies in a area I recently entered causes massive FPS drop. Playing on a decent machine with req spec and potato settings.
  2. Mobs having very strange movement patterns like sprinting left right and center in ultra speed or dashing over ledges repeatedly (see HH)

Top 3-5 Most Important Feedback Topics:

  1. Exploiting and greifing is encouraged due to no enforcement of rules
  2. Greifing is encouraged since players can loot your corpse even if they did not actively engage you. You have to realise this is a massive incentive for enemies to greif. As long as this remains you are encourageing players to find creative ways to greif. A logical change would be to only allow players to loot those they have actively engaged with. Those who think it is enough to tweak mob behavior, I think, are sorely wrong.
  3. Professions seem very placeholder, from the way resources are handled on a system scale and how some professions seem pretty lackluster in terms of output/demand. From a pure play-for-fun perspective it needs a lot of work to make the current iteration of the game more fun to play.
  4. Would love to see some tweeks to the marketplaces. I understand the goal here is not to make a auctionhouse, but as it stands it is extremely timeconsumeing to find things
  5. Lack of chat channels, could use some more channels for recruitment, trade, LFG and so on.
rich sundial
#

Alpha 2 Phase 2 Feedback

Top 3-5 Most Important Bugs :

Server stability and performance during large-scale PvP events. Server stability and performance insights around major POIs like the Wreckage of Carphin and the city.
Many quests are bugged, and the spawn times of some mobs for certain quests are either bugged or very long.
Treasure maps are not working.
Inventory desync or bugs.
Group and raid UI bugs and XP group bugs.

Top 3-5 Most Important Feedback :

Change the search feature of the marketplace: I want to search for items in the market, not just in the title of the player's name market to find what I want.
Clarify the flagging system: It's not clear when we use Alt+F if we are flagged, and it's really unclear when we use Alt+F to unflag.
Improve the group member visibility on the map: It's unclear where our group members are on the map when we press M, and it’s currently bugged.
Improve town board quests: Make town board quests offer better XP and gold rewards to make them more viable.

steep stone
#

Top 3-5 Most Important Bugs:

  1. Inventory not showing up (getting materials from nodes)

Top 3-5 Most Important Feedback Topics:

  1. Respect the time of the players that have sunk 100+ hours into the game the last couple weeks. theres been a good amount of exploits ive heard about and seen for myself. the players doing this need to be punished not the entire server I believe it would kill the test (copied this text)
mint acorn
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Loot/Inventory bug where you cannot see the changes in the bags/storage and/or am unable to loot
  2. Freehold plating bug regarding willow wood (see point 2 below)
  3. Several Treasure maps quest bugs
  4. Party related bugs (no frame, raid+party frame, invisible party members on mini-map)
  5. The ability to unflag during combat is used for corruption baiting. Getting attacked and then going red when defending onself is beyond frustrating.

Top 3-5 Most Important Feedback Topics:

  1. People are sitting on their glint or are selling it directly because running caravans is currently not only a risk it is an ensured loss.
  2. Some resources are on a severe shortage and some with a small number of fixed spawn points are farmed 24/7. This slows down crafting progression (see next item).
  3. It seems to me as if adventuring progression of players and respective loot requirements are advancing much faster than the ability of crafters to craft decent gear (which is also limited by node progression). When the crafters can craft a certain tier of gear, the majority of plays already has outleveled that gear.
  4. Merging the severs surely made them more lively. It certainly increased tension, but without the additions of more low-level leveling spots that drop decent gear, the climate has turned for the worse. Coupled with the exploits that allow some to level much faster than others as well as bugs in the flagging system and the ability to train people makes for nice rage quit moments.
  5. Town guards are pussies and totally useless. If you do not make them stronger you may as well just remove them altogether.
lyric jay
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Movement freezes. As a dwarf witht he longer roll perk, i often get stuck rubberbanding in place until i stop completely and jump a couple times. This happens often while attempting to active dodge or dodge followed by a jump.
    2.Inventory freezing. Items in the material inventory or storage stop visually moving although they seem to still move on server end and will show up in their proper place after a 15+ second relog.
    3.Looting issues. I often find myself unable to look a specific rarity of item and only items of that rarity.

Top 3-5 Most Important Feedback Topics:
1.The status system is not very clear on how the status affects the actual numbers. Instead of a rating ammount i would personally prefer the status to be displayed as a percentage or flat value.
2.Pvp duels, to the death or not, would be a really fun feature. Maybe in a similar system to caravans where pvp flagged players outside the encounter cannot interfere on the duel in any way.

tidal bolt
#

Alpha Two Phase II Feedback (Solo Tank Perspective)

Top 3-5 Most Important Bugs:

  1. Ashen Flame Warriors stop attacking after being tripped or a set amount of time has passed circling them in melee range.
  2. Resource bag(s) bug. Need to get on and off of mount to collect your loot. If mount(s) are dead you cannot collect loot and others will pick it up.
  3. Constant crashing on startup/initial world load.
  4. Courage bug for Tanks. There are times where no courage is built up when completing finishers or receiving damage.
  5. Logging in and being set to level 1 and unable to interact with anything. Need to relog to fix the issue, sometimes full game restart.

Top 3-5 Most Important Feedback Topics:

  1. More early game mining resources. Not enough Copper, Zinc, Tin, etc. Way too much Salt and Granite.
  2. Constant training of high value areas (loot/xp) with mobs from neighbouring zones needs to be addressed.
  3. Mobs attacking through walls/ceilings and getting stuck in pillars/walls where they cannot be targeted but continue attacking (Steel Citadel Firestarters can attacks through the ceiling of the sewer grinding spots.).
  4. Memory leak causing the game to crash.
    ======================
tranquil wadi
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Bugged maps and extractions
  2. When harvesting, not all nodes will successfully harvest. Mostly near cliff edges?
  3. Clipping of resources nodes

Top 3-5 Most Important Feedback Topics:

  1. Combatants should gain corruption when attacking a non-combatant, not just when killing one.

Keep up the good work

ionic gust
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans related bugs like disappearing, losing a caravan completely and so on.
  2. Loot / inventory related bugs like you cannot loot items from mobs or you cannot see some items in your inventory correctly and you have to re-log to fix it
  3. Treasure maps not working
  4. Party members are not visible on World Map

Top 3-5 Most Important **Feedback **Topics:

  1. instead of dying by drowning to trigger a teleportation to a bind-stone, players should be able to teleport to their bind-stones once per hour
  2. Improvement for marketplaces: add some new search filters and some other sorting criterias
  3. Better availability of resources like copper, willow trees
  4. Reduce the VRAM usage in towns with a lot of players
vital star
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Caravan related bugs like caravan persistence and attack/defender flags persisting
    1. Inventory "disappearing" bug
    1. Freeholds not returning the expected harvest
    1. Disallow the ability to pickup quest items before the quest as been accepted/after it has been completed. As well as add which quest the item is related to in the item description.

Top 3-5 Most Important Feedback Topics:

    1. Guild storage would be greatly appreciated.
    1. Allowing harvesting/processing/crafting xp to scale with item amounts and/or rarity. Currently xp is based on amount harvested instead of what was harvested. 2 common oak wood and 5 common oak wood currently give the same amount of xp. May also help incentive letting resources grow
    1. Allow the ability to search by both the store name and the items listed in the store
solid compass
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug (didn't display items need to relog)
  2. Mob teleporting in wall (like mage dwarf in Bellafen)
  3. Spell which pass throw wall (like lightning ball)

Top 3-5 Most Important Feedback Topics:

  1. Made people want to gather basalt & granite (add a probability to get copper/zinc when gather them, or mechanic to crush them in quantity to get other resources)
  2. craftsmanship rework, made craft useful during leveling, most of people hit lv20 before any T1 building appears in node 😦
  3. Lack of resources, certainly due to of to much people for 1 biome but ....
  4. Randomize the respawn time of resource to avoid monopoly of some people who calculate the exact time of respawn 🙂
    ======================
brittle viper
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Multiple bugs around caravans (mostly flags on players if caravan gets stuck/stays unresolved for one reason or another)

  2. Inventory bugging out regularly (can't see changes in inventory, cant exchange between pouches of same type when they are full, sometimes can't loot drops w/o relogging beforehand)

  3. Mobs getting stuck in or under environment

  4. Gatherables spawning inside/under terrain

Top 3-5 Most Important Feedback Topics:

  1. The whole artisan system feels lifeless. There is little to no actual interaction while being an artisan other than maybe for the gatherers. For a game that deems it's artisans "the shit" this is a bit disappointing. I could write a lot about that, but for a good visual example take a look at FF 14s approach. Actual interaction with your craft. You can see other artisans inside cities doing their work, sparking interaction in terms of requests or competitions. The feeling of actually influencing your product and a proper choice between quantity or quality through skill usage. Currently AoC feels like crafting just got pushed in as a sidenote, cold receipt clicking is not enough imo. At least if you want your artisans to actually feel like they are as loved as the combat classes.

  2. Material gathering is highly frustrating with how the spawning of gatherable nodes is handled currently. Firstly the rarity being defined by the node instead of purely by the gatherers skills and tools feels bad and leads to camping on those spots. Secondly the spawn mechanism in general leads to frustrating gathering sessions due to completely depleted areas and actual hour long walking simulation. If the player actually wants to level crafter or refiner instead of just gatherer, this will hit double as even early crafting needs decent amounts of raw resources. This goes primarily for everything metal and jewel mining and with the T2 woods as well - at least as far as I have witnessed. The timed respawn on a multiplayer map is imo generally to be avoided and a dynamic system should be used instead. Obviously materials should not respawn in visible range to the player while gathering, but a new node could respawn randomly anywhere in a larger area when one is gathered for example.

  3. The market stalls are a severe headache to actually browse. At the very least the search function should not only look at name and description, but also offered items. Ideally add filter options for price range and rarity at the least. There should also be a "favored" list to easily become a repeat customer imo. Additionally a filterable statistic on what was sold in what quantity and to what price in the recent past should be accessible ingame, preferably directly connected to items via drop down menu or something similarly quick and easy. This will make offering items for new artisans easier, as they can better gauge the value of their products, while it also let's customers avoid being abused by the too greedy merchants. I understand the feeling of an actual marked will be replaced with some sort of online market feeling but the reality of hundreds of player stalls will make that unavoidable imo.

  4. Crafted gear is not "soul bound". This will lead to a saturated marked for new crafters on older servers, as old gear can be sold the same as the newly crafted. This should be handled in some way. A more natural way would be to only be able to repair gear a certain number of times before it becomes "worn", reducing it's boni or some other mechanic to make new gear more attractive without going the soul bound route.

  5. quests should be shareable to make playing in spontaneous groups easier. To avoid loops/exploits maybe limit sharing to inside a group and only for the duration of the group existing or something similar.
    ======================

grim sleet
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Visual distinctions identifying where to turn in/complete quests (e.g. Hand over the packages to the Striders Vigilant) .

Top 3-5 Most Important Feedback Topics:

  1. Branch progress associated with material performance optimization .
  2. Utility and player interactivity associated with assets introduced into the world.
  3. Express the type of MMO Ashes of Creation is idealized to become e.g. Long Term Progression (LTP) with extended, slow paced, advancement systems or somewhere between LTP and something traditionally paced. (May be explicit already, but topic suggested in response to increases in loot and exp provided)
    ======================
wet bramble
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan related bugs - If you launch from a caravan master then leave the server worker or relog you can be unable to actually deploy the caravan until a server restart. If you complete a caravan but log off before selling cargo it can become worthless unless you deploy the caravan again and come back into the same node. If you swap from land to water at a server worker border, there's a chance your caravan will vanish forever.
  2. Minotaurs not fighting after reaching 75%, these a very common target for solo/duo grinding and should get fixed. I still fought a whole bunch of them because I didn't know where else I could go and I figured since I could kill them even if they were working it didn't count as an exploit but it feels bad.
  3. Mobs getting stuck on/around terrain. The named mob terramound often gets stuck on the cliffs surrounded his spawn area and is unable to get back down. It's HP is liable to reset, and it doesn't drop loot when this happens so your options are to try to kill it anyway to reset it, or wait until server restart. There were also several wolves in different locations that couldn't figure out how to get down from the rocks they were spawned on.
  4. Named mobs not respawning at all. There were several that I saw maybe once and then never again, or that would miss their spawn timer by a large margin. It seems broken rather than by design. Some main offenders I saw were Demagogue Mosseus, Doomed Researcher, and Snar.
  5. Treasure maps not working - I know you're aware of this one already, but it's something I was really looking forward to doing a bunch of but haven't been able to do after the first.

Top 3-5 Most Important Feedback Topics:

  1. hunting rarity - I made it to level 20 hunting and only saw 2 rare harvests in that time. This is particularly impactful to any gear that requires hunted materials as its primary ingredient, and leaves those professions somewhat more dead.
  2. hunting spawns - the way static spawns work is very frustrating. A single person can lock down a spawn very easily for things with long spawn timers, unless you're willing to sit around and do nothing for one to two hours and fight over the spawn when it happens. I like fighting over spawns, I do not like waiting one to two hours doing nothing. Doing something like expanding spawn areas and having semi-random spawns so the same horse doesn't pop up at the same spot every time might be good. Or focusing the spawns at more known times so that people can show up to fight over them. I love the midnight mare spawns at daragal estates because everyone can show up and compete. I've had some good friendly competition and pvp as well there that felt great.
  3. T1 animal husbandry becomes largely worthless once T2 is available. If you are late in doing animal husbandry, you have to spend a large amount of money getting through T1 and you can't really recoup the cost at all because nobody wants to buy the T1 animals even if you sell them at the cost of using the bench. It's an economy problem that I'm not sure how to solve, maybe it doesn't need to be but it feels bad
    ======================
desert willow
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Resources spawning within the terrain, rendering them unreachable.
  2. Caravans suddenly disappearing while actively controlling them. (The option to relog and redeploy is a fantastic improvement, but inconsistent in activating)

Top 3-5 Most Important Feedback Topics:

  1. Consider if the state of apprentice level resources matches the intention, as many (such as weeping willows) feel incredibly difficult to acquire without significant time investment.
  2. It would very user friendly if swapping abilities between versions (such as many in the Tank tree going from single target to AoE) could maintain their location on the skill bars rather than having to swap individual skills each time.
  3. Keep going how you have been going, your development pace and performance are incredible and I hope everyone from Steven down know how amazingly incredible this testing is to experience.
    ======================
crisp pumice
grave oak
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan issues, including only the player sometimes getting teleported when crossing SW boundaries, issues with converting to/from a raft, and players in a party being unable to flag for attack/defense.
  2. Some class abilities that should break CC are unable to do so (cleric and mage that I know of)
  3. Market searching does not search the items being sold by each player. This puts the burden on the player listing the item to put keywords in the shop description in order for another player to find the item.
  4. Inventory / node storage issues. Occasionally being unable to pick up some items / transfer items to/from a storage is annoying.
  5. Processing benches not being able to specify a manual count of processing, and only having 1-2 slots for processing. When doing many small crafts this requires the player to sit by the bench waiting for each one to finish.

Top 3-5 Most Important Feedback Topics:

  1. All profession (gathering, processing, crafting) XP rates and rarities. Currently it's much easier to level some professions than others, and when gathering certain resources the rarity you get seems to vary wildly between different specific resources.
  2. How party size / level affects both XP and loot drops compared to the mobs being fought. I've seen a lot of conflicting information on how this works and as a player it makes it hard to know if I'll hurt a party's xp/drops by joining.
  3. Buff/debuff bar items. Node buffs should be 1 icon that you can hover to see all the buffs, you should be able to change the number of buffs shown before it goes to the +# of other buffs, as well as prioritize which buffs show up before others.
    ======================
proven ridge
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
• 1. Inventory/storage items sometimes not moving correctly/not updating when placed or moved, especially when in a populated area
• 2. Revive placing you back where you died sometimes, reported this one when it happened but sometimes I’d respawn on top of my body (where I just died) only to then get killed again doubling exp debt, lost materials etc…

**Top 3-5 Most Important Feedback Topics: **

  1. Exploiters are always going to be a problem, but I think they need to be dealt with faster and harsher
  2. More servers would be nice to help disperse the players and allow people to play on a server without the mega-guilds/streamer guilds… maybe even a streamer server to try to let people play without the weird para-sociality that’s been happening
  3. Party members being able to pick up your stuff in the event of a death without being forced flag would be nice. Maybe limit it to only people that are both in your party and on your friends list to help reduce abuse a bit
  4. Massive guilds/multi-guilds need some sort of check to help prevent wide-scale abuse for both the short term health of the alpha and the long term health of the game as a whole
    ======================
thick turtle
#

Top 3-5 Most Important Bugs:

    1. Treasure Maps - Specifically the ones that permanently lock your character out.
    1. Mob agro - The ones that allow training of mobs or mobs staying in a place they shouldn't be when they should have returned to their spawn area.
    1. Marketplace - Make items searchable.

-4. Large material loss on recovered corpses that were not looted by others - I have noticed a large amount of permanent material loss on death to NPCs (Upto 25%) that happens sometimes, so I am assuming this is a bug. Glint can be a permanent loss, but materials seems odd.

    1. Citizen dues not calculating right

Top 3-5 Most Important Feedback Topics:

    1. Crafting rate of progression vs gathering and processing. Most Crafting seems way too slow compared to gathering and processing. Think level 5 in scribing (using XP boosters) and then being level 14 in alchemy (not purposefully using XP boosters), and only making alchemy items for scribe leveling. Not only does it take a lot longer, but it is too slow to keep pace with adventuring levels, making everything you create (which is a lot) pointless until people hit level cap and you catch up. Adjusting this down may also help with complaints for lack of resources.
    1. UI Improvements - primarily party/raid/Target/player frame customization for now. Being able to set party/raid to a horizontal layout, adjust sizes/visibility of buffs/debuffs, and being able to choose between party/raid frames. As a healer UI is massively important, especially being able to monitor health bars and still see what is going on around me.
    1. Travel Time - Something as simple as a teleport back to your home emberspring...every game I have ever played has this from EverQuest to current games. I enjoy a challenge and understand fast travel keeps the world feeling large and doesn't allow people to avoid interaction/exploration but something needs to be available even if it is high cost and long cool down.
worthy lichen
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1, Inventory bugs, unable to move items in and or between inventory and storage.
2, Caravans, known issues but deserve to be highlighted again.
3, Party members seem to be dead when alive.
4, Graphical bugs turning my dwarf into a yellow minion.

Top 3-5 Most Important Feedback Topics:
1, Time to add a Trade chat, and or a LFG chat. Global chat is unreadable. Adding to chats, ability to link items in chat please.
2, Nodes and guilds rely on discord servers to operate, would be great with improved communication channels ingame between guilds, citizens and nodes.
3, XP for gathering is fairly low for the carachter.
4, UI for ongoing processing when out of town, and a personal worklist.
4, The game is awesome, keep up the good work

whole haven
#

Top 3-5 Most Important Bugs:

  1. Caravans: teleporting drivers across the map, attackers AOEing driver, difficulty transitioning from land to water, exploiting walls to cross ocean between NA and desert, latency for large convoys.
  2. Ungatherable resources: Too many Willow Trees spawn in places where they are not gatherable which is all the more frustrating considering what a bottleneck the resource is for artisans.
  3. Exploiting Guilds/Ruined economy: There are no freeholds left to buy and some unscrupulous guilds were quickly 25 exploiting War rewards (literally 100+ war declarations from Polar/Ice Bear on Vyrra), AFKing at events (remedied but damage already done), & exploiting instances with safe place pulls.
  4. *Inventory bug: Either gathering or at storage having to hop on a mount or logout to accurately see contents.

Top 3-5 Most Important Feedback Topics:

  1. Caravans are too vital for cash generation to be so buggy. The rewards should also be toned down. Pretty much only those that pooled resources from running caravans could buy freeholds before they were all gone.
  2. Gathering timers need to be randomized. There's too much legendary materials because they spawn on predictable timers and in the same place. It also prevents more casual players from discovering copper nodes if they're put on farmable timers by other players.
  3. Parity among nodes in the Riverlands. Miraleth has lots of events, resources, things to attack, instances while other nodes like Halycon and New Aela seem to be an afterthought with barely anything but a skeleton terrain.
  4. Quests: Fairly futile to even try anything besides a few starter quests because mobs do not spawn or there is simply no way to complete quests.
  5. Players intentionally chaining mobs on other players. This should not be a viable tactic. If they want to pvp, they should flag up instead of intentionally trying to grief others in the area with long trains of mobs that do not stay focused on the bad actor.
shell pewter
#

====================================================================================================================================

Top 3-5 Most Important Bugs:

  1. Treasure Maps - They worked for me before the fix, now they don't.
  2. Mob Spawns - Spawns are erratic, sometimes there are enemies floating, some don't take damage.
  3. Critical Heals fix - As a Cleric I feel the pain, I just want that juicy crit.
  4. Aesthetic issues - Missing my hair and mustache, The beard still looks fire though.
  5. Severe Lag - Miraleth especially is a nightmare when I spawn in. The sheer amount of people tanks me.

Top 3-5 Most Important Feedback Topics:

  1. Ability to Toggle Public Quest Popups - When a large caravan forms, I get spammed with Attack or Defend quests when I have no interest in either.
  2. Inventory Trash - Quest items continually go into my primary inventory. Half of them I don't know what they're for and they sell for 0. I don't know what the Quest Inventory is for.
  3. XP for higher level Mobs - I was level 13 and managed to kill a level 23 (Through lots of self healing) and received 0 XP for it. I felt cheated. But I get that the mob in reality should've probably bodied me.
  4. Spawning Immunity - I've crashed out and spawned in Dead, losing half of my inventory. It makes me sad.
  5. Invisible Barriers - I've encountered a few invisible barriers and it made me feel like I was forced a certain route.

~(I understand its alpha, no bad blood, Loving the game)

====================================================================================================================================

waxen ocean
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Items being deleted while trading during lag. Ex. I went corrupt because a player was saying some vulgar/racist things to another group of players. When my guild mate who managed to get my stuff went to trade it back it said the trade had been complete, but neither of us had the items.
  2. Resources being ungatherable if you do not have the inventory space. Ex. I mined some copper (legendary btw) and because the items distributed weirdly in my bag there wasn't room for the copper. I just had to watch it fade away.
  3. Mobs tether/aggro range interacting weird with terrain or going way outside of the normal. Ex. I had a maurader from steelbloom chase me literally to the emberspring in ursine caves.
  4. Different server workers failing and players not being able to move around or interact because you are stuck under the map or it doesn't let you log in.

Top 3-5 Most Important Feedback Topics:

  1. Players openly exploiting bugs, being proud of it and it not getting addressed. This creates a very unbalanced testing environment and some of these players are not enjoyable to interact with.
  2. Progression in some crafting categories is borderline unbearable at times/not worth it. The biggest reason for this is because some resources are literally unattainable and recipes need these resources in higher amounts. Ex Weeping Willow
  3. Players being able to toggle on their PVP on then instantly toggle it off and continue to PVP. I have had multiple instances where players would turn PVP on then off and it falls off while I'm fighting them and I almost go corrupt.

Message to the Intrepid team: I have been having a blast with the testing despite the issues listed above. This game already has most things I look for in an mmo and will be a great game once it is completed. Thank you very much and good luck.

covert crater
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Alpha Two Phase II Feedback Top 3-5 Most Important Feedbacks:

  1. Enemy Pathing: AOC has such great movement abilities and advantageous terrain that it is so disheartening to have enemies TP on your face and they are mid-cast of their best ability.
  2. Artisan QOL: there is no way to batch craft an item like you can in processing. The batch quantities in processing are a pain point, I would love to be able to make any number of something (up to 250). Processing & crafting exp is not higher for higher rarity, unlike gathering. I was so mad after grinding to lvl 10 mining on the OG resource distribution only to find out that I was blocked from gaining any advantage by getting access to higher level veins as the pickaxes are not craftable without node progression, I think being the first to get apprentice mining should have let me get access to the highly available high level resources instead of having them become available for the entire server at the same time.
  3. Marketplace search should be indexed on the names of items in each shop and sortable by price, or quantity or rarity. Make selling / price setting / buying, easier and more efficient.
  4. Just an LFG LFM chat tab would be so nice. Keep global more interesting and exciting for building community across the server.
  5. 9min timer for a mount death? Who hurt you so bad that you must hurt me in return. ❤️
    ======================
    GGs keep up the amazing work!
peak oak
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. This is a disability concern for me due to how I play (Using my mouth, cheek, and feet). When trying to rebind Q and E to act as turn left and turn right respectively, only Q works and E as like Q. Both keys will make you turn left. Additionally, you can't rebind Q or E to anything else. The only way to reset them is resetting all keybinds.

  2. Can't steer Caravans with Unlocked Camera on.

  3. NPC pathing and leashing. A number of NPC bugs really take a way the grandeur of places like Carphin when you can simply run by all the bugged NPCs and reach the top of the tower solo.

Top 3-5 Most Important Feedback Topics:

  1. Marketplace needs better search functionality like filtering item types and searching for specific items

  2. Mob leashing takes way too long and shouldn't leash to non-combatants so easily.

  3. More camera options like having the camera follow the direction the character faces when using keyboard controls. This is a big accessibility issue for me and many others. I was shocked to see the functionality missing since it's standard in other games/MMOs.

======================

tulip coral
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Top 3-5 Most Important Bugs:

  1. Storage/inventory bug/desyncing is actually really impactful to the player experience despite being a tiny thing. (Hope current patch fixed!)
  2. Proximity aggro/training mobs - very frustrating to have a party wipe caused by others.
  3. Caravan offense/defense bugging out and either sticking to players or not applying - causes players to avoid pvp for fear of being 'stuck' on defense/offense until reset.

Top 3-5 Most Important Feedback Topics:

  1. Crafting balance pass - there are some huge bottlenecks (Willow), and some mats that are virtually useless (granite). Please also take craftables out of NPC stores, or there is no point in crafting them! (Example: caravan pieces bought for 11s from an NPC... or crafted for c20s by hand.) In addition, a lot of apprentice recipes are 'outleveled' by players, and too costly for no/marginal xp gains for players to bother with. Currently best play is to craft novice stuff for xp all the way to journeyman and only then 'invest'.
  2. More land mass!! This solves so much of the current issues: gatherable scarcity, caravan risk/reward (risk right now is huge because the chances of being observed in such a tiny space is too high even at 3am), players complaining they can't do xyz because it's too busy etc. I understand the desire to foster conflict over resources, but launch was too many people in too little space which made people give up rather than compete.
  3. Freeholds: Please make more, but more importantly make them instanced or whatever it takes to make them NOT block gatherables/etc. Crucially, these should also have shared storage so we don't need to trade to alts/guildies etc.
cloud geode
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Subject: Bug Report: Weapon Bonus Exploit

Description:
There is an issue with weapon bonuses that remain active even after the corresponding weapon is unequipped.

Example:
If I unlock the burn damage bonus by progressing through the talent tree of a book weapon, and then completely unequip the book to switch to a sword, the burn damage bonus still applies to the sword.

Since these bonuses stack with other weapon bonuses, even from unequipped weapons, some players are exploiting this bug to deal disproportionately high damage.

Expected Behavior:
Weapon bonuses should only apply when the corresponding weapon is equipped. Unequipping a weapon should immediately deactivate its associated bonuses.

maiden pier
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Top 3-5 Most Important Bugs:
1.Mount animation bugged
2. Some nodes are visible but not always minable

Top 3-5 Most Important Feedback Topics:

  1. Make items on marketplace searchable even if its not in the town you are. This means if i search a item in Joeva but it is only sold in Halcyon it should be seen. This means you know you have to travel to Halcyon to buy it.
  2. PvP feels not rewarding more like a pain in the ass. Griefers having advantages to fuck you up while you are grinding. In the end you can not do shit against it.
muted relic
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Top 3-5 Most Important Bugs:

  1. General server performance/optimization which leads to a lot of problems
  2. Caravans problems (mentioned several times already)
  3. Treasure Maps not working
  4. Party/Raid problems after relogging/disconnecting
  5. Map refresh problems not showing the party/raid members

Top 3-5 Most Important Feedback Topics:

  1. Not finished (empty) areas not only in the Desert/Tropics but also in the Riverlands
  2. Usable search option for the stall vendor
  3. Missing setting option for enabling automatically the Raid Party Frame UI when joining a party (have to activate the HUD edit in order to see this UI)

In general, we see a good foundation with a huge potential, but also a very ambitious project

abstract yarrow
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Top 3-5 Most Important Bugs:

  1. Caravan System Bugs!
    a. Random teleporting to Carphin and needing to recover your caravan (I have a video if you want me to upload)
    b. Attacker/Defender not working properly
    c. You cannot actually leave the event after you select attacker/defender (thus you get attacked hours later if the caravan is bugged)
    d. Not being able to attack caravans once the driver dies
    e. auto attacks (Q) not working when attacking

  2. Inventory Bugs - Moving items doesn't work or you have to relog for them to show. This happens in regular inventory, cargo inventory, and material inventory.

  3. Party Experience/Loot Bugs - Party members have to completely relog and reform group to get XP and loot again.

Top 3-5 Most Important Feedback Topics:

  1. Caravan PVP Dynamics - Let party/raid leader set attack/defend for the whole group (maybe the group members have to all agree before it starts to avoid griefing).

  2. Exploiters should be reset to level 1.

silver mantle
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

1 - Highwaymen Snipers jumping randomly to nowhere.
2- Green visual effects on mobs during combat, they get very shinny greenish lightnings coming out of them.
3- Treasure maps not usable.

Top 3-5 Most Important Feedback Topics:
1- I think we should have a new server, currently servers are pretty crowded, and as a non-competitive player, feels really awful to play agaisnt competitive guilds in a map this small, where we cannot spread away from them

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unreal inlet
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. server workers can enter a state of extreme lag/disarray where things stops working properly such as player trading, item drops, mob spawns, mob drops and ressource node spawns. Seems to happen more often around Winstead, Steelbloom and Befallen Forge.
  2. None of the artisan stats seem to work properly including rarity, quality, quantity and speed
  3. player crashes, SW disconnects and SW crashes combined with logout grace periods + timeouts for caravans is a terrible soup of trouble making people lose a lot of caravans. Perchance a marker for your own caravan on the map?
  4. I think I prefer flying caravan horses compared to caravans nonstop switching between raft and horse.
  5. Often buffs/debuffs are not displayed correctly. I love the idea of the skill expression in looking out for anti heal that actually kills, but its really important that the debuff shows properly.

Top 3-5 Most Important Feedback Topics:

  1. Befallen Forge gear + recipes - is the drop system just broken?
  2. Caravan attackers seem to risk nothing while caravan defenders risk everything with the same reward. Devolving meta of neither caravans nor defenders. Result of too little space and/or too expensive caravans?
  3. Enchanting seems to define what gear is good, which isn't aligned with how some gear is made more difficult to acquire. 4 low stats is better than 1 big stat.
  4. The freeholds are extremely desired by artisans especially with the promise of endgame processing and seems to seperate us more than unite. Maybe limit freeholds to only provide QoL and you will never get locked out of endgame processing without one?
  5. I really like the lagoon in the middle of the map. Adding some extra render distance for rafts should make it fair. No need to open Aela docks up at the same time and players tend to find a way in anyway.
    ======================
noble wolf
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Zombie Healing debuff causing healing to damage the target instead of just being reduced. A unit that should be fairly manageable has caused more group wipes than I can count.
  2. Monster AI Change of Aggro such that it enables the mob training activity we have all seen.
  3. Server Worker stability in highly populated areas. Certain regions that are highly frequented feel as though they become bogged down over time. Making everything feel slow, mobs to act strange, and the experience of combat to become strained.
  4. Mobs not resetting after being pulled beyond their aggro range. Certain spots after awhile can become nearly empty because fleeing players cause the mobs to get "stuck" and thus never returning to their intended positions.
  5. All Inventory related bugs. Full stacks causing an inability to loot another of that item. Being unable to loot after joining a group/being in a group and dying/relogging in a group/etc. When the bug happens items are not able to be shifted around, or picked up in most cases. Relogging can fix this issue, but it causes problems is groups pretty consistently.
  6. Tiny extra thing: Friends list doesn't work, would love to have it ❤️

Top 3-5 Most Important Feedback Topics:

  1. After looting a player corpse, the PvP flag window needs to be longer. Currently, in most cases there is essentially zero risk to looting any and all dead players because the flag drops within a minute. This is another feature that has allowed for the mob training tactics to flourish. One player can cause a party to wipe, loot their bodies, and be non-flagged by the time they return. Thus allowing for no chance for any retaliation, and thus no consequences to the looting players actions. PvP Actions should cause a permanent 5 Minute flag. Raise the stakes a bit.
  2. PvP, especially around caravans, can feel a bit clunky and unclear at times. Now I understand this is mostly due to the unfinished nature of certain systems, but I thought it was worth mentioning. Because the combat feel in this game is incredible, and I really want the feeling PvE evokes to transfer to PvP, but at the moment the performance of it just is not there. Currently, its hard to indicate debuffs, track spell casts, manage targeting and movement when interacting with other players in PvP.
  3. Please find a solution for the issues of body blocking, and general navigation around population centers. NPCs like the storage clerk and market are laggy and difficult to interact with consistently. of a possible solution, I am very unsure. More than 1 NPC for the most used would be a nice start, but a long-term solution this does not make.
    ======================
    Thank you for all the hard work! The bones of this game are unbelievably solid and I can't wait for more & more & more aocphoenix
torpid coral
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Teleporting out of caravans to a faraway emberspring at server worker borders. I also had some problem when passing the borders without caravans (like mobs not being in the same place on the to SW)
  2. Freehold gatherables not giving the materials they should <- this could make some market balancing testing available, and enable progressing into journeyman stuff faster(both in nodes and personal progression)
  3. Treasure maps getting to a bugged state, where there is no quest and cannot start new from inventory
  4. Interaction with caravan storage and the caravan master sometimes crashes and needs relogs to get to the goods.

Top 3-5 Most Important Feedback Topics:

  1. Scarcity of certain material (like raptors and willow)<- i understand that this could get better with expanding the map, so there is more "right place" for the gatherables, also, willow could be "fixed" by fixing the freeholds stated above. I do not wish for a quick fix, like adding some in more now to then remove when the "right region" for the material is added later.
  2. There is some kind of "memory leak" type of performance issue. The more you play the lower your fps and more prone to crashing the application. Even a logout log back in fixes this most of the time.
  3. Increased rubber banding (i'm playing on US servers from EU)
  4. Some profession rarity feels like unobtainable without a large luck based modifiers (like all the apprentice fuud locked behind butter) But this could get reasonably better when we the to journeyman and have better artisan stats. We will see.

Keep up the good work, we love you guys and what you are making are awesome! ❤️

rapid forum
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans, Caravans, Caravans. De-spawning, porting drivers across the map, party having to disband to select attack or defend and reform mid combat, unrecoverable/disappearing caravans, disappearing cargo, healers assisting without being flagged as a participant in the event, and so on.
  2. Mob tuning: firestarters, zombie healing debuff, Aggro acquisition tables (mob training), leashing distance, mobs not spawning or resetting properly after leashing.
  3. Treasure maps!
  4. Inventory and looting bugs.
  5. Exploiters need to be dealt with.

Top 3-5 Most Important Feedback Topics:

  1. Party, raid frame, event, and general UI improvements: display party/raid horizontal, consistently see who is driving a caravan, see character name in the event frame. Condense event frame to one window with scrolling events maybe that can be minimized down to the size of one event at it's current size?). Adjustable alpha for out-of-range members, buff display options and scaling. Marketplace searchable by actively listed item.
  2. Crafting economy; some items are cheaper to buy from the vendor than they are for the player to craft themselves such as some foods and scrolls. Some things are egregiously expensive to craft vs the reward for crafting them.
  3. Would love to see more quests as a viable way to supplement the grinding of mobs to level and learn more about the world and story!
  4. Chat system! Re-coloring chat channels, dedicated LFG channel, Trade Channel (at least until taverns are a thing), quick actions for player names in chat like right-clicking for a menu to invite, block, or whisper, report etc. and an optional bindable quick reply to whispers, whispers popping up in a new tab.

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drifting gorge
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory issues:
  • Glint becoming unlootable
  • Inventory not updating when moving items
  1. Server Worker:
  • Lag spikes, mob teleporting
  • Agro on mobs not working correctly
  • Reduced vision
  1. Caravans:
  • Falling through world
  • 0 copper cargo in desert
  • Disconnect timer not stopped after login back in causing caravans to randomy disappear while riding them

Top 3-5 Most Important Feedback Topics:

  1. Scaling/levelling seems way off. With this I mean the difference between player levels and crafted gear / node progress. It’s kind of stupid that we can only craft lvl 0 gear will most players are already near or over lvl 20. Or the node level/buildings need to be faster so crafters can scale with the players levels or the player levelling needs to slow down a lot. Prefer the last one.

  2. There needs to be a clear line / statement about abusing systems and what is called testing. Currently there are to many players using the term testing for abusing a broken system to gain advantages or griefing others. I’m a fan of a cascading ban system for people misusing the alpha.

  3. Better communication about the upcoming testing weekend. So tester won’t get caught with surprise if something isn’t present yet or half-present.

======================

craggy ravine
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
• 1. Bugs that force you to re-loging
• 2. Some times heal don’t heal at all for some seconds
• 3. Bugs with mobs in general (some of them don’t attack back and just look at you)

Top 3-5 Most Important Feedback Topics:
• 1. The lighting some times is going very weird, I can’t recognize some times the ruby color from distance and I must go very close to be sure.
• 2. We need better map UI and mechanics (find party’s member as example to know where your group is fast)

earnest root
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Top 3-5 Most Important Bugs:

  1. Inventory bug - The inventory sometimes doesn't update, this prevents seeing, moving and looting/adding items. It is temporarily fixed by mounting/dismounting, as that "forces" the inventory to update. It appears to be dependent on server workers, as it sometimes fixes itself (or breaks) when changing server workers). Restarting the game fixes the problem, and appears to be the best "long-term" fix.

  2. Bite attacks do not need to be "in range" to hit. This is especially clear with grems. You can be 10-15 meters away and the bite will still damage you. All other types of attacks do not appear to have this issue, and feels very good to kite/dodge

  3. Sometimes losing the rest of the wood in inventory when lumbermilling. Do not know what causes this, but sometimes (not all) I am left with nothing in inventory after starting a lumbermilling stack, it does not appear to be the inventory bug, as it isn't fixed by mounting/dismounting or relogging. This problem also happens with carpentry, if I add 10 timber (and had 16), I usually lose the extra 6.
    It does not appear to happen, if you have additional stacks, only if you have something "leftover" in the stack

Top 3-5 Most Important Feedback Topics:

  1. The game feels very good to play! Keep it up!

  2. Resources like willow seem very scarce, which can be very constricting for the smaller guilds/lone players etc. As the big guilds will hoard it. This problem is only being pushed further by the ability for freeholds to have willow trees. Every freehold on the server right now has willow trees, even though they apparently are broken and can't be harvested

iron briar
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Bugs

1: storage and cargo issues. (ie, bought cargo having no value until after closing and reopening the window.
2: weapons and hair randomly disapearing. (hair moreso than weapons.) (seems related to server worker transitions? I've noticed it popping in and out when I cross borders.)

Feedback

1: Animal husbandry shouldn't be random. (Maybe higher ranks decreases randomness? or just do away with it completely.)
2: Escaping from accidentally or maliciously pulled mobs (leash range).
3: A visible indicator on the UI when your gear is broken / damaged. (not just on the character screen.)

grave carbon
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Gatherable being clipped inside terrain
  2. Horse become stuck with no animations
  3. Enemies respawning within aggro range
  4. It is possible to clip through cliffs when climbing due to the ledge climbing animation.

Top 3-5 Most Important Feedback Topics:

  1. Processing gatherable doesn't feel profitable or beneficial. Logs should sell for a lot less, with the processed timber selling for a lot more
  2. Hunting spots are too sparse / hunting takes too long to level
  3. With Rarity chances being the same for hunting while costing a lot to create a mount, it feels that common hunting drops are completely worthless as they sell for similar cost to other gatherable which you can get 5x per gather. Training mounts should cost a lot less, but have a chance to fail at training.
  4. Enemies stay aggro on you for an insane amount of time for just wandering nearby them. Having aggro initially short until the player has damaged or helped someone who's damaged them so walking around at lower levels doesn't feel like a minefield or walking 1mm too close to a random level 15 crow
    For being still in alpha, this is incredible, I didn't encounter too many bugs outside of quests and some weird terrain mapping.
    ======================
spice sapphire
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Memory Leaks- the game gets stuck in an infinite loading screen
2.Treasure map system don't look done from what i've seen. but i'm not sure if it's intentional yet.

Top 3-5 Most Important Feedback Topics:
1.making this game more accessible to people with more mid Rigs. for some of us, it doesn't have to look good. we just want to be able to play it and the game be stable.
2.consider at some point putting this game up on a streaming service like Geforce now. some people can't afford to buy a whole new computer. but i really like what you people got going on with this game.
3.a lot of the systems here even in this alpha phase are good. so. damn. good.

faint hinge
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans disappearing during travel
  2. Caravans teleporting players to other locations
  3. Caravans not showing in node inventory after arrival
  4. Inventory not updating when moving/picking up items or not allowing pickup of items
  5. Nodes deleting filled cargo crates in storage

Top 3-5 Most Important Feedback Topics:

  1. Please, please, please make sailing ships realistic and technical (from a player perspective). The thought of being able to outsail an opponent with skill (rather than simply buying better parts) is very interesting to me. Including things like realistic sailboat performance vs. wind direction and ocean currents (https://www.researchgate.net/profile/Sio-Hoi-Ieng/publication/265139871/figure/fig4/AS:613919513141249@1523381226064/Speed-polar-diagram-of-the-sailboat.png) or even requiring party members to manage and trim the sails to match changing wind conditions or heading. I think that including systems like this (easy to learn basics/difficult to master) would make the naval system really pop in this game and I'm really looking forward to it.

  2. Inventory management is engaging and really helps to emphasize the power curves in the professions. I like how the novice bags feel small and cramped and the Apprentice bags get much bigger. This feels good and I hop to see this trend continue to the higher tiers.

  3. Caravan inventory sizes feel good. Novice caravans are not very profitable, but this just reinforces the need to upgrade. Non-upgraded novice activities shouldn't be very profitable.

  4. Emergent PVP is very difficult to distinguish friend vs. foe. When an organized group attacks a bunch of randoms, its difficult for them to fight back without taking the time to form a party, which takes valuable time in combat. Maybe this is intended, but it feels bad when your PVP attacks hit targets you were not aiming for or can't tell who is grouped with the original aggressor.

  5. PVP friction around rare resources feels great (Raptors, pocket dungeons, etc.)
    ======================

vague lily
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Top 3 Bugs:

  1. CARAVANS - Being killed off a caravan despite having the rider buff. Clerics outside of attack/defend healing the caravan making them unkillable without going corrupted removing them. Caravans randomly disappearing. Caravans you're riding causing you to randomly dismount, which can result in the rider buff bugging out.

  2. STACKING WEAPON ABILITIES - You can stack all weapon finishers and multi-choice talents from all weapons and have them apply to your current active weapon. You can have 7 finishers proc at once and stack the +crit chance and +crit damage from the various weapons and just obliterate everything in combat.

3 STORAGE & INVENTORY - I am totally disappointed with the ongoing farce that is Inventory. This has been bugged since P1 and gotten progressively worse with each patch. My inventory now bugs out and fails to update after moving a single item. It is a pain to keep relogging to make the inventory refresh.

Top 3 Feedback:

  1. RESOURCE GATHERING - If you know how the current resource spawning works the gathering of resources descends in to spreadsheet and stopwatch tracking. This is not an immersive system and leads to key resource spawn points being farmed on a timer with gatekeeping by the few who find them.

  2. GUILD WARS - Either the costs of making a new guild is too low, or the cost of war scrolls is too high. Right now if you go to war with a 'griefer' guild they can simply drop guild and laugh at your waste of 25g, then can simply go create another guild for next to nothing. This is also an issue with non-guilded griefers being exempt from war declaration meaning they can do what they want without risk or repercussion.

  3. PARTY & RAID FRAMES - There needs to be an option to have Raid Frames on as default while in a party. For Clerics, the raid frames and mouse-over-healing is a key healing feature/capability. I would also love to see the option for the Raid Frames to populate horizontally first, rather than vertically.

native spade
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Top 3-5 Most Important Bugs:

  1. Caravans have many bugs, and way more chance to disconnects you from sever or even teleport you to Carfin for no reason, while caravan stays on same spot and can easily be destroyed by anyone.
  2. There are always a bunch of resources that are not radom! And it's is a big issue, when someone found a legendary rarity resource, that one person just track that one spot and timed it.
  3. Enchanting probably working incorrectly with stats, it's add just one stat for every +1 engagement, should add % instat, so that make more sense for high end gear.
  4. There are a chance that you start with lower stats or with increase stats after login, and it kind of random. I have multiple issue with my base speed as Bard i just start with -15% speed for no reason or it changes after i arrived to different node. Today i have 20 speed in Mirales and i didn't even leave Mirales node at all.
  5. Freehold garden guve you only oak back instead of correct resources you planted.
    Top 3 feedback:
  6. Please, please make Wednesday and Thursday as offline days. That my and my guild POW, but we way more active in Monday and Tuesday.
  7. There a bug/exploit when you take your caravan from New Aela to Mirales by water, you skip like everything by that and you are save from attack just because there are red barriers and you can swim there.
  8. Global illumination is way to dark at night sometimes and sometimes it totally okay on same settings. But forge has way too many issues with illumination, especially when died here.
solid ridge
#

Top 3-5 Most Important Bugs:

  1. Ungatherable spawns taking the place of those that are (Willows to Braidwood, Flax and Moonbells to Deathbells, etc). Resources are scarce enough without that.
  2. Treasure Maps being unusable on thsoe of us that are now bugged from them the first time.
  3. Caravans.

Top 3-5 Most Important Feedback Topics:

  1. I understand the two-target system, but would still like to be able to cast certain spells, perhaps even healing ones, to undead. In this current system, clerics are just health batteries.
  2. Minotaurs freezing allowing farming. Its sad, I know, that a player base chooses to take an easy route and sees no issue with it. But, since I know Intrepid does see that as an exploit, I hope it gets fixed sooner than later.
  3. Keybinding. I can't use WASD. I have to use arrow keys and plenty of those keys around them I'd like to remap do not allow it. I'd like to see all keybinds be able to be moved in the UI.
dusty verge
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Top Most Important Bugs.

  1. There were several instidents where I could not collect the reward for a fight. I needed to relog to correct this.
  2. The are a couple of places around Lionhold where the game consistantly lags. Like entering a new zone and getting a ton of new data. I have not looked into its network profile, but it simple pauses my ui for 20 seconds.
  3. Grems and some other monsters ignore frozen and snared statuses.
  4. Sometimes monsters don't give experience (at least not reported in the log).
  5. Monsters sometimes move through rocks - making impossible to target them until they emerge.
balmy coral
#
  1. Please please please situate the enemy ai and pathfinding. Essentially enemy abilities like goblins that cause speed boosts or them to run around, it is so broken and buggy.
dusty verge
smoky ruin
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Any and All Caravan Bugs. This is one of the better features for small groups to participate in and definitely deserves the attention
  2. inventory storage UI update bugs (one solved by mounting and unmounting)
  3. Mob training/ mob AI bugs

Top 3-5 Most Important Feedback Topics:

  1. I understand crafting is mostly placeholder at the moment. But the grind feels way harsher than it should be. Apprentice LW and Tanning are the 2 I focused in personally and While novice gear is relatively easy. the sheer bottleneck that is weeping willow products being needed by EVERYONE is very discouraging. I figured it may be placeholder for the moment but its hard to test the limits of the system (trying to craft higher rarities than monsters can drop for instance) when you are bottlenecked so hard in such a way. At the same time i'm hoping that Freehold ownership doesnt just trivialize it with being able to grow so many trees when Freeholds are so limited and hard to get for 90% of the playerbase
  2. I'm not sure what the plan is for questing and other ways to earn character XP but if the current path of just mindlessly grinding mobs (while fun with groups) can be looked at it would be appreciated
  3. My last feedback is just to say i am thoroughly impressed by the current state of Ashes and look forward to a great time with the rest of the process
    ======================
thin plume
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Alpha Two Phase II Feedback

Top 5 Most Important Bugs:

  • 1.Treasure map bugs. Similar to an ond caravan bug, after failing to complete a run due to different issues you will be unable to ever use a treasure map. Even when you would complete the treasure map quest, it would remain in your journal until removed manually.

    1. Caravan. Still very buggy, server worker boundaries crashing the game or making the caravan disappear. Cargo disappearing after a successful run. The new caravan recovery option is a great addition but also feels buggy and sometimes the prompt for it appears after more then 30mins after the caravan disappearing
  • 3.Bugs regarding different status effects: Healing a person while they die (and have the anti-healing debuff from a zombie) will result in corruption of the healer. Stats fluctuate for no apparent reason, getting low movement speed, negative evasion, negative lifesteal, etc. (these ones can be solved by relogging)

  • 4.Class/skill bugs: Archer Scatter Shot sometimes uses the animation of the Concentrated Scatter Shot, Bard: Saga-Apocalype sometimes has the animation but dosent do the fire cone and deals 0dmg; When having Dance Mastery-Energy, Mesmerizing Dance sometimes dosent reset Flourish cd when it should (this can be solved by relogging)etc.

    1. Huntable mobs/animals can be killed by aoe from other mobs (ex: from goblin shaman) not sure if bug or intended.

Top 3-5 Most Important Feedback Topics:

  • 1.VERY IMPORTANT!! End of phase one there was an option to make auto-attack a toggle, this feature seems to be currently missing.

    1. Boss/named mobs drop their guaranteed loot to players regardless of lvl diff. I see all the time max lvl players farming even the few lvl 5-10 named/boss mobs that are currently in the game. You should be in the right lvl range for that mob/ if you don't get exp you shouldn't get the gear eight.
#
    1. More severe punishment for the biggest exploiters. I understand this is a testing environment not a fully fledged game but still.. at some point this problem needs to be addressed. Many guilds especially the self described pvp guilds abuse as many bugs as possible and as often as possible to get ahead (like the non stop abusing of guild wars and the gold dupping present in phase1)
    1. Seen many weird suggestions here. My suggestion would be to ignore most of them :)). But do focus on the bugs, especially the most frequent and game breaking i.e. caravans and treasure maps.

======================

chilly spindle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob (re)spawning includes function lags (attacks & movement)
  2. Mob looting
  3. Inventory Bugs
  4. Quests
  5. Mob Tagging

I know you're insane dev's so you're able to fix a sixth bug too 😉
6) Caravan

lone folio
#

Alpha 2 Phase 2 Feedback

Top 3-5 Most Important Bugs:

  1. Auto Attacks of weapons randomly stop working after casting an ability. Only work around is relogging. I've died and nearly died countless times due to this bug.
  2. Grems & other mobs striking me out of range.
  3. Broken Spawns

Top 3-5 Most Important Feedback Topics:

  1. Completely redesign PvP. Griefing, baiting, mob training, & other abuse is rampant. Gear & levels matter too much. Skill needs to be the deciding factor. Lower level players have no chance against higher level ones even of a few levels difference. Game isn't accessible to new players cause they are at the mercy of people who are at max level. I'd suggest implementing a system like WvW in Guild Wars 2 where stats are largely equalized. This would just be for PvP and not affect PvE. Divide world into say zones that span 5 levels each. If you meet the minimum level of that zone your gear gets bumped up to a full set of lowest tier quality gear of the maximum level. If you don't meet the min. lvl for that zone you don't get the bump. This would help equalize things & allow people to actually fight or defend themselves while still allowing people to have an advantage due to more abilities, weapon talents, & higher tier gear. People with gear above max level will be dropped to highest tier gear of max level.
  2. Perma ban people's accounts who are obviously exploiting, griefing, or abusing mechanics.
  3. Gathering & Crafting isn't fun. Too few resources. Too easily gathered? Not worth time investment.
  4. Combat is just aoe spam. Slow down combat. Reduce AOE. Reduce Visual Effects. Add more challenging encounters that require thinking with different strategies and tactics. Raise the skill ceiling.
  5. Add Druid as a Primary Archetype. A favorite fantasy of a lot of people. Nothing seems to really fill the void from it being missing even with the proposed 2nd archetypes. Druid has tons of 2ndary potential to fill roles of dps, tank, support, & healer.
idle minnow
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1- Bow animation do not flex the bow and string anymore (was working fine in phase 1)
2- Graphics settings being reset everytime start the game

jade glacier
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1: --TANK- Chain pull not being able to pull enemies over ledges, or just outright not functioning.
2: Being able to train NPC mobs onto other groups/people easily- if they don't attack mobs should focus target the first person that interacts with the mob. and ignore all others outside of it's zone until it resets as long as they don't attack it.
3: if I PVP up and attack someone. i should go corrupt if they die in the next 60 seconds. even if I'm not the thing that kills them. (can give examples of things that allow me to kill people without consequence)
4: Buffs stacking/duplicating- being unable to see all buffs on any character/npc due to too many active buffs.
5: TANK- Chain pull not being able to pull enemies over ledges, or just outright not functioning. <--- repeated because it's seriously annoying.

Top 3-5 Most Important Feedback Topics:
1:---not enough random drops of items. even basic stuff would be nice. so many people are having difficulty gearing up, and it would be nice to see more basic drops.
2:--- glint being the only source of income, while effective, also means a loss of money if you're farming and die, and the amount you drop also means people are more likely to be jerks and try to steal it. which is okay, if not for training mobs onto people. and 25% complete loss of the glint. this seems like an extraordinarily high loss.
2.5:--- the game counts each glint as an item. even it they are of a larger tier. personally i'd rather the game calculate my total glint, and split my stacks to drop 20% and lose 20% on 100% of total glint. instead of a random drop chance on all items.
3:--- ADDING METAL DROPS TO STONES OF THE SAME TIER.
THANK YOU! this is the single most useful buff to mining you could of done. it might need some tinkering on the amount that it drops. but 10/10.

marble marsh
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Storage and inventory bug when you transfert many items : they are transfert but invisible, and you have to wait for update bag or
storage but mostly you have to relog for working
2.Mob who are stuck in wall or pat throuhgt the wall will in combat
3.Lightning ball who path through many wall (maybe intentional) but in place maybe control the lightning ball to make it stand in place or go back to you
4. Weeping Willow tree not gatherable du to the spawn in rocks or ground ! And they are too few in number
5. Citizenship Dues are bugs in some ways or not clear at all

Top 3-5 Most Important Feedback Topics:
1.Is there a way, where we can have gathering independant to other job limitation or maybe 3 of 5 indepentand
2.I think is the Alpha but The grind is maybe too much part of leveling
3.Loot reward restraint to certain aera ! example is Steel bloom : With the secret room under water and only here you can have the Rosethorn/Bloom Warden stuff ! Why not All Steel bloom ! Having 20m² for one Server is bad !
4.Adjust the loot table on a general level maybe with more white/green stuff and at any lvl, and more gatherable items for non humanoid mobs. Because without the marketplace i have piece of gear i didnt change for maybe 5 or 15 lvl.
5. You want us to test thing for alpha but many ressources are in low quantity, and clic for crafting cost money after apprentice level !

outer cliff
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Alpha Two Phase II Feedback

Top Most Important Bugs:

  1. Mobs freezing in locations after being dragged by another player, and they sometime leash onto other players if the mob runs past them doing any action. This is causing some players to exploit this and kill players gathering resources. Then the offending player loots the bodies. While leashing back, I suggest to cause all aggression to be zero, and are immune to all damage until they return to their original location.
  2. A significant number of Weeping Willows cannot be gathered due to the interaction box being below the ground. I have seen at least a dozen different locations around the world where this occurs. Suggest making the interaction box the size of the whole trunk, not just at the base.
  3. The storage bug that is caused by moving server workers where the bags appear to not be correctly connected to the database. When an item is moved from one bugged bag to another, the item still appears in the original bag, and also in the new location. This can cause issues when gathering resources from nodes and the UI shows the duplicated item. Even though the item does not exist in the bugged bag, it will not allow for new items to be in those locations. We have to log-out, wait 15 seconds and log back in to fix the issue.
  4. Body blocking in towns around NPCs and narrow gaps sometimes causing inaccessible areas until the player moves. When there are large groups around NPCs, it is sometimes impossible to get to the NPC; such as a storage clerk. Though rare, I have not been able to interact with a storage keeper because my character simply cannot find a location close enough to interact. Along the same lines, players have stood in the doorways of buildings and areas not allowing others to pass. Can we remove player collision or make it where you can "clip" though them after running against them for a few seconds?

Top Most Important Feedback Topics:

  1. More variable crafting amounts: Is there anyway we can make the crafting amounts a variable number instead of the hard coded limits? This can make the crafting very tedious and takes away from the enjoyment of the game. Since the stacks of materials do not go above 20 in most circumstances, this creates issues with storage. Having a max of 20, but no selectable option for 20, makes the storage more cluttered.
  2. Change to color of the text for the player's mount. Can we have a different color for the text of our own mounts? In the see of white or green text, it is sometimes hard to find our own mounts. Small QoL improvement.
  3. Allow for alliances between multiple guilds sooner than later. Since the guild size is very small relative to the number of people in guilds, can the an alliance system for these guilds be implemented sooner than later? Even if it just to allow for the chat between the alliance members for now. Citizen chat has become the defacto guild chat, even though the guild leadership try to stop it. Could later implement a way for alliances to war with each other. With that, allow certain guilds to be War-PvP enabled, and have non-PvP-enabled guilds in the alliance. Though I am not sure if that detracts from Steven's goal of the game.
  4. Grinding hunts seems overly tedious and not all areas with wolves, grems, ravens, etc. are able to respawn as huntables. Allow all mobs that have hauntable counterparts to be able to respawn as huntables. Most of the known areas where they do respawn as huntables are over-contested, and people swoop in and take the huntables you are grinding for.
  5. Not sure how to fix this, but someone entering your grind area and taking your mobs. Refuse to PvP for the spot. Cause you to become corrupted if you do kill them and they just return and attack you. What are our alternatives? Add dueling so we don't lose loot? This is a culture issue, but having to real way to fight for spot without losing materials is causing everyone to shy away from dueling.
ashen kayak
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Top 3-5 Most Important Bugs: (CARAVAN EDITION)

    1. Caravans crashing and teleporting our character to carphin despite it not being nearby or set as a home point.
    1. Caravans crashing and not being able to resummon them, (or if they do re-summon, they are halfway in the ground and can’t be interacted with) rendering all resources and parts null and void after multiple attempts of re-logging / restarting the game.
    1. Caravan flagging swap during PVP: any time I have flagged to defend a caravan and it subsequently was taken over by an “enemy”, I am unable to change my flag status to attacker. My only option is to cancel out of the caravan event with no ability to change my defend/attack status or rejoin it.

Top 3-5 Most Important Feedback:

    1. There is a lot of exploiting in this game, especially regarding PvP with caravans. Multiple times I have seen full parties, EXCEPT the healers, flagged to attack, making the healers immune to damage (unless you want to go corrupt) and freely able heal their attacking team while taking zero damage or repercussions.
    1. There are multiple points on the map where highly needed tier 2 apprentice resources can’t be interacted with (namely Willow & bluebells).
    1. PLEASE allow crafters in this game to craft more than 1 item at a time. Processors get the option to do over 200 items at a time. Having to individually submit all materials and then click craft for a singular item is a major time sink and doesn’t make this element of the game enjoyable. If we have the materials to mass craft things, we should be given the option to at least craft up to 20-50 (or more) at a time, or at the very least, if I have all necessary materials in my inventory, they should auto fill to make crafting a little faster (right now it only auto fills crafting materials bought from the vendor in my main inventory, not from the materials inventory). The increments of 5-10-25-50 is also a bit annoying within crafting.

Thank you!!🙏🏼

stuck portal
jovial thorn
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Top 3-5 Most Important Bugs:

    1. Caravans
    1. Inventory issues
    1. Mob chase distance

Top 3-5 Most Important Feedback Topics:

    1. Corruption baiting: I have gone corrupt multiple times when someone unglags right before dying or spawning their low health mount which gets one shot by an AOE ability. Its wrong that I'm getting hunted and losing gear because someone can exploit the flag mechanics.
    1. Mob training is a nightmare in Carphin.
    1. Please ban people like krankonhealroids who just train people all day for their twitch stream
stuck portal
potent stone
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan Issues: This is a significant monetary and time investment for users. It would be nice to sort out the disappearances and challenges.
  2. Render Distance Issues
  3. Movement Speed going down to 85%: At times, my speed will drop down to 85% and it cannot be corrected without a full client restart. Mounts and bard songs and sprints do not impact speed either. Importance is due to the amount of running/riding involved in the game. It happened more often to my character yesterday (Bondwyn, Lyneth)
  4. General Server Worker Stability: I completely avoid SW3 on Lyneth due to the population and issues, it causes maps to glitch, social systems to drop, etc. Transitions from SWs in the current server uptime are challenging, lots of walls/rubberbanding
  5. Inventory: When items don't show in your inventory until after you relog, when you can't move items (it acts like you're trying to move 1 square of a multi square item and shows red unless you grab just the top left square)

Top 3-5 Most Important Feedback Topics:

  1. True, meaningful consequences for training, griefing, exploiting
  2. Tax system being glint based, why not an option for money also? This seems like an unnecessary grind. From an RP perspective, I'd imagine a government wouldn't turn down direct funds
  3. Can we increase the stamina regen on Epic Melody to allow sprinting over longer distances for bards? It's actually really fun to run this way until you hit the stamina wall
  4. Most importantly, thank you all for what you do and staying strong and keeping the path. I love the bard class, I've been looking for something like this since the EverQuest and Rift Bard & Cleric, the combat is truly fun

======================

swift panther
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1. Combat bugs like scattershot sometimes hitting twice, consuming one charge if one is available (the second is a simple raw uncharged shot). Some cleric spells as well like wings of salvation not hitting because of terrain or the first spell (small balls) not being hover-able.
2. Mobs not here for whatever reason, very less impactul than the 1. imo but it's kinda frustrating at low levels when there aren't that much good spots to grind to (at various size of group or even solo). Although this has been fixed on some areas.
Inventory and storage desync resulting in losing items
3. Raid and groups frames becoming invisible

Top 3-5 Most Important Feedback Topics:
1. Death penalties I feel it sooooooo frustrating to lose exp AND mats. I don't like to lose what i've already obtained through hours of playtime. I would understand exp debt, i'm fine with that but i feel the mats lost are unexcusable, especially when there are some percentage (25%) that you can't even have a chance to recover. This is BY FAR the most problem in the game right now imo, i don't feel free to do some things and i'm scared to test some content of the game or simply to take risks because i know i will lose exp and mats i made some time to obtain.
2. Dropping items
I get why you want us to reach to the corpse to loot the mob. I find it so tedious to wait to see if you've won the roll to stop whatever you're doing and rush the corpse before you either forget or your party wipe/or you die. You are no longer focus about what happens, your eyes are on the chat box.

valid summit
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
Treasure Maps don't work for some players
Mob agro range is too long, which some players abuse to train mobs onto other players
Tree nodes that are not collectable( not talking about in the desert).

Top 3-5 Most Important Feedback Topics:
The journeyman mining materials aswell as trees should be toned down in the world until the journeyman advancement is available in the server. This creates a lot of excess mining nodes that are just unable to be used until journeyman access happens. As a player it is frustrating that the map consists mostly of these unobtainable resources.

dense gazelle
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Feedback:

  1. Exploiters are everywhere and causing problems for everyone else. For example, in Carphin Tower, they bug mobs outside Carphin, and they no longer spawn on the 3rd floor. Whenever I go there, there is always at least one party bugging mobs into the wall. Maybe more severe punishment would discourage people from exploiting.

Bugs:

  1. Caravans: When attacking, it’s not possible to deal damage to caravans. It’s also not possible to leave the caravan event, accept the event while in a party, spawn a caravan, or teleport while riding in a caravan. In general, caravans need some attention.

  2. Inventory and storage bugs: Various issues persist.
    Even though we have some issues and limited content in Alpha, it has been a long time since I’ve enjoyed a game this much. I really appreciate your great work and approach to Ashes of Creation. I am excited to see what the game will become in the future. 🙂

coral iris
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Top 3-5 Most Important Bugs:

1. Bank and inventory Items often get bugged and are unable to be moved back and forth needing a relog to fix
2. Mob agro and loot drops inconsistencies (sometimes loot doesn't get rolled on because people can just pick it up)
3. Treasure maps are unable to be used, acts like I have a quest for one already.
4.  Camouflage still doesn't work for the Ranger.
5.  Cannot join a Caravan defense or attack without leaving the party and reforming.

Top 3-5 Most Important Feedback Topics:

1.  Extremely lacking resource nodes in large parts of Halcyon, Joeva, New Aela, Tropics, and every desert Node. (No point to be in any of these nodes unless doing something very specific.) Only certain amount of crucial resource spawns like Raptors/Willow/Copper/Tin. Only 6 raptor spawns for the entire server? On a 1-2 hr respawn? RIDICULOUS! Creates a throttle where only the biggest guild wins. 
2. Exploiters are not being punished. You know who they are.
3. Lack of viable options to level solo. Quest rewards suck and are not worth the time.
 4. Time to kill in PVP is incredibly too short. Mages rule all and need a major adjustment. They have a ton of offense, defense, and mobility while every other class only has one of those three.
5.  Corruption is entirely to harsh. You should be able to kill a white with little to no penalty within reason. Corruption is supposed to MITIGATE GRIEFING, Not create MORE!! The amount of PVE griefing I have seen in this test and in phase 1. It is ruining a lot of peoples experiences because they have no way to interact 

======================

warped herald
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Top 3-5 Most Important Bugs:

  1. hunting rarity
  2. harvestables in freeholds not granting the correct ressource
  3. bugged mob that stay stuck and do not respaw,

Top 3-5 Most Important Feedback Topics:
0. have a way to prevent spawing of nodes that cant be harvested (idk how easy it'd be to be but something like if theres an apprentice (gathering profession) station in the world then the gatherables from this profession can spawn or it can spawn the moment a node begins the construction of the station or smth like this
Currently there is WAY too many t3 nodes that cant be gathered and it is quite frustration seeing so many braidwood and iron when it could be willow or tin

  1. the need to implement certain ressources like coal
  2. Increased rarity on processing higher level material (or else whats the point of the increased cost)
  3. have more t2 ressources nodes
twin siren
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Alpha Two Phase II Feedback

Most Important Bugs:
⚠️ Some players and I had their characters deleted without reason. #alpha-two-bugs-issues-old message

If you are not able to recover the lost characters then I imagine this is a top priority issue.

Search this discord for "Waiting for character data validation" to find others who had their characters deleted.

lethal plover
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Mobs running off into walls (especially named) after pulling.
    1. Abilities going through walls (especially mages and bards) pulling entire rooms to the party.
    1. Numerous caravan bugs (everyone knows what they are—no need to list them).

Top 3-5 Most Important Feedback Topics:

    1. Guild functionality (especially banks, member count (50 is ridiculously low), custom ranks, login/out times, etc)
    1. Node and freehold progression from the current state in game.
    1. Quality of life in regard to items in inventory, storage and selling/processing. Clicking on an item 250 times for fuel sucks. 😂
drifting idol
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Alpha Two Phase II Feedback

  1. Please have mounts auto de-spawn when players are in town.
  2. Resources and Mobs are limited and when RPG god finally grants you a piece of copper and/or a Mob for someone run up and hits it once, taking the resource and/or exp that should have been yours. Perhaps locking the engagement or turning them red.
  3. Then buffs, Critical buff are hidden under the+ because of the node buff are taking priority in display. Maybe stack node buffs.
light dust
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Top 3-5 Most Important Bugs:

  1. Crafting bug where it consumes all materials of the type selected when you use a quantity of 100.
  2. Caravans not registering when returned to a node.
  3. Materials inventory not updating/reflecting current state

Top 3-5 Most Important Feedback Topics:

  1. Caravans
  2. Corruption
  3. Inventory
sinful pagoda
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Top 3-5 Most Important Bugs:
1-Some resources being very rare, it would be good if the treasure maps worked: impossible to reach the chest, quest which is not validated then disappears when the server restarts then impossibility to restart a new quest.

Top 3-5 Most Important Feedback Topics:
1-A few Bad-intentioned players aggro lot of mobs in HL zone and passes through the others groups, theirs objectives is to wipe the group and loot theirs bodies… They are not in PVP, so impossible to kill
2-A few Bad-intentioned players throw few projectil against heal member that be not in PVP to provoke the wipe of the group and finish the boss or loot theirs bodies. They should switch to pvp!
3-The flag PVP timing for people having looted the bodies must be increase, the rez point is not near and we can't take revenge.

Thanks you for your job, continu!

sand wing
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob Training
  2. Treasure maps, i know there is already a fix, but i opened a treasure map when it was bugged, and now that the potential fix is in, when i right click a map it doesn't consume and the journal doesn't show a quest.
  3. Stacking Buffs, for more than the allotted visible buffs, maybe a hover over/click effect that opens shows more etc. (You will know best way to fix)
  4. Node tax certificates bugging and asking to repay every second day
  5. Trees spawning underground and only showing their top branches.

Top 3-5 Most Important Feedback Topics:

  1. I would like to see crafting make more sense in some places. I feel like a ruby in its raw form should give around 4 cut rubies to make sense with the sizing, there are a few adjustments to make things logical like wood for a huinting bow should be less wood required.
  2. I would also like to see the metalworking and jewlery crafting xp increased a bit as the xp required to level is crazy for the time spent when the resources are so scarce. (Feedback may change based on the minor adjustments made in last patch)
  3. I would like to see more XP style rewards for higher tier comissions as you level up. Personally for me I feel that the comissions dont warrant time to do them as the XP reward is insignificant to the likes of grouping and farming an area. I get this is Alpha though so just feedback on thoughts around this.
  4. It would be great if we could pay node taxes using silver or glint considering they hold the same value when purchasing, although i get the design decision based on sharing, however would make it easier to pay from bank than to use glint.
verbal thorn
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Top 3 Most Important Bugs

  1. Storage and Inventory Issues

    • The storage and inventory systems are not functioning correctly. Items cannot be clicked in or out of inventory, and transfers are not visibly occurring. Despite this, the current state is a notable improvement over the previous issue of storage wipes.
  2. Monsters Getting Stuck

    • Certain monsters become immobile and stop attacking, allowing players to exploit them.
      Examples: Minotaur Berserkers and charging zombies.
  3. Mob Clipping and Exploits

    • Players can clip mobs into walls or get them stuck, bypassing danger in specific dungeon areas. This issue can also remove mobs entirely, preventing farming opportunities for others.

Top Most Important Feedback Topics

  1. Corruption Mechanics and Toxic Behavior

    • Corruption mechanics are working as intended, but a new toxic behavior has emerged: players training mobs to disrupt grind spots and loot others. A concern is that after the leash fix, players may lose the ability to use aggro tug-of-war tactics, which often serve as a prelude to flagging and PvP encounters.
  2. Alt Abuse in Voting

    • Allowing alternate characters to participate in the voting process undermines fairness in mayoral elections. Large guilds exploit this to dominate nodes, leaving smaller groups with limited chances to test or engage with the system.
  3. Uneven Event Distribution

    • World events are unevenly distributed, especially in the East Lionhold area. This results in varied experiences across nodes, with some nodes feeling less rewarding or immersive compared to others.
sudden coral
#

what seems like it would be a simple fix is the size of the quantity font in inventory, can you please increase this? I think I'm getting a retinal damage

dry garden
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Trees sometimes spin like tops when felled.
  2. "Infected" de-buff causes heals to cause damage (Not sure if this is intentional)
  3. Connection to server dropped randomly several times. (Sounds like you are already tracking this though)

Top 3-5 Most Important Feedback Topics:

  1. The quest to get a mount could be a little more obvious or forced (I could just be oblivious though)
  2. Deer are very aggressive for herbivores. Can they be tamed down a little?

Game is excellent so far! Love what you guys are doing!!

errant vigil
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan bugs, de-spawning/disappearing, teleporting to carphin, not being able to summon them or purchase a new one, etc.
  2. Render distance
  3. Low rarity of drops from hunting
  4. Mob training
  5. Inventory bug
tranquil marlin
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Getting teleported out of your caravan to the opposite side of the map
  2. Inventory bug (inventory not working or not updating)
  3. Caravan vanishing

Top 3-5 Most Important Feedback Topics:

  1. Resource availability (too scarce to be T1)
  2. While PvP flagged, unflagging should not be possible while taking damage
  3. since crafted gear is intended to be the best, dropped gear could drop slightly more often
  4. Node buffs clutter the buffs under a player portrait making it difficult to track buffs and debuffs for support players
    ======================
brazen cloak
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Overdesign of Profession levels.
    A design needs to be stated simply so that anyone can understand it.
    For example "Professions. There are 22. You start with them all at Novice. You can have 5 Apprentice, 4 Jouurneyman, 3 Master and 2 GrandMaster."
    Instead, "You can have 5 at Apprentice OR ABOVE..."
    This is so confusing I have not seen it explained properly anywhere. And, the lock tooltip on Novice Skills at Level 10 is completely wrong and misleading.
    When the consensus in forum chat was that you can have no more than a total of 5 Professions above Novice, I stopped playing immediately.

  2. Overdesign of Inventory and Storage.
    A design should solve real problems, not create them.
    Give players ways to automate their storage management, including one click to merge inventory into storage and crafting from storage.
    Start with a simple design, and then figure out how best to introduce the restrictions and complexity you want.
    For example, make stack sizes universal. Then find an elegant way to store different qualities of the same item. Only then tackle the issue of increasing capacity with profession level.

My advice as a professional software developer for 50 years is: GET RID OF SATCHELS NOW. Bags, etc, will naturally follow. Give players a grid of the appropriate size while you examine what you are actually trying to achieve with inventory and storage, and then implement that.
With the current full-of-bugs scheme, you will add more bugs than you remove as you try to move forward with it.
Mental exercise: How many automated unit tests would your devs have to write to cover all of the edge cases in the current scheme?

sick orchid
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Loot and storage bug. Often needing to reload the game is just extremely annoying
  2. Having a lot of buffs, often duplicates (that rightfully don't work). Keep other buffs hidden behind a +xx notification
  3. Novice scroll not properly working on apprentice level (might be intended, see also feedback)

Top 3-5 Most Important Feedback Topics:

  1. Keep the open communication. Absolutely love it.
  2. It's not always clear when a scroll can be used. This should be more clear.
  3. Check the terrain or allow mounts to make steps that are slightly higher. Mounts getting stuck on even 2 pixels height isn't really realistic.
    ======================
tight marten
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Caravan System bugs: too many crashes, loss of caravans, teleporting to Winstead, etc.
    1. Inventory and Loot bugs: frequently can't pick up loot, inventory doesn't update properly, etc.
    1. Render distance when high player density: fix the bug/issue where during large scale pvp the render distance is very short and there are "ghost" players

Top 3-5 Most Important Feedback Topics:

    1. Flagging and Corruption System: not enough pvp and corruption sometimes too punishing. Reward pvp flagging with additional xp or something so more people flag. Most corrupted players I've seen that have become corrupted for non-intended reasons (healing bug that deals dmg, corruption baiting at the edge of pvp zones, etc.) People actually griefing (mob training or whatever) don't get corrupted. The bad actors aren't the ones going corrupt.
    1. Loot: if you win a roll send the loot to inventory or make the period for picking it up longer. Also, please don't reduce the loot drop-rate, less drops would make mob-grinding feel much worse.
    1. Time spent running around the map: I'm ok with no teleporting but add an AFK-friendly pay to travel system between nodes especially for when the map gets bigger.
      ======================
warm topaz
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. There is some way, not sure how, for people in pvp zones to not be targetable
  2. Treasure maps don't work, when they do, sometimes you can't find them, even in small areas, maybe the spawn underground like some resources that are not gatherable
  3. Resources that spawn in non gatherable places
  4. Node tax bug, i never know if i will lose citizenship or not because i always need to pay taxes eventhough i just payed them
  5. The tropics stabber is killing me from 200meters away, he has infinite range

Top 3-5 Most Important Feedback Topics:

  1. PLEASE make more gear spots, i am trying to farm lvl20 gear for days, the only good consistent spot is the steelbloom secret room, but there are always 2-3 parties farming there, and at the same time, there are market stalls with 3+ of the same item, because they are being farmed by big guilds, they are controlling the room and taking everything for themselves just for the sale value
  2. Inventory lag, it's getting old by now to have to relog for every item i move in or out of storage because they don't update in real time
  3. I wish there was an UI where you could list yourself as LFG, you would specify your level, desired farming place and estimated play time, then people looking for members could just whisper you and as soon as you would join their party you would leave this UI
    ======================
fast pond
#

Alpha Two Phase II Feedback

Most Important Bugs:
1 inventory/storage system bugging

2 Being unable to loot from the ground (happens mostly with glint)

3 Treasure Maps stops working forever if u start them on full quest log or open a hidden a treasure that doesn't belong to the location shown on map

4 Apprentice creatures not spawning as of (shell of the ancients, and Oathbearer is rarely seen) Journeyman Creatures are missing a big margin (comparing to their location on codex/previous phase)

5 groups getting messed up that can either be fixed by turning the group into raid vice versa, or sometimes requiresa full reset and a wait time of 10 minutes since one guy can't receive invites

6 cannot see HP bars in PVP

7 Cannot loot dead bodies in Water

Most Important feedbacks:
leveling system needs tweaking, grinding mobs for hours for 1 level is not enjoyable, most of the quests are not rewarding or just a place holder for now,
this can be fixed by simply adding a quest infront of every major farming spot that asks you to kill 100 mobs there for 1 level and afterward the mobs there start giving you too few Exp that you have to move to a different area for effecient farming,
last levels you have to stay at 3 areas that are over contested because of 1 europe server holding all the population, this makes leveling really boring.

some mobs for example in the desert after killing them they spawn 15 levels lower (level 10 instead of 20+)
some apprentice mounts respawn every 4 hours or so, this makes leveling up hunting and animal husbandry really tough in over populated servers, there is also the frogs lake south of steelbloom needs 1,5 minutes to respawn, which is your only viable option though it might be unintended, but taking into consideration the respawn time of ravens/grems it might be a game mechanic though it has to be mentioned.

Mayors getting Flying mounts from the big beginning is a massive advantage, and need to be either when they reach max level or when the node develops as of every mayor maxed their gatherings and gathered everything while still at lvl 10 making every other player unable to gather rare RSS like weeping willows/Copper/ mounts

Mobs can hit you even if you are out of their attack range.

Most importantly buffs are annoying, if the node has several buffs active and u are using food/milk/scrolls/pots especially if you are a bard aswell, u won't be able to see most of your buffs

fleet zenith
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Inventory glitches/placing items in inventory bugs
    1. Mob aggro in group content should stay on the group.
    1. Grouping, if someone disconnects they are still in group but cannot see other members in their party list. They have to leave group and be invited back.

Top 3-5 Most Important Feedback Topics:

    1. Really need some work on Quest EXP /rewards. there is currently no reason to quest and test this out since most quests are broken or have no EXP worthwhile.
    1. Similar to previous, if quests help to change and influence the world and its surroundings, this is not something that is being tested. Mob grinding is by far the only means of leveling. This functionality may not be in the alpha yet but it would be a nice change to just grinding mobs every day.
    1. Resource yields from gatherables should provide more. Or scale based on the rarity.
      -4. Exp to reach each level should not take as long for this alpha phase. Maybe later have the exp grind like we have today but it is hard for people who can play a few hours at a time to make any real level progression. This bars them from testing higher level systems.
      ======================
dry kite
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan Issues (Mostly them Dissapearing in water to ground transfer and becomming unrecoverable.)

  2. The treasure map system. I havent been able to use treasure maps at all this alpha phase and know others who have had the same bug. Missing out on lots of stuff. (Pretty sure its b/c map was used then quest timed out can never do again after.)

  3. The inventory bug that has to do with mounting and dismounting over and over. Seems to freeze up all inventory unless you mount to refresh and same for looting glint.

  4. The trees in all the Node village plot zones. This one just bothers me. I know its probly something simple but it just bothers me. All the trees are half in the ground. Makes the scenery look dumb no real issue otherwise.

Top 3-5 Most Important Feedback Topics:

  1. I feel like quests could use more detail or have more uniqueness to them rather than the same old go here grab this come back style.

  2. I feel like there should be some form of change to mob agro to make it so that people cant just run a train of mobs in your group and wipe you for whatever reason. That or make it so your heals/spells/buffs do not effect people outside of party so you dont pull agro. Just the whole training mobs into groups in general gets very stale.

  3. Love the combat in the game. Both the PVE and PVP. Would be nice if there was a way to see all the buffs you have on you or possibly remove some when you are at +39 buffs from gathering its hard to tell what procs you're getting or what is making you do certain types of damage.

wise gyro
#

Top 5 Most Important Bugs:
1- Caravans disappearing, not being able to be restored; drivers teleporting to other places; beast of burden speed not affecting raft speed (possibly intentional, not sure).
2- When the server is crowded, looting glint from the ground sometimes becomes impossible unless you relog—really frustrating.
3- Planting trees in freeholds only yields common oak, regardless of the tree type and rarity. Additionally, planting flowers seems unaffected by the rarity of the root ball, at least not directly.
4- As a level 26 hunter, I've "hunted" at least a few hundred animals, yet the highest quality I've seen was one heroic, along with a few rares. This feels buggy, especially since miners report finding significantly more legendaries and epics. Lumberjacking feels slightly better but is still nowhere near mining's success rate.
6- Inventory management is sometimes buggy and laggy, especially with materials. While I've rarely lost items (except once), I often need to relog after every right-click or drag action involving materials.

Top 5 (+1) Most Important Feedback Topics:
1- Attacking caravans feels like a very low-risk (time spent, hence opportunity cost), high-reward activity. Unfortunately, "bad rep" isn't enough to balance this.
2- Combat is really fun—thank you! I leveled a mage to 25 twice. Combos feel good and are usually easy to set up. However, I only have three skills left to unlock in my skill tree. We need more active and passive skills to allow more versatile builds. It would be great to choose between control mage, DPS mage, etc. At least three distinct "main" builds would add a lot of variety. Additionally, mages should be slightly better when playing solo.
3- I love that there are many people around and that I have to interact with them, whether friendly or hostile. Fighting for resources, farming spots, and loot is engaging, and the lack of instanced dungeons is fantastic. Current player density feels slightly too high, but this will likely balance out with a larger map.
4- Leveling by mob grinding is fine—this is how I started playing MMOs, and I usually enjoy the process. However, the game would benefit from viable alternative leveling methods, such as questing or artisanship, for those who prefer other paths.
5- Low-level mount redundancy is an issue. After reaching higher-tier mounts, lower-level mounts become largely obsolete, rendering half of the trained animals essentially junk. Beast of burden animals avoid this fate because caravans can be destroyed, creating ongoing demand. However, once players upgrade to T2 mounts, T1 mounts are largely useless.
6- Sorry for adding a sixth, but this is important. Griefing mobs onto other players is unfairly problematic at the moment. While I am not against mob training, there must be some form of counterplay to make it fair.

silk berry
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans stuck deploying and unable to be used.
  2. Caravans disappearing while driving (maybe across server borders)
  3. Unable to move items from one bag to another or from bags to storage.
  4. Mage's Unyielding Blink claims to break all disabling effects on caster but it does not seem to break any.

Top 3-5 Most Important Feedback Topics:

  1. Mob training is a disruptive, aggressive behavior that does not allow for counter-play or prevention. This should not be a way for lower level/number groups to push larger groups out of an area, or at least allow for some sort of response from the other team.
  2. Firestarters and Arsonists are miserable to fight. Their crits oneshot everything and there's little counterplay. Most people just avoid them.
  3. Being unable to use movement reduction abilities to slow/stop caravans means they can often just keep moving without having to fight back. This seems counter to the point of caravans as anything short of a full team can struggle just to take one down.
unborn axle
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan despawning when transitioning server workers and "caravan recovery" not functioning afterwards

  2. Inventory stability, being unable to move items or have them reflect properly in storage & bags along with items disappearing in some trades

  3. "False flags" or "flag timeouts" in PvP, especially around lawless zones, that result in unwarranted corruption

  4. Mob leash ranges and time to drop combat

  5. Mob spawn stability, some slowly become bugged or disappearing after extended farming and leashing

Top 3-5 Most Important Feedback Topics:

  1. Processing amounts set at fixed amounts is quite cumbersome at times, much preferred to able to process "total/current amount" of items available

  2. Marketplace filtering and searching capabilities

  3. Review of processing artisanship leveling/experience, tanning in particular from novice to apprentice feels heavily unbalanced compared to something like lumber milling in regards to material availability/amount required

  4. UI Buff & Debuff customization, buff & debuff visibility on nameplates along with frames, status effect tracking in floating combat text, etc

  5. Along with target markers, a marker flare or ping system would be great for in game communication
    ======================

uncut shell
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
Storage / Inventory issus - Put in storage or pick up from storage doesn't show change in inventory.
Treasure quests issus - Can't complete Treasure Quests when treasure founded.
General Quest - In some quests PNJ is not present in location show in Map.
Can't loot materials from ground also when inventory it's empty.

Top 3-5 Most Important Feedback Topics:
Menu to manage group (Group looking for people, people looking for group, ...) would be nice.
Teleport between attuned Emberspring would be nice.
Balance material spawn rates.

hoary bluff
#

Top 3-5 Most Important Bugs:

  1. Moving inventory items around, or from/to bank, keeps disappearing, or sometimes you can't loot items, without relog.
  2. Sometimes resource nodes, won't give any loot, most seen in Joeva node
  3. Please fix all the Willow trees that get stuck in environment, cause people with freeholds don't have that problem and its ruining the economy

Top 3-5 Most Important Feedback Topics:

  1. Could you please extend the despawn timer for your corpse, cause atm. you can more often than not, not corpse run back before it despawns, and its kinda sad. (like dying at gryphons in LH, and having to run all the way up back with a dead horse or not, your loot will be gone even if no one stole it)
  2. This is for Steven or well the devs, is there a possibility we will have a Furniture maker profession one day? , or will you run that through multiple professions, cause idk, i would love to be a furniture maker for housing :3
  3. Games great, keep up the good work.
untold raft
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. A lot of inventory/loot bugs, which seem to be mostly visual, but not being able to move stuff between bags/bank, resource nodes looking 'empty', glint not dropping for people. a relog often fixes this, but sometimes i'm relogging 10+ times an hour to try to fix these issues.
  2. taxes keep changing and reoccurring for people who have paid them (perhaps when they level?). i've held off, but it's hard for people to know if they've paid them or not, and there's a lot of concern around the impending storagepocalpyse at your home node (plus the other issues therein)
  3. Perhaps feedback/maybe bug? Some skills (book autoattack for example) that bounce seem to stick to things that are aggrod, while others (bard discordance) will pick up not only non-aggrod mobs, but will sometimes bounce wayyy out of range to pick up things in other rooms, etc.
  4. ESCing out of menus, or ESC at all cancels bard melodies. I know we want a cast cancel, but since melodies toggle, they really should be removed from the cancel plausibility. Also bard melodies (some of them? some of the time) interfere w/ people being able to summon/unsummon mounts, trade, etc.
  5. marketplace search does not work, it only searches store descriptions, which may be incomplete, or list sold out items. marketplace should be overhauled as seen in below feedback, but this may be a short term improvement. Have search only search actual store contents. (but actually change the system to the below feedback long term)
rich stone
#

Exploiting(safe spot exploiters), rubber banding, war exploiting

untold raft
#

Top 3-5 Most Important Feedback Topics:

  1. resource node spawning has some issues, some base logisitcs, some in the overall crafting economy: presently (from what people can tell) "any <collection type> node can respawn as anything, with some regional variance". I'll stick to mining as a concrete example. People need more copper than anything else for early crafting, and it is a rare spawn. There was an earlier discussion of "moving away from the mystery rock" that could be any type, but it does seem to lead to some issues. Presently, if people only mine the Copper and Tin and leave Basalt and Granite, as those respawn, they are more likely to be basalt and granite. Thus, people 'should' mine everything! Thus more nodes recycle and more nodes can be copper, etc. The direct incentives are a bit out of whack here. This means i should mine every granite and basalt i see so that on the respawn, someone else who is here much later can get copper. While odd overall, the 'mystery rock' would alleviate this cherry picking/tragedy of the commons situation.
#

Also, it's been stated that higher level crafts will require in quantity lower level materials to ensure that lower level crafters are viable, especially later in a server's lifecycle. This doesn't seemto be true at least yet, and in particular granite and basalt are just pointless, with stacks and stacks being vendored because the have actively no use in the economy. also, having every gatherering profession's gear gated on the same rare drop mining spawn and the same uncommon+ logging spawn puts incredible pressure on those resources early for the entire profession community (while simultainiously leaving herbalism behind). The fact that novice herbalism has 2 common and 1 rare spawn, and the rare spawn can just be grown with farming really tanks the demand for herbalists. (this in fact promotes the need for more droppings, and further depreciates herbalism).
2. The marketplace needs a massive UX overhaul. The target system is very good, but even if search worked we eneed to be able to see a list of all of the searched item, prices, quantities and sellers (see FFXI/FFXIV, CoH/CoV). This will greatly improve the experience for buyers and sellers. I approve and am excited for the the regional unlinked markets, but it can take 15 minutes to scan all the stores for a single item presently, it is often faster and more economical to take to /global or /shout
3.Chat needs the ability to spawn multiple windows and there are still missing granularity controls

knotty shell
#

Top 3-5 Most Important Bugs:

  1. Inventory gets bugged to where items won't show up after purchase, loot can't be picked up, or can't be dragged from location to the other. Relogging fixes
  2. Quests. I
  3. Players instigate PvP with looting then don't retaliate when they're attacked, become unflagged mid fight and everyone elses get corruption. Should fall under the Griefing category.

Top 3-5 Most Important Feedback Topics:

  1. Mob Training. I think it should also fall under the Griefing category
  2. I'd like to see better search functionality in the market, where I could search by item, or compare price etc.
leaden mica
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Looting/trading bugs
  2. Mob AI aggroing wrong people
  3. Buffs visual bug and i feel like stats are bugging out cause the numbers change all the time, idk if its just visual

Top 3-5 Most Important Feedback Topics:

  1. Grinding for hours in 1 spot makes me ragequit every day, make some quests viable and also make more spots viable for both xp and gear grind
  2. Not seeing enemy hp bars feels veeery bad, every skill feels useless and like there is no impact
  3. PLEASE allow us to choose exact number of processes and crafts we wanna do cause these specific stack currently feel very bad
  4. Increase the timer for combatant state after looting and attacking people to at least 10 mins, also flagged state should increase when u get attacked
mint owl
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Please make treasure maps usable
  2. Inventory management does need to work properly. Items disappearing and needing to relog really gets old fast
  3. Please fix the mayoral commissions chest so we can turn in the harvested ressources properly and get node currency for it.
  4. Leashing needs a rework. Train-ing shouldnt be possible in the way it is right now.

Top 3-5 Most Important Feedback Topics:

  1. I would love a sound cue for negative interaction feedback. So if I try to take on a commission but I already have 30, please play a sound or give any other feedback. This goes for a lot of other stuff as well. Audio feedback would be huge.
  2. Please change the targeting priority on Judgement to make it go to the defensive target first
  3. Please let us lock a defensive target (I dont mind a DM if that is already possible somehow) like a MT Raidframe
  4. Rotating the camera or the player while holding a mouse button should not trigger a click interaction once the movement is done. It happens too many times that you open context menus on accident or switch targets due to this. Please change it soon!
    ======================
sweet lodge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Render distance for pvp needs to be fixed, enemy players do not render until you are in their midst during large scale pvp events.

  2. Remove guild war events until it can be fixed, people can bug events by declaring war multiple times against one target, breaking the event neither side can concede and it results in exploitative measure to grief any guild it is used against.

  3. Improve guild ui and management system for invite privileges, ensure some security and protection from bad actors.

Feedback:

  1. Combat finishers need to be worked on, unable to determine at times if effect are applied properly to targets.

  2. Please work on inventory bugging, makes the game tedious when you have to relog every 5 minutes to fix it.

  3. Add filters for the market place as a QOL to reduce the scroll/search time.

paper folio
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan-Bugs (bypassing the Red Barrier with a Caravan-Raft, being unable to attack a Caravan if the Driver does specific Things, being able to bug into and hide in the Terrain so you can´t be attacked, etc.)

  2. Crafting-Quality-Rating and Profession-Rarity Increase-Rating not really working ( from the Math we did it seems like 1% per 100 Quality-Rating, which makes it completely irrelevant and useless to craft any Profession-Cloths)

  3. Mob-Aggro not working making training them and griefing super easy, combined with the insanely punishing Death-Penalties and being able to loot 25% of other Players that is a big Issue.

  4. Weapon-Passives of all Weapons being applied and increasing the Damage by a lot + adding tons of more Debuffs then intended

  5. Freeholds and especially the Ressources on them not working properly

(Kinda have to add Inventory and Storage Problems aswell, such as not being able to right-click-move them, Items being shown incorrectly meaning disappearing or visually duplicating themselves and the specific Item-Storages not applying the higher Stack-Sizes in the Storage + not enough Storage and high enough Stack Sizes so you fill up super fast from playing actively for 1-2 Hours)

Feedback:

The Death-Penalties are way too punishing and tbh shouldn´t exist in the First Place imo, especially with griefing being so easy (training, flagging for PvP and sleeping the Healer, etc.)
Death-Penalties have never felt good in any Game and most Players allways disliked them, especially if you can lose most of your Loot very fast and with that nearly your whole Progress of your Play-Session.
Leveling is too tedious for most, especially since you are missing Core-Mechanics like Questing and Daylies and rather want to test the current End-Game.
Class-Balancing. I know it´s an Alpha and Stuff like that is probably rather for later down the Timeline, but Bards are pretty overtuned right now and Mages can nearly Skill every Skill they have when they hit LvL 25.

half agate
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans disappearing
  2. Party and loot systems failing requiring relog
  3. Weapon finishers being buggy. Spellbook perfect timing has never once proc'd for me after hours of gameplay. Sometimes random effects get applied like snare, despide nothing in my kit being able to snare.

Top 3-5 Most Important Feedback Topics:

  1. Caravan attack/defense system needs help. Attackers have huge incentives and very little risk leading to attacks being more common than they should be. Attackers should at the very least be flagged for general PvP (as is only defenders can fight them back), and stolen cargo should flag the thief and their caravan until deposited. With how harshly open world PvP is treated (1 kill on an unflagged player corrupts you) caravan attackers should have much steeper consequences. Also the caravan should not be completely destroyed if killed, loosing the cargo is punishing enough, loosing the entire caravan is atrocious. At least add a button to drop cargo so thieves can choose to let the caravan live
  2. Grinding being the only viable way to level is a problem. Quests should give much more XP and the time to level up could be reduced.
  3. Train pulling onto other players needs to be eliminated. Someone outside your group should not be able to lead mobs to you and then they target your group due to proximity.
  4. Add player duels!
azure token
#

@slate mica

Alpha Two Phase II. Feedback

Most important bugs:

  1. EXPLOITING GUILDS AND PLAYERS USING AOE TO KILL CARAVAN DRIVERS!!!!
  2. Caravans disappearing when converting to raft or cart, and when turning into the city, it disappears.
  3. Caravan defender flags. Not dropping, and THE SAME, exploiting players and guilds taking advantage of it and unbalancing ALL aspects of testing!!!
  4. Glint being available for others to loot too quickly, if you dont risk a cleave to pick it up midfight then the tanks and melee just take it all and we get nothing.
  5. Looting/ inventory bugs and glitches.
    Honorable mentions RANGER NEEDS MORE DAMAGE!!!!!

MOST IMPORTANT INGAME TESTING ISSUE!!! Zerg Guilds exploiting to an advantage and unbalanced testing.

  1. Honestly ……. You all know what the bugs are, and they have all been covered by everyone. And we know you are going to fix them expeditiously as you have been doing. Keep up the good work. But……
  2. THE MOST SERIOUS ISSUE WITH BUGS, ARE BUG ABUSING ZERG GUILDS!
  3. MOST TEST SERVERS HAVE BEEN COMPROMISED AND WILL NEVER DISPLAY PROPER BALANCE IN PVP OR PROGRESSION.
  4. MOST MAJOR ZERG GUILDS HAVE EXPLOITED THEIR WAY TO POWER IN THE GAME AND ARE NOW GATE KEEPING EVERY ASPECT OF THE SERVER TEST, FOR THEIR OWN AMUSEMENT, AND GAINS, (THAT LITERALLY MEAN NOTHING BECAUSE THIS IS NOT LIVE ACCOUNTS) AND THEY ARE PURPOSELY DOING THIS TO THE DETRIMENT OF THE TESTING ENVIRONMENT. BECAUSE THEY THINK STEVEN AND THE DEVS WONT CORRECT THEM. THEY REALLY THINK THEY CAN DO WHAT THEY WANT. Question is……. CAN THEY?
  5. WE THE TESTERS WOULD LIKE TO SEE SERIOUS CONSEQUENCES TAKEN AGAINST ALL INDIVIDUALS AND GUILDS INVOLVED IN COMPROMISING THE INTEGRITY OF A FAIR TESTING OF A PVX GAME. ZERG GUILDS ARE DESTROYING YOUR TESTING BY ABUSING EXPLOITS.
red thunder
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. connectivity once logged in
  2. mob train linking to other players when running by
  3. caravan system- vanishing caravans, bugged caravan events etc

Top 3-5 Most Important Feedback Topics:

  1. treasure maps aren't working
  2. loving the improvements in Alpha Two- keep up the good work!
  3. ❤️
    ======================
robust glen
#

Top 3-5 Most Important Bugs:

  1. Resource nodes that don't visually go away once harvested.
  2. Resource nodes that let you attempt to harvest them but are not harvestable.
  3. Inability to pick up glint.

Top 3-5 Most Important Feedback Topics:

  1. Not being able to fight back when attacked by a flagged player without flagging yourself. I think the standard in pvx games is to be able to attack a player that has attacked you. If I don't want to be flagged I should not have to flag to fight someone who is attacking me. I think this dynamic as it currently is encourages a particular kind of toxic player and it just feels rapey. I have played lots of games with pvp, and I enjoy pvp myself. Sometimes you are not going to be even be able to defend yourself, that happens, but there are times where you could, or could even heal an ally who is coming to defend you. Once a player has attacked someone, I think they lose the ability to cry foul if that person can defend themself.
  2. Agro range of some mobs and leash distance seems crazy right now. Wolves in particular seem to agro from too far away and follow too long. In general maybe this is too much. Some areas with dense mobs you see people just run by in the general vicinity and have a pack of mobs following them.
  3. This kind of goes hand in hand with 2, but mobs losing agro on the target that has agroed them and attacking others needs to change. Obviously right now this is being abused badly by players to try to remove competing groups, or just to grief other players. Or even unintentionally drag mobs to others trying to run away. It kind of creates chaos. It seems like at this point a good trade off would be to just set mobs to return to spawn area once the original agro is gone, rather than attack other characters once agroed.
nocturne otter
#

Top 3-5 Bugs:

  1. patcher causes other apps to hang or crash when trying to read/write to disk during patching
  2. skinned mesh weighting issues for various gear in specific animations/idles
  3. party UI often breaks (like after relog), requiring raid/unraid to fix
  4. mobs spawn under ground / appear from nowhere during combat
  5. mage aoe pulls mobs vertically / blizzard doesnt work indoors

Top 3-5 Feedbacks:

  1. not being able to fight back when attacked by a flagged player w/o flagging yourself
  2. cant see context of who you are looting w/o opening it
  3. mob leashing and pathing behaviors are easily exploited for griefing or cheese
  4. many quests are unclear or cannot be completed
  5. cannot scale Chat font independently of game resolution (unreadably small)
bleak valley
#

Most bugs have been mentioned by other folks. I just have a few ideas that may or may not be useful...

  1. Metals rarity seems a little low. I've farmed for hours just to ha e enough copper to upgrade a single tool let alone work on smithing. Maybe let there be a small 0.1% chance of gathering copper or tin from basalt or granite. This could also incentives people to clear those nodes for more chance of metal spawns.

  2. Can we please get a slider for the amount of items to process. Or atleast make the crafting amounts match the stack size.

  3. Fully support losing resources when you die. But maybe make it so there is a small grace period if a team member is able to rez you on the 25% of resources that is deleted

Been following this game for a long time and I love the direction it's been heading great work and I can't wait to see more

warm canyon
#

Top 3-5 Most Important Bugs:

  1. Frame stutters (Constant interval) and client freezing/crashing. I did not have this issue in Phase 1
  2. Server workers dying
  3. Inventory/Looting issues that require relog (Desync, can't pick things up, storage right click to quick move stops working)

Top 3-5 Most Important Feedback Topics:

  1. The amount of grinding required makes the game not fun. An increased emphasis on quests would be nice, especially improving their rewards
  2. Death penalty risk is too high. Players are unwilling to go off the beaten path in dungeons for fear of dying and being set back on the ultimate goal of grinding to 25. I have not had the opportunity to fight a boss unless it happened to be in the grind area and it was known to be easy. This saddens me. There needs to be higher incentive to kill bosses, be that quests, better loot, or removing exp debt.
  3. Processing amount requirements (ex. 1, 5, 10, 25, etc.) lead to using more storage than necessary. I.e. Instead of processing 14 copper into 14 copper fragments that take 2 slots, I end up processing 10 copper fragments and have 4 copper leftover, using up 6 slots. It is very tedious to have to do the leftovers in batches of 1.
  4. Inability to craft in batches. This makes grinding crafting more tedious than it needs to be when trying to craft many of the same thing.
floral compass
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mend hovercast - cleric mend spell does not target intended target when having the hovercast option enabled and instead is cast on your main target, or on the caster
  2. Mob AI - certain mobs (like ashen flame warriors) stop attacking after initial attack. I see many players exploiting this behavior to solo level quickly
  3. Commissions - multiple objectives can not be properly implemented or cannot be completed (like asking for one wood type but not allowing players to complete it, or to kill mobs in a zone but not granting credit for doing so in indicated zone)

Top 3-5 Most Important Feedback Topics:

  1. Alternative level systems - leveling currently is a mob grinding slog, and i would like to hear more about how the quest system will be implemented, how rewarding it will be in comparison to randomly killing mobs in the open.
  2. Town systems - please discuss how node types will be implemented (scientific vs. religious etc) and how far along those systems are
    ======================
stuck portal
sterile agate
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Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:

  1. Mob AI. Things like the minotaur warriors or other and Mobs leashing onto other people.
  2. Commissions/ quests showing wrong Objectives or allowing incorrect mobs to count towards completing
  3. Hover casting for healing spells on Bard and Cleric
  4. Corruption Baiting. If a player flags for pvp then unflags they should not give corruption or blight if killed for a time after the flag drops

Top 3-5 Most Important Feedback Topics:

  1. Alternate Leveling systems. Better questing etc.
stuck portal
timid horizon
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Inventory bag space not matching material feed for jobs or industry tasks.
    1. Toggling map quests on/off often backwards or never show up at all, or when they do the numbers don't match the associated quest.
    1. Healing that when attacking non-zombie NPCs still cause damage on player.

Top 3-5 Most Important Feedback Topics:

    1. Bag space still messy and hard to manage. Understand to have material specific bags, but have them exclude materials if needed is not ideal. Bag space should hold anything/everything with specific bags can still be specialized.
    1. Grind is rough from 1-10. More quests or better rewards (seen same comment above)
    1. Great to get a mount in very early quest, but the mount, unmounting still feels clunky and time consuming. Like having to run up to the horse at a certain angle. Understand there's a need for realism, but you can still call your mount from anywhere by doing it twice if already spawned, so no realism needed. Making this mechanic easier to mount/unmount would be appreciated. Also an easy way to keybind the rush button would be great or maybe I haven't found how to do it.
      ======================
glass flint
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. "Random" rubber banding /stuck in the same place. Need to halt movement to be able to move again.
  2. Not able to Loot & Inventory/storage not updating
  3. "Random" hard freezes, they are not crashes(game is NOT in a “Non-Responsive” state). Requiring to manually close the game via the launcher(Full AMD system here).
  4. For Bards, enabling auto attacks cancels the animation and damage/effect of “The Apocalypse” Saga.

Top 3-5 Most Important Feedback Topics:

  1. Material Deletion feels awful in most situations outside of pvp, specially if it occurs during a crash/dc etc & you are not able to recover your dropped pile. I’m not saying it should be removed. Either tweak it(can work as trash rate of what is dropped. Ex: drop x% on death, delete y% of what was dropped) or add bag progression(crafted bags) to reduce the overall deletion percentage.
  2. The Bard Stories shouldn't have a single buff effect of either magical or physical for the group. This will push for majority of magical or physical classes in group compositions.
  3. Being able to PvP/PK inside Nodes needs to go. Feeling forced to log out if i need to “afk” or “brb” inside of a Node is criminal.
  4. The start of Phase 2 felt like Phase 1.1. Bad date/timing for the start of phase 2.
sand rose
#

Top 3-5 Most Important Bugs:

  1. Trees Spawning underground causing alot of clutter on the floor.
  2. Golem charging not syncing up. Animation will go 1 way and damage goes another. More deadly on boss golems such as Bellow
  3. My Neon colored gear from the undead pirate quest east of carphin
  4. Zombie debuff causes negative healing resulting in killing players and turning red even when not flagged. 5. Bard Melodies stopping everyone from mounting also turning off when bard hits escape for any reason.
    Top 3-5 Most Important Feedback Topics:
  5. I think stone mining should net 1% chance per level to obtain 1 random ore or gem of same tier, or if a mining gatherable has not been mined in a certain time such as 1 hour, it should respawn as another gatherable of the same type. Doing this will prevent bottlenecking gatherables into being all ungatherable and a fair chance to get have a good flow of gathering.
  6. Health and Mana Regen stat is so low its not even relevant i think a fair conversion would be 1 regen rating = .2 regen instead of .02, Also Constitution and Mentality should contribute 1 for 1 towards Health and Mana Regen Rating
  7. Mass crafting queues would be nice, ex: it takes 2 zinc frags 1 grem skin and 1 basalt mold. If i have enough of the same items in my bags it should auto take the times and craft as much as my materials allow.
heady parrot
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Too many buffs, duplicating buffs
  2. Caster Mobs ignoring LoS
  3. Healing kills players sometimes.
  4. gear breaking will break stat increases from gear

Top 3-5 Most Important Feedback Topics:

  1. Crafting system is boring and too much of a grindfest for items nobody needs/cant get elsewhere
  2. Game is boring at higher levels without something to do. grinding cant be the only thing to do, needs challenges.
  3. Mega guilds need to be addressed
warm garnet
#

Top 3-5 Most Important Bugs:

  1. While trying to heal, it happens rarely to click the spell but nothing happens. If I insist, I see that I can move the spell to another slot but I cannot trigger it. Last time happened with Divine Flare. Luckily the other spells worked well and we survived.
  2. Once looting was not possible. The one who made the team told me to relog and it fixed the problem
  3. The popup to vote for items sometime appeared under the chat window.
  4. My UI is scaled to 125% to help me read the small fonts. Possibly this makes sometime the window drag/resize chaotic.
  5. When I report a bug, in the edit, if I press CTRL to move the caret a word, the character rolls back.

Top 3-5 Most Important Feedback Topics:

  1. I need badly a setting to increase the font size without scaling everything or reducing resolution. Not only in chat window but everywhere, journal, tool tips...
  2. When I ride, any small terrain object might suddenly stop the horse. e.g I try to pass near a tree and the roots of the tree might put my horse to a sudden halt. I would expect more agility and awareness from my horse. Check the southern entrance to Joeva. The path has a small level change that halts the mount. This mechanic should not feel like a collision. If the horse has to stop, slow it down first with a change to avoid and resume speed before it gets to zero.
  3. Show the gained XP on the experience bar in two stages, first with a white color and then the yellow normal color to fill up. It gives time to notice the delta XP after kill and is a good feeling to see the XP growing and be able to quantify how much it grew. Or always show the last 1 or 2 XP with different color or markers. Add the last delta XP gained into the XP bar tool tip. Or the last two.
  4. Add a hot key to take screenshots from within the game.
  5. When I look up to the sky, I would like to see flying creatures, some maybe even diving to catch a prey and others attacking to steal the prey from them.
bleak fog
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Key bindings not working for left strife or left turn
  2. Turn speed when using keyboard controls too slow. Needs to be variable. Makes one handed play near impossible
  3. Inventory bug with glint and carcasses. Glint goes into one of the gathering bag and cant be moved. Carcass goes into mining bag taking up too much room in limited bag.

Top 3-5 Most Important Feedback Topics:
1.
2.
3.

round jungle
#

Top 3-5 Most Important Feedback Topics:

  1. Huntable raptors, which are critical for at least apprentice tailoring, should have some chance of randomly spawning throughout the world instead of only in a small single spot that is so easily monopolized by a single clan. if you want them to be able to dominate it, that's one thing, but it shouldn't be a 100% monopoly
modern flower
#

Top 3-5 Most Important Bugs:
1. Inventory bug ~ Unable to loot glint unless there is a stack already in your inventory, it also does not create a new stack or update the UI to reflect what's in your inventory.
2. Treasure maps still seem to have a myriad of issues.
3. Monster training to circumvent PvP
4. Freehold mob suppression appears to be affecting specific zone kill quests
5. Quests overall seem to still be in a rather bad state for interactable elements being present, mob presence or even being able to complete them.

Top 3-5 Most Important Feedback Topics:
1. Caravan ZOIs are relatively small and are not conducive to PvP. Attackers can declare at will while within a throng of defenders and the defenders cannot act without incurring corruption.
2. Node and Guild Wars have a similar issue of non-involved parties acting as pocket healers and scouts. While arguably invulnerable to attack unless you would like to incur corruption. I would argue for less PvP flag restrictions during times of war, especially in affected zones for all parties present. I'd also argue a return of the 'Enemy of State' idea, as recently citizens were relaying information during a war without punishment. A mayor should be able to revoke their citizenship and potentially mark them as hostile; of course for an associated cost.
3. Caravans need a more robust system to allow player agency regarding who may defend a caravan and a possible payout system (player coffer). Random passersby can be nice but not all defenders are acting in the interest of a caravan.
4. Freeholds should have more of a tie actual citizens in the nodes, rather than an associated gold cost. Whether that be an auction using requisition slips or only letting a high ranking citizen have the ability to buy them. As well there should be an upkeep fee if there already isn't one, seems like Freeholds can be a resource printer.
5. Node wars and guild wars should have a preparation timer once declared. Instant declaration has been shown to be highly abusable thus far.

trim pebble
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Caravans disappearing.
  • NPC bosses not spawning for quests.
  • NPCs getting stuck or bugged into the mesh. Or teleporting/aggroing for very long distances.

Top 3-5 Most Important Feedback Topics:

  • Reset the purple flag timer if they take damage and make it longer, please! People will loot bodies, turn purple, and if you come back to attack them the timer will have expired by then or is about to expire. I've also had it to where they have unflagged just before the killing blow, causing me to go red.
  • Get rid of the debuffs for those who turn red. I think losing gear and being attacked by guards is a big enough penalty.
  • Please speed up crafting times and give us the ability to enter the amount of materials we have.
  • Please make it so anyone can have a flying mount, but make them hard to obtain. The world is already large and is only a fraction of what the finished world will look like.
  • Improve quest rewards.
    ======================
warm canyon
#

Top 3-5 Most Important Bugs:

  1. Frame stutters (Constant interval) and client freezing/crashing. I did not have this issue in Phase 1
  2. Server workers dying
  3. Inventory/Looting issues that require relog (Desync, can't pick things up, storage right click to quick move stops working)

Top 3-5 Most Important Feedback Topics:

  1. The amount of grinding required makes the game not fun. An increased emphasis on quests would be nice, especially improving their rewards
  2. Death penalty risk is too high. Players are unwilling to go off the beaten path in dungeons for fear of dying and being set back on the ultimate goal of grinding to 25. I have not had the opportunity to fight a boss unless it happened to be in the grind area and it was known to be easy. This saddens me. There needs to be higher incentive to kill bosses, be that quests, better loot, or removing exp debt.
  3. Processing amount requirements (ex. 1, 5, 10, 25, etc.) lead to using more storage than necessary. I.e. Instead of processing 14 copper into 14 copper fragments that take 2 slots, I end up processing 10 copper fragments and have 4 copper leftover, using up 6 slots. It is very tedious to have to do the leftovers in batches of 1.
  4. Inability to craft in batches. This makes grinding crafting more tedious than it needs to be when trying to craft many of the same thing.
ivory mauve
#

Top Bugs- 1. Inventory disappearing in trades causing item deletion.
2. During trades, inventory constantly asking for more space even though more than enough space is available
3. Caravan flag state lasting far beyond the time the caravan existing, and no ability to leave said event, causing issues till a server reset.
Feedback- 1. Caravan attacker registration feels very bad right now, requiring the entire group to disband/reform as new caravans must be attacked or defended. Should be under the control of the party leader flagging as attacker/defender for the entire raid or group when the leader picks, and operate as normal if you are alone.
2. Fighter feels very lacking in larger scale pvp, see many who where fighters now playing as rangers, or waiting for rogue.
3. Hunting needs a rarity bonus to bring it into line with the other gatherables. It's very annoying to see mostly blues and greens when miners and lumberjacks get epics/legends far faster.
4. Npcs should not leash by proximity when running through a group that has done no damage or taunt to them, making it more difficult for griefing mob pulls.
5. Crafting shirts/pants need to be redone to actually do something worthwhile, not add an armor point. Either that, or the effort in attaining them needs to be far less.

half hinge
#

Top 3 most important bugs:

  1. Caravans - numerous bugs that make it unreliable and risky to attempt
  2. Loot system - timer bug allows people to loot outside the system
  3. Party exp - at times it seems bugged and does not accurately split exp across team members

Top 3 Feedback:

  1. Caravans - current system massively punishes caravan "drivers" with investment cost while rewarding attackers for minimal risk. There is no incentive to help defend and the "driver" is punished twice by losing the caravan investment and the commodity.
  2. Large guilds - The system massively rewards large guilds over smaller teams, often larger guilds control resources, farming spots, attacking caravans, owning all the freeholds, etc which eliminate those options from the common player base.
  3. Griefing - it is much too easy for a disgruntled player to wipe an organized team because they were not invited or because they want to try to loot the dead team members.
teal yacht
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans disappearing on mesh server lines.

  2. Inventory consistently bugs out. For example when in your storage and you switch items from your player inventory to node storage sometimes it will not allow any items to be switched from inventory to inventory and it requires a game restart to fix this issue.

  3. Mob aggro seems to last an ungodly amount of time sometimes and will follow you until you are across the map and sometimes mobs will de-agrro right beside where they spawn. For example the shamans at Oakenbane will de-agrro if you walk 15m away from where they spawn and the mobs at highway men will follow you for it seems 150-250m. Not sure if this is a bug but where is the consistency?

Top 3-5 Most Important Feedback Topics:

  1. Add a proper search and filter option when in the player market. Currently you have to manually go though every shop to find what you want.

  2. Getting to Journeymen hunting requires about 250 gold total. Maybe this number could be tweaked slightly as it is very expensive at the moment or adding a stat to wearable hunting gear to decrease the gold amount needed (depending on the rarity of hunting gear worn)

  3. Right now end game is getting BIS then doing caravans for PvP and doing the world bosses/dungeons. Adding arenas would be a good idea so there is more to do in end game. Possibly adding ranked so when you win a match at a higher rank you get a currency for item trade at a specially made ranked market that you can trade your points in for materials or weapons/armor.
    ======================

bronze coral
#

Top 3-5 Most Important Bugs:

  1. Treasure maps not being able to be activated / completed.
  2. Caravan drivers targetable / attackable by both mobs and players.
  3. Caravan teleportation.
  4. Resources spawning underground.
  5. Animal rarity.
    Top 3-5 Most Important Feedback Topics:
  6. Have an active GM team (or indivcidual) who is responsible for managing exploiters so they can't impact the economy.
  7. Provide feedback on bug reporting. Example: What a good bug report / bad one looks like. Also, which bugs no longer need to be reported.
  8. Allow some way for artisan skill levels to make a difference. Ex. skill trees, very slightly improved rarity per level, etc.
  9. Find a way to mitigate currently ungatherable resources spawning in and blocking other resources without server resets.
  10. Offer a solution to the tank xp debt / repair situation. Ex. tanks have a passive ability of 1 free death / hour
winged nest
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. No exp from Killed MOBs
  2. No Resources from Cut / Mined Resource Nodes
  3. Clipping while riding / running through zone areas

Top 3-5 Most Important Feedback Topics:

  1. Death penalty is too steep for the Normal player, Take my experience but 25% of the resources when i am not a willing participant in PVP events. You flag up thats fine.
  2. Taxes for Citizens who did not get prime pick of citezenship is way too high. Especially if you are hunting glint to pay taxes and you die and lose 25% for no reason.
  3. Need more Drops for Low - Mid Teen Level. The drop rate is very slow.
    ======================
strange marsh
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Can Clip through mountain walls. pretty easily
  • Untargetable enemies

Top 3-5 Most Important Feedback Topics:

  • Dieing and having your loot be stolen is a real deal breaker pre lvl 5 - 10. that's when you're learning the game, you're making mistakes and slowly but surely getting better, being punished and having your loot stolen before you can even get back to it, is such a bad feeling, I'd suggest to have a 1 min cooldown on graves that belong to lvl 1-5 or 10 players unless you were pvp'ed this also gives you the opportunity to give people a small pop- up tutorial to explain that that cooldown is then removed and that people need to be more careful after, This should not be a big change as loot at that level, really isn't that important or good. but massively impacts the first few hours of playing the game for new players
  • Hunting is VERY hard to level and overcrowded, Fishing | Woodcutting | mining etc all have a ton of nodes all over the world and respawn quite quickly. Hunting requires massive amounts of killing, waiting, camping and fighting people for spawn places, this is unfair and unbalanced compared to other professions. also the amount of players WANTING to do this is massive, there is always 2-3 people in most novice level spawns and you will be pvp'd over them
  • In the same vein, you have Animal Husbandry, It's VERY VERY expensive to do, and while I personally always LOVE getting cool mounts especially if i can do that myself, I do not have the time to grind the money required to level it. This is exacerbated by the fact that HUNTING (read above) is extremely time consuming, so if you want to do it right, Firstly you have to spend WEEEKS leveling hunting, in very inefficient and painful ways, and then afterwards you're expected to have an insane amount of money, This combination, legit made me quit the game....
  • Town taxes are wayy too high, I can play 1-3 hours tops. Having to pay 140 taxpapers? while you get 10 per bounty You have to basically do 2 bounties a day, this takes easily 1 - 2 hours. I do not play games to pay taxes, I play to play the way I want to play. This system should be voluntary and or "do the best you can" its insane to ask people to play their entire playtime for taxes or even the majority of their time. Yes you can choose to NOT be a citizen but that means you cant sell items on the market board, so that's not really an option...
night kayak
#

Most important bugs:

  1. Caravan issues like falling through map or disappearing in water.
    Feedback:
  2. Monster bathing needs to be better.
  3. Initial puller of agro needs to have more agro to decrease training
compact horizon
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure map fix
  2. Mob leashing
  3. Caravan needs a slight rework

Top 3-5 Most Important Feedback Topics:

  1. Allow ppl to know who owns the caravan and show which guild they are from (if any).
  2. Board quest needs a lot more bonus xp, 1-3k reward is like killing 2 or 3 mobs.
  3. copper and zinc nodes shouldnt be on the same respawn chance as iron, there are loads of iron nodes everywhere due to no one being able to mine it which stops more copper and zinc to respawn.
limpid fiber
#

Top bugs:

  1. Mount frozen in jumping animation. Happens regularly and requires resummoning.
  2. Broken gathering spawns, specifically willow trees. They spawn in rocks/the ground and often become unharvestable.
  3. Pylons don't increase gathering stats properly/have no noticeable effect and don't accurately reflect nodes in the area.
    Top three topics:
  4. Guild storage. It's a must for how collaborative the game's crafting system is.
  5. Raptor spawn locations are extremely limited, should be over twice as many more spread across the map.
  6. Vendor items need their prices adjusted, currently, many goods/professions are hard to make lucrative/beneficial because of how aggressive the vendor undercuts with is sale prices.
buoyant patrol
#

Pasted from a friend who couldn't post for some reason Top 3-5 Most Important Bugs:

    1. Caravan Bugs: Caravans disappearing while driving, while driving a caravan being teleported to a random emberspring, wrong node bug
    1. Treasure Maps: Treasure map quests not completing once treasure is found and then not being able to use another map
    1. Resource spawns: Several resources are spawning underground, partially underground, or floating in midair. Weeping Willow seems to be the most common issue, as the harvest hitbox of the willow seems to be smaller than most resources, so if it is not spawned perfectly, it is not harvestable.

Top 3-5 Most Important Feedback Topics:

    1. Lag spikes and memory leak in Steelbloom: On several occasions when my party has been in Steelbloom, the lag was so bad, we could not attack or move and then the whole party's games crashed simultaneously.
    1. Slider on Processing: As of right now the dropdown on processing (1, 5, 10, 25, 50, 100, 250) is ok, but it would be much more user friendly to provide a slider so we can choose how many to process at once. Also, the dropdown does not match the stacks allowed in your inventory. It feels like we are buying an 8 pack of buns when the hotdogs come in packs of 10.
    1. Some way to recall, impeach, or remove mayor: As of right now the mayor has a lot of power that effects not only the citizens of the node that they are in charge of, but also power over the server in which buildings they choose to build. After the election, the mayor can build anything they want for a month until the next election, and on Vyra, 3 of the 5 livable nodes built an apprentice carpentry station first, locking out most players out of their apprentice professions until the next set of buildings were built. With no real consequences during their tenure of mayor, we are stuck with mayors not really serving the server.
neat swallow
#

Top 3-5 Most Important Bugs:

    1. Caravan crashes and deletion. These are hurting players who have invested a lot into testing your caravan system at the higher end, and with how powerful gear scales towards end game the tanky caravans are necessary to test.
    1. Homestead's materials are bugged. Please let give a break to the Weeping Willow market by fixing this.
    1. Huntables not dropping past heroic. This makes all medium armor and any craft with animal parts nearly impossible to test past rare quality.

Top 3-5 Most Important Feedback Topics:

    1. Crafting gear is nerfed too far. The stats don't make sense, I'm fairly confident at full legendary crafting gear and food you would not even be able to get past the halfway point for max legendary stats, it also is barely helpful for crafting in general, sometimes saving you 1 Heroic mat and replaced by a rare mat. This hurts your crafting economy from good data, your crafting equation needs to be balanced from this current iteration and the OP phase 1 iteration.
    1. Caravan attackers need a penalty. We spent about an hour attacking a caravan with 1 million HP and traded wipes multiple times. I lost a total of 23 silver from gear repairs, meanwhile the person's caravan I was attacking was worth at least 20 gold and probably had 10 more gold in cargo on it. That is completely unbalanced, and just because it was considered ok in ArcheAge doesn't make it ok now. As a bandit, I want risks.
    1. Please fix Mage blink. It's been months since Pre-A2 when this was a problem. I want to be able to punish clumps, nuke them, and escape with the CC breaks I'm intended to have. Instead, I'm on a suicide mission as a mage.
timid beacon
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1: Caravans disappearing or commodities not being worth anything when the caravan arrives. Also, the caravan bug after logging out and logging back in makes it so the caravan can’t be attacked or defended.
2: Mob leashing issues of all kinds.
3: Inventory issues that require constant relogging.
4: Mobs and resources spawning in or under the ground.
5: Party issues where the party gets bugged and stops receiving loot and experience until the entire party relogs.

Top 3-5 Most Important Feedback Topics:
1: The corruption system needs some tweaks. As it stands today it hinders PVP, encourages griefing, and punishes people just trying to defend themselves. It should encourage healthy and fun PVP encounters. To start with, if someone flags up and attacks another person the person who is attacked should be able to kill the person who initiated combat without fear of corruption.
2: Exploiters need to be dealt with harshly. It was said that they would be banned. The problem is rampant and makes many elements of the testing environment unavailable to the average person.
3: Griefing in general and more specifically the constant leashing of mobs onto parties in all of the points of interest.
4: The marketplace is a mess. We need a way to search for specific items.
5: Player draw distance in pvp battles.

======================

delicate turtle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans spawning in the earth
  2. Caravans getting eaten at SW lines
  3. Treasure maps getting locked out

Top 3-5 Most Important Feedback Topics:

  1. Lighting! Lighting needs to be improved, so we can actually see at night
  2. Marketplace search. Need to be able to search on item names, not just on description field
  3. Guild sizes. Increase max guild sizes so we don't have to have #1, 2, 3, 4 etc.
hardy plinth
#

alpha two phase II Feedback
top 3-5 most important bugs:

  1. harvested resources nodes not disappearing after being harvested
  2. items not appearing in inventory when harvested and only being visible on relog
  3. being unable to sell items to vendors at times

top3-5 most important feedback topics

  1. It might be good to make the tiers of resource nodes corelate with the level of the nodes they spawn in
  2. changing the survey pylons to be a durability items that stimulates the respective resource nodes
  3. have a clearly visible border in place of the current invisible border at the end of the terrain
wise remnant
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug (but got already fixed according to patch notes)
  2. Treasure maps, can't pick up loot, needs relog. Sometimes hard to find (rocky terrain)
  3. Party bug (no more loot after some time), when relogging, party can not be seen.
  4. Rootball rarity does not seem to affect harvest rarity. If intended, suggesting different quality crafts for rootballs is misleading.
  5. Mob aggro: mobs change aggro randomly. This allows mob pulling on other groups.

Top 3-5 Most Important Feedback Topics:

  1. Some professions are easier than other. There is a disproportion: Tailoring needs more wood than fabric. Why would a bag need 20 boards and 1 thread?
  2. The complexity of the game is very high. While being interesting, it's also a grindfest. XP per level is too high. Artisan experience could be better taken into account as adventuring experience. Not evrybody likes to grind mobs.
  3. Rarity procs for basic materials (ash, oak, basalt, granite) are too low. Out of 100 ash, there is one blue coming out (heroic axe).
  4. The storage management feels like playing tetris and I started calling the game "storage management simulator"...
  5. Bug reporting campaigns: It might be usefull to anouce campaigns for bug reporting. Currently we don't know what is usefull. Do you care about terrain bugs at the moment (those i reported in P1 are still there)? Do you care for quest bugs?
    ======================
fervent mortar
#

Bugs:

  1. Skills not fully working/implemented(i.e. Chain lightning not double casting on staggered mobs)
  2. Mob spawns(in terrain/etc)
  3. Random Crashes

Feedback:

  1. Smoother Leveling (mobs/locations) from 10-25 for solo(more my experience)/group play. More xp grinding locations. The "good/best" locations become saturated quickly and grinding for significantly less xp takes a toll on morale when only getting a third or less xp per hour. There seem to be too few locations that 'feel good', meaning good mob density, good respawn rate, good areas to pull or kite mobs. Mob placement/variety in the wild is often scattered together in a shotgun pattern making pulls harder and fighting the mob that your gear/setup/skills can handle more challenging. From lvl 1-10, even with the rush/crowds of a server wipe/restart everything feels smoother. The power curve for gear/skills feels better from lvl 1-10 as well. A single skill can effectively double your dps/survival early on, making the lvling feel smoother and more meaningful. From 10-25 skill gain is(and feels) less significant. Part of this could be lack of knowledge of good hunting/grinding spots on my part, but I do try to make a point to explore a fair amount looking for good, less frequented areas. Perhaps with more dungeons/subterranean areas you'll balance this out. Increased drop rate for gear could help. Once an established trade economy(ability to better sell/buy) is more fully implemented it may not matter as much.

  2. Aggro from pulled/trained mobs. Please increase the aggro 'focus' to be maintained on the original player so that mobs are less likely to target you when someone, intentionally or otherwise runs them by. Especially when you aren't attacking that mob.

  3. Having to hunt/grind gold/lvls before you can "be" a crafter feels bad

  4. Draw/load distance for mobs/players

  5. Better Targeting options, a way to know when you're being targeted by mobs/players

quiet creek
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Getting DCd or logging out messes up party frames and/or potentially makes the group reform a party due to glitching frames
  2. Getting randomly teleported while doing something (like caravans, riding a mount, harvesting a tree)
  3. Inventory and looting. If needing to pick up an item after you win a role isn't a bug, it should be. Giant pain to have to wait around to see if you won something when trying to clear mobs in a party before a new pull
  4. Quest mobs seem missing, quests are hard to complete, Comission boards go up for monsters that I've never seen despite looking, and I basically just stopped trying.
#

Top 3-5 Most Important Feedback Topics:

  1. The game rewards bad behavior. Why go farm for yourself when you can train mobs on a party who has been leveling for hours and loot all their glint? Why build community when you can just ruin someones day for your own profit? In the real world, communities have laws and rules that exist that moderate bad behavior and promote community. You can't have a game that wants us to party together and level together and also has no moderation and no "law enforcement" to mitigate bad behavior.
  2. The game rewards conflict over community. Why would you defend a caravan, spend an hour and a half of your time, arrive at the town, and get nothing when you can attack the caravan right outside of town, steal their stuff, and profit. And low level caravans running low level commodities barely make up the cost for the money spent to buy and launch it. We understand you want this to be a PvP game, and I personally love PvP. But this is just being used to grief new players and lower level players to steal their stuff. Your game will die if a new player is unable to successfully level up and participate in the economy, and having a system that constantly rewards killing other players doesn't allow a successful community to develop.
  3. Being a mayor should be a job, not a prize giving the only access to a certain type of mount. Right now, zerg guilds can just overrun a town to vote in an election to get another of their buddies a shiny mount. Then, they leave the town to flounder with no development because they only claimed it for the mount. This stifles the economy. Take a look at how many players left New World when their systems were poorly managed at release - bad mayors jacked up taxes to profit and didn't advance the town, giving the citizens nothing. It's a hassle to move to a new town and so players were forced to deal with it or lose their housing and not be able to afford to buy it again. This game could very quickly go the same way.
storm dune
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Quest progression being broken/uncompletable
  2. Character animations getting stuck, preventing actions
  3. Monster pathing/ai/issues

Top 3-5 Most Important Feedback Topics:

  1. GM engagement is a ton of fun for players, the more of that the better
  2. More in-game info about how things are supposed to work will help with testing
  3. Alpha has been a blast so far, good job!
    ======================
kindred oasis
#

Top 3-5 Most Important Bugs:

  • Treasure Maps. I like many others are still bugged an unable to complete maps.
  • Mob aggro issues
  • Artisan gear / Artisan related items like Pylons. All of these should be given a once over by Intrepid and confirm the stats are as the expected (Apprentice Alchemy Skivvies literally have no Alchemy stats) and that they function as described.
  • All the various caravan bugs that Intrepid are already aware of
  • Quests, quests, quests!

Top 3-5 Most Important Feedback Topics:

  • Desert POI is desperately needed to encourage more players to be in that area of the map
  • Remove crafted items, like stat/enchanting scrolls, potions and better caravan parts from vendors. Using the Scribe vendor as an example, he sells Apprentice Strength/Int scrolls for 1s which is 1/10th of the cost to just craft the item let alone the materials required.
  • Move the red wall at the sea further south make the ocean below Lionshold a legitimate route for running caravans. Also update the cliffs around Sunhaven so that caravans have options to travel via that route
severe marlin
#

Bugs

  1. Training/aggro issues
  2. Inventory issues
  3. Zombie healing bug

Feedback

  1. Address Exploiters.
fervent mortar
#

Bonus Feedback:

Making a corpse no longer a flagged/stealing event after 'x' amount of time. Giving friends or party members looting rights so they aren't flagged if you die.

polar mason
#
  1. Character Buffs constantly changing positions is a big issue.  Need permanent placement in the front of the list for class specific buffs.  I’m playing Bard atm and focus on my resonance stacks and if melody is active, so I want to know where to look for those.  Needs to be first in the list imo.  Also – generally – the FONT IS WAY TOO SMALL – I can’t see the numbers in the buffs (or inventory/storage) boxes.
    
  2. Storage/Inventory – numerous bugs; can’t see or move items, items disappear. Can’t always view items in other towns. This causes constant relogging throughout the day.

  3. Crafting – should be able to pull mats for crafting from that towns’ storage.

  4. Mount gets caught and won’t move or jump on the tiniest pebble.

  5. Swimming - Mount surfaces and swims well. Character doesn’t surfaces and drowns without a mount. (bug)

  6. Timers needed for crafting (what, where, remaining time) and for cool downs for guild and citizenship changes.
    I could write a lot more, but trying to keep the list short here.

Great game! Keep the improvements and communication coming!

fair coral
#

Top Bugs:
Caravan instability - Caravan cargo de-spawning. Caravan bugginess around deployment and recoverability. Unable to select “Defend” if already in a group.
__Drop Instability __- Glint becomes unpickable, even when soloing. Treasure map chest drops disappear or are bugged.
Mob Instability - Mobs stuck in terrain. Ashen mobs will aggro then stop attacking. Mobs too close to terrain walls or bodies of water are unresponsive.
Character Avatar Instability - Disappearing hair. My character’s avatar looks completely different to my friends view but stays the same on my screen. We run the same computer stats. Character model reverts to the default model.
Feedback Topics:
-The gear gap in PvP should not be as vast as it is. A max level player should still be at risk when attacking low level. This would reduce the number of high levels hunting/bullying lower levels for sport.
-When you take back your goods from someone who has stolen them, those materials that belong to you should not be “stolen” to you. Ideally, if all stolen goods had an original owner tag, it would add to game play an option to return stolen items to their rightful owner.
-Perhaps consider “Fast Travel to Home” on a very long cooldown (2 to 4 hours or 7 to 10 in game days?).
-High level character training mobs into low levels has to be addressed. Maybe having mobs only aggro on the original source and requiring their leash to reset before they can aggro on a new target?
-Increase mob and gatherable resources to player ratios similar to levels in phase 1. (Props on adding copper, zinc and ruby to T1 stone resource nodes. I haven’t tested how it feels yet, but it was a brilliant idea!)
-If you win a loot roll, it should just appear in your inventory.

subtle hemlock
#

Top 3 Most Important Bugs (more like the only bugs I have seen more than once):

  1. Mobs getting stuck in environment (have gotten worse in phase 2).
  2. UI for key-press for any gathering and gathering progression indication does not always appear.
  3. If game loses focus while mouse look is active, mouse look gets stuck on. To turn mouse look off when stuck on you have to active mouse look and lose focus again, then mouse look gets turn off on refocus (This is most likely an Unreal Engine bug because I have see this bug in other UE based games (Ashes of Creation are the first UE 5 game I have played) where the same fix worked).

Top 3 Most Important Feedback Topics:

  1. Only supporting an OS that is maybe illegal in EU (Based on what learned doing my education to become a bachelor in Cybersecurity, the EU GDPR most likely makes Windows 10 & 11 illegal because of the required data collection in Windows 10 & 11).
  2. Requiring Egde WebView2 for the launcher (I have experienced multiple problems with WebView2, where WebView2 would never automatically update).
  3. Not all profession has a tutorial quest.
tame flint
#
  1. (Bug) Rare gatherables spawning in ungatherable locations. I know this is known but this is probably the most important bug to remedy as the negative gameplay loop it feels as some are already sparse.

  2. (Feedback) As they were presented lawless zones were higher risk for higher reward. Right now it’s only risk with no reward. It would be fairly easy to put some copper spawns, weeping willow, raptor spawns, etc. This would give a good incentive for more friction in these areas.

  3. (Bug/Feedback) Caravan fixes. Using alt f4 to hold people hostage with attacker/defender flag. Not clear information on which caravan you’re flagging for. Perhaps add a name to the event. Clearly showing guild affiliation of caravan drivers.

keen dune
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Large scale combat lags and locks. More than two mobs attacking my character resulted in instant death by lagging.
  2. Caravans in general.
  3. Treasure maps.

Top 3-5 Most Important Feedback Topics:

  1. Clerics need a buff from from all perspectives (speed, offense, defense).
  2. Solo vs group play is fun but compromised in terms of progression. Need more solo spots like Korra' Loch where grouping up is 'request on arrival' vs arranged beforehand via guilds.
  3. Having unique armor for each class would make each class feel more unique.
    ======================
mental willow
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. disappearing caravans
  2. Falling through ground on login
  3. mount animation stops while jumping into things

Top 3-5 Most Important Feedback Topics:

  1. espionage defenses would be welcome (ala eve online's api) but theme& implementation would be amazing
  2. I enjoy being lawless. I feel the penalties are fair when considering both the games mechanics of corruption and the social aspect of my character name's reputation is valid.
  3. the addition of corruption for players who "train enemies onto other parties" not sure how it would be implemented but a method to discourage but not remove it would be welcome
sleek knoll
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Bard songs canceling when hitting escape to close inventory/other menus. This one continues to annoy me as someone who opens inventories mid combat.
  2. Inconsistent PVP flagging or display bugs resulting in corruption. Once corrupted if a player attacks you that should be considered consensual pvp and not apply more corruption. With corruption penalties insanely high and hard to get rid of at the moment this needs to be addressed or the gear drop disabled until this is fixed.
  3. Movement speed bug. As a bard something was causing my movement speed to get stuck below 100% I saw it go down as low as 65% and be stuck there with no debuffs on me. This required a hard logout to fix.

Top 3-5 Most Important Feedback Topics:

  1. Flying mounts should be restricted to specific area's or removed entirely. I would be okay with only allowing the mayors to fly inside the city limits. Or they should be changed to gliders with only a bit more HP then most mounts. These mounts can give a hugely unfair advantage in both PVP and gathering. Or if they continue to exist as flying you should debuff the person getting off the mount so they can not gather and they have a stat debuff for a minute.

  2. Loot feels bad if "Round Robin" is just changed per mob kill even if nothing drops. If there's nothing to loot then it should just stay that players turn until they get glint. Currently if a player waits until the roll times out there's only a small window of time that it will become free for all loot meaning the loot can be stolen even by another party member. The available window for the player who won the roll to have exclusive rights to the item should be extended.

  3. Bard feedback I played this almost exclusively so far. AOE/ Single target spells should hotswap on the action bars as i respec. The talent that allows you to maintain two songs at once up to 24 seconds each is not very useful when you cant see the buff timers. This should also allow you to get the benefits of both resonance procs when using finishers. which would allow better bards to still provide mana through procs to the party and damage/debuff. Bard music notes should not be jumping through walls the floor and spacetime itself to reach mobs you arent trying to hit. Finisher system with the resonance procs feels bad to try to balance the potential for extended finishers and properly consuming and maintaining resonance stacks. Marionette ability should turn off auto attack or properly be broken on 10% hp like it says. It feels clunky to play without auto attack on and breaking your CC immediately because of an auto attack just feels awful. Saga skills. Extremly underwhelming for abilities that take 90 seconds to prep. The flame book doesnt finish the cast if you auto attack wasting your time. If you do turn your auto attack off or target yourself and the cast does go off it also goes through the floor and ceilings in rooms pulling more mobs you're not trying to. The healing one was nice i guess since it always worked. The buffing one was impossible to see through ground effects and also had a tendency to be on the ceiling and walls. You also couldn't read which color did what due to the buff bugs.I would rather this just be a party wide buff giving a lower amount of all of the buffs without having to run into the circles there's enough ground clutter aoe spell effects already. I dont even remember what the other tier 1 saga's did because they felt useless and that i was better off grabbing more utility skills in the wide skill tree. For the Tier 2 songs the damage/knockback did not feel high enough to represent a 90 second cooldown. The movespeed and low gravity was fun to play around with but it would only have a small use case. I could not see my self staying specced into saga 2 for this as it requires 4 total skill points to let me run faster then mounts for 15 seconds.

======================

loud pivot
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. unable to loot from enemy corpses (monsters)
  2. Enemy attacks reaching farther than they should (EX: Grems snapping attack reaching 20m)
  3. Mob Ai stops working sometimes for numerous reasons (Ashen mobs specifically are bad with this) EX: Dodging sometimes causes Ashen Warriors to stop attacking.
  4. Some items when crafted at higher rarities not acquiring additional properties (Copper hoop earrings) Not sure if others but these specifically i know of.

Top 3-5 Most Important Feedback Topics:

  1. Please add an interact button during fishing at a random interval to prevent AFK fishing (Gives us actual fisherman a bad rep)
  2. More smaller World Bosses that are earlier level (High levels dont get rewards for killing, meanwhile it adds more to the early game experience to do)
  3. Lower the Citizen level requirement/Market level requirement for listing - This is something that bothered me as i intended to mainly be a profession player. I could not list things on market unless i was level 10 meanwhile i had apprentice level skills before reaching level 10. The market is more of a profession use, than character level use
  4. Keep up the great work! You all are doing amazing and i love seeing the passion put into everything!
    ======================
rigid maple
#

Bugs:

    1. War loot fixed and re-enabled
    1. Gathering nodes not allowing harvesting (willows)
    1. Group members not showing on the mini map or map

Feedback Topics:

    1. Fixing of war loot and gathering war radius would help make the wars feel much better. This is already a great piece of content however rewards are needed to help cover the cost of participating.
slate robin
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug (can't move stuff, can't loot, etc...)
  2. Latency in high pop areas preventing proper skill rotation
  3. PvP temp flag issues (e.g. going purple via AOEs, or not being able to flag when attacked, etc ..)
  4. Group members not showing on map

Top 3 Features to add:
1- Group member looting of your corpse should NOT flag you
2- Guild Management tools (any would be amazing)
3- Somehow penalize large mega multi-guilds working together, or at least add a mechanic for the smaller guilds to compete (for mayor, resources, PvP zerg tactics, etc...)

paper elm
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Caravan Crashes There are several caravan crashes, one that will teleport you from the tropics to Miraleth mid-trip, ones that poof your caravans, and add 30-40 minutes to an already long and boring endeavour. These need to be fixed in order for the caravans to feel somewhat exciting and rewarding.
2. Permanently Deploying Bug If your caravan bugs out in "Deploying" you're simply fucked. You cannot purchase or start a caravan until the server resets. It feels terrible when there are things like a race to buy limited freeholds in the game, if you cannot devote yourself to getting those things before other players due to a fault in the game's programming.
3. Unable To Trade Other Players, Inventory Bugs, Re-logging constantly to fix these desync bugs There are several bugs related to some sort of de-sync with the server and client, where your inventory doesn't update until you mount up (guessing this is a ping to the server that refreshes the data), and the mount workaround is just a temp fix, you need to relaunch the entire client to fix it, which is a long process due to how slowly the game loads.

Top 3-5 Most Important Feedback Topics:

  1. Crafting: The intent behind the crafting systems is good, I see the harkening back to Star Wars Galaxies, however, in practice it feels very arbitrary and time-consuming, and at no point does it feel "fun." Guilds are in competition and do not share or buy things from one another, so you never get to realize that "celebrity crafter" status that I believe is intended to be achieved. It's only within your guild, and you become a public servant, not a master merchant. Because of specializing, as a tailor, some days I spend about 6-8 hours in New Aela (lyneth server) taking orders from guildies as they show up with materials and sometimes they mess up and bring the wrong stuff, have to run across the world and what should be a fun little activity ends up being an arbitrary 1-2 hours of convening and organizing that doesn't feel fun at all. I'm not really sure what the intent of the processing times is, and it feels like it's arbitrary timegating to prevent top guilds from flying too far ahead of the competition. I don't know how to solve that, but it feels terrible for the individual to deal with, when you need to craft several pieces for 30-40 players. Even if you're collecting tips, you don't get to enjoy the game, and become a prisoner of a given town where your specified crafting spot is. Relying on other players for things like Bolts of Cloth (needing a lumber miller to make boards for you in another city just to make a couple bolts of cloth) feels awful/unnecessary and time consuming.
  2. Marketplaces: The marketplace search function should look for the items themselves, and going from town-to-town doesn't feel rewarding in an "RP" sense that each market is local. I'd rather just have one aggregate marketplace with competitive prices, and see the market fluctuate in realtime rather than have to search through pages and pages of un-described shops to find what I'm looking for. The current state of the game also incentivizes players to hoard useful materials rather than sell them...Gold is less useful than the materials themselves, so people buy up the mats and hoard them, and the market becomes very stagnant and non-liquid. I think one way to fix this would be to add more imperative use-cases for gold so that it becomes more valuable as a currency.
  3. Large Caravan Trips There needs to be a more streamlined way to choose defender vs. attacker when you're a part of a multi-caravan trip. Whether this means being able to supply one large caravan for a multi-group, or linking multiple caravans together (this is still extremely laggy and too many in one spot will cause constant crashing, so I suggest a single, large caravan).
    ======================
daring sierra
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan Bugs
  2. Inventory Bug
  3. Treasure maps not working for some people

Top 3-5 Most Important Feedback Topics:

  1. Crafting bottlenecks I.E. Willow boards to level armor smithing. Animal fat rarity availability.
  2. Ability to turn down/off other players ability effects, they are pretty and awesome but I can't see my target as a tank.
  3. Rework processing so it doesn't require the same quality ingredients, very difficult to accomodate at times.
    ======================
sweet nimbus
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Class/Weapon abilities not working or not working as intended
  2. NPC AI/abilities not working as intended (grems are wack right now)
  3. XP turning off
  4. Group interface disappearing

Top 3-5 Most Important Feedback Topics:

  1. What level of development are all the showcase features at?
  2. Players trolling each other without consequence is rough (one kill gets you corrupted = most likely gear loss)
  3. Buff/Debuffs - Looking at my buff bar for resonance stacks is troll AF. Especially with a million node buffs
  4. Why is ranger root 30s when everything else is 20 or 45 seconds??
    ======================
cinder yacht
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan instability
  2. lighting flashbang/ too dark
  3. The Zombie Healing Debuff causing DMG instead of No-Healing

Top 3-5 Most Important Feedback Topics:

  1. Reduce penalties for corruption (players don't pvp for spots due to fear of losing progression, the risk vs reward for corruption is not balanced)
  2. Remove xp loss from all pvp deaths (help entice pvp and reduce the down side for losing the fight, already losing materials and time)
  3. Increase the stats gained from rarity however also make acquiring higher rarity gear take more investment (make higher rarity mats more rare)
  4. adjust aggro and leeshs for mobs to make training hard to do (if the dev team wants to stop training, do it through making it harder not through managing the players)
  5. add buff/debuff ui to be moveable and scalable or something that achieves similar result
  6. Enemy health bars - please remove the 4 25% health bars or make them optional. I want to know what my enemys true health is
    ======================
errant shard
#

Adamu's Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Visibility distance varies based on the server load. Need it to be consistent for reliable results with activites like Caravanning spotting.
  2. Caravan's disappearing
  3. Resources mining resources all turning into basalt or granite
  4. Teleporting Caravan drivers to other locations.
  5. Pylons, specifically fishing, seem to disappear very shortly after being placed.

Top 3-5 Most Important Feedback Topics:

  1. Guild levelling options need to be implemented to prevent excessive numbers of guilds
  2. Crafting requires one item being made at a time, which is tedious to navigate through the menu repeatedly.
  3. Droppings are incredibly hard to come by without additional animal husbandry options available. This is causing pileups of resources in banks, and discontent with Freehold owners having such extreme advantages.
  4. Fishing is fully AFKable for up to 30 minutes, and it makes the artisan job of Fisherman completely useless to specialize in. The AFK function needs to be entirely removed to restore the ability for a fisherman so they are a unique resource to the economy like someone who can cut down Weeping Willows. The fish are not used for anything as important as wood. No reason to "be a fisherman" when everyone is and would like to see that changed over time. It was originally indicated there would be no AFK fishing ,but in a recent interview it was indicated the current fishing will remain similar to what it is which is not ideal for the reasons explained.
  5. Offer a solution to the tank xp debt / repair situation. We typically are the only person that dies, and we have the highest repair costs.

======================

feral mist
#

Top 3-5 Most Important Bugs:

  1. treasure map quests bug
  2. inventory issues
  3. cant loot glint when inventory bugged

Top 3-5 Most Important Feedback Topics:

  1. The ability for others to train an area on your party to take your exp spot/rare mob spawn is a constant threat
  2. LFG search function would be nice
  3. Some form of fast travel between friendly nodes
round jungle
#

Top 3-5 Most Important Bugs:
4. Remove the hidden timed out treasure map quest ('A Curious Cache' I think was the named)-- if you do a treasure map and don't abandon it prior to some invisible timer running out, that blocks you from being able to do more treasure maps, and you can no longer abandon it because it has removed itself from your journal. Many of us are bugged in that fashion and can no longer test your treasure maps. The quest should also auto complete when the treasure chest is fully looted.

tribal bluff
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Desynced Inventory
  2. Caravan PVP
  3. Taxes on taxes
  4. Terrain bugs(Water missing, Floating Objects, etc)

Top 3-5 Most Important Feedback Topics:

  1. PVP Flagging, Corruption & Blight effects.
  2. Social Tab w/ notes or maybe character taglines for searching artisans.
  3. Starting Crafting needs help, it could benefit from comissions.
  4. Finish Chat Customization
  5. Mount speeds & Seasonal buffs
    ======================
gaunt ice
#

Bugs:

  1. Raid-style frames occasionally swap back to party frames on various occurrences such as invites, this can be reversed by tapping the adjust UI keybind but its cumbersome
  2. Loot, and experience from monsters sometimes appears with a substantial delay (couple seconds) where it's not uncommon to walk away from loot just to realize it's there
  3. Monster attack range sporadically seems to extend while performing movement actions

Most Important Feedback Topic:

UI needs some serious work, I imagine this is on the roadmap however the current state of UI and visual clarity is extremely barebones and lacking.
I think not only is the current implementation reminiscent of 20+ year old mmo UI's but it's also difficult to navigate and hard to read.
A lot of UX/UI principles are not being maintained, contrast is not good enough in a lot of places, and even attempts where it is being thought of (like the backdrop shadow behind nameplate names) it's lacking due to font selection.
I think the choice to capitalize every first letter of a title world and increase it's size/weight in regards to the rest of the phrase just takes away from readability.
There's a lot of click debt incurred when attempting to navigate the UI, often times having to click in and out of elements. Similarly whenever click debt isn't incurred we do not have any auditory or visual feedback to our actions. A good example of such design would be World of Warcraft's "I can't use that yet." or "I don't have enough mana." combined with both audio and text to inform the end user of the current state.
Obviously that ideology can be pushed further forward by implementing highlights or visual animations when hovering, or interacting with various elements.
I'm happy to provide more feedback if requested.

sweet heron
#

Top 3-5 Most Important Bugs:
• 1.Monster AI that enables mob trains
• 2. Gatherable materials in low supply (Willow) / need to respawn if not harvested in X time (too many iron nodes early on).
• 3. Bugged Mob spawns in walls or in the air.
• 4. Hover heals don’t work sometimes
Top 3-5 Most Important Feedback Topics:
• 1.Griefing/training has to stop. Punish those that exploit
• 2.Need to be able to generate all forms of resources for everyone. The Freeholds will have a monopoly, and small guilds/groups will be unable to advance. Applies to caravans as well.
• 3.Hunting needs more rares and the mounts need to scale with rarity.
• 4. Make Jewler viable and worth while.
• 5. Low level mobs attacks are an annoyance, grems attack and hit when they aren’t even close to you.
• 6. Fix the Guild Tab. More features please.
• 7. More Quest level gains.
• 8. Loot pick up should be automatic when won. Don’t have time to pick up if your in a long fight and it de-spawns.

karmic hornet
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory
  2. Caravan teleportation
  3. Mob training/griefing

Top 3-5 Most Important Feedback Topics:

  1. Animal Husbandry is currently prohibitively expensive without sizeable monetary assistance from guilds
  2. The lack of higher level caster gear is pretty rough.
  3. Chat color as part of your typed message. I have sent way to many messaged in the wrong chat
    ======================
nimble ridge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Lumber rarity seems very low in comparison to mining
  2. Shields Can never been seen by my self and other party members ( Equipment Shields )
  3. Can not see "Chains of Restraint" lay down UI when placing
  4. Sometimes can not see the processing wheel when interacting with a gatherable
  5. Trees are half if not fully underground around Joeva
full scaffold
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Hunting rarity seems to be much more extreme than any other gathering type and only extends up to heroic. I hunt consistently (journeyman lvl 22) but I've gotten something above uncommon maybe 2 -3 times. Whereas I've received those rarities on all other types of gathering and do those far less. Epic and legendary are just not even possible at all.
    1. Bugged animals (both gatherable and huntable kinds). Some are still floating in the sky. The terror bird in Joeva initially spawned on the ground (also inside an otter mind you), but it's now floating up in the sky and so can never be gathered.
    1. Music gets "stuck" constantly. I fight a mob and the battle music turns on, but then it'll just never go away. Same thing has happened with the Carphin music. I have to completely restart the game in order to get rid of it.
    1. Inventory sometimes becomes invisible, and I can't tell if I've moved something to/from storage. I have to relog to fix it.

Top 3-5 Most Important Feedback Topics:

    1. QOL on the chat system is desperately needed. Please just leave me in the chat box until I choose to click out of it.
    1. Rarity lvl should have an effect on your mounts and not just the beasts of burden
    1. The corruption system needs improvements. A person shouldn't be able to flag up, get me down to low heath, drag a mob over to kill me, and then not become corrupted. Make the person who does the most damage get the corruption not just whoever does the killing blow.
    1. Members of your group/raid should be able to loot your body without going purple
      ======================
median oracle
#

Top 3-5 Most Important Bugs:

  1. Many quest markers don't work properly or at all.
  2. Caravans going from water to land can disappear if they change server workers.

Top 3-5 Most Important Feedback Topics:

  1. Solo leveling feels very slow and boring compared to group content, quests could probably help mitigate if not fix this problem if/when integrated properly. It also feels like group experience should be reduced slightly.
  2. Bard abilities are great in theory but some builds and skills lack better synergies and/or numbers, would love to see some more variety when it comes to base bards. (Would love to see some melee bards focused on dances!)
  3. Citizenship taxes system is not explained, it has too much friction and should be much easier to pay (for example having a button on the node menu that takes glint automatically). I also think there should be a way to reduce one's taxes to a degree by helping out with node upkeep.
  4. Combat feels great. Would love to see some more variety when it comes to weapon skills, some weapons feel too same-y.
idle bluff
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory issue with items not showing up in storage, blocking, forcing relog
  2. Looting issue with items being unable to loot, forcing relog
  3. Caravan bugs: launching bugs, teleport to carphin bug, etc. all of them.

Top 3-5 Most Important Feedback Topics:

  1. Tank needs love: Tanks are at a disadvantage for a number of reasons and there are lots of posts about it in discord, the forums and reddit. As someone who loves tanking, its tough to play. Aegis was broken, but fixing that will highlight the shortcomings of the class even more.

  2. Tier 1 Resource Rarity: It is way to rare, whatever the reason. It causes a bunch of secondary issues, from leveling artisan skills to equipment prices in the market. Who is going to make copper wands when you can sell just the common copper required for a gold+ and the vendor sells them for a few silver? its out of balance.

  3. PvP Flagging for looting is too short and is no real consequence. If a player loots a number of corpses in a fixed amount of time, then flag them as corrupt. People are literally farming players for mats with the current setup and it feels bad.

  4. Corruption for killing people who's pvp flag dropped during combat feel unfair: If you flag to attack someone who looted and their flag drops during combat because of loot timer and you kill them... then you go corrupt. As a player trying to "do good" it is a huge punishment. The PvP flag is also being exploited to get players to go corrupt and then groups loot them for their gear.

  5. Caravan Attacker consequences and defender rewards. Caravan attackers really have very little risk for a ton of potential reward. There really is no reason to NOT attack a caravan when you see it and its far enough away. Caravan Defense has no reward except "the word" of the person turning in the caravan. Automate the attack/defense mechanics to take more from attackers and give more to defenders.

opaque falcon
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Farmable animals spawning in areas that they can't be harvested like in a flowing river or in the air.
  2. I don't know if this necessarily a bug but aggro in the game seems messed up. Mobs aggroing onto other players when another person runs by or mobs running back and forth from the player to their mount.
  3. Becoming stuck in place and needing to stop for a few seconds to then start moving again

Top 3-5 Most Important Feedback Topics:

  1. The healing in this game has several issues. Ever group needs two clerics to function properly. This is mostly caused by the fact that cleric is heavily based around long cooldown healing spells. This means that a cleric has to use a cooldown every time they heal. Deliverance is the only spell that can be spammed without cooldown. The cleric class really needs more spells that are generic spammable spells you would find in any other mmorpg. Cleric feels unique compared to other mmos I have healed in but that does not make it actually fun to play or function properly. Another issue with having so many heals on cooldown is having to do things like use an aoe heal for a tank heal or start spamming single target deliverances when I want to heal my entire party. I'm going to assume the idea is to have the skill in being a cleric being based on people having to properly utilize their cooldowns at the right time for the right type of heal, for example saving your aoe cooldowns for aoe healing. This is not how the cleric plays out as the heals are on such long cooldowns that you end up having to utilize every cooldown even in situations when it does not make sense such as using the aoe circle heal as a single target heal. This is what causes every group to bring two clerics and two bards, they need overlapping cooldowns to keep everyone alive. On a more personal note, this game really does need a generic spammable heal ability. Maybe deliverance would feel better if server performance was better but right now it just feels sloppy. Deliverance also needs some type of way to tell what level it is at like having the bar have lines in it.
  2. Leveling tanning does not scale well compared to hunting and leatherworking. I farmed over 200 grems which is enough to level leatherworking and almost level hunting to level 10. When you process those 200 grem carcasses it only brings you to around level 6. This would be ok maybe at higher levels but it is crazy to think that leveling tanning with tanning gear equipped can take around 350 or more carcasses just to be able to level it to 10. This is made even worse by if you are hunting other animals other than grems you have a chance of getting an animal husbandry variant so you would need to hunt like 500 animals to be able to get enough carcasses to level tanning.
  3. The leveling experience is not enjoyable in its current state. Ashes may have the worst leveling experience I have ever played in an mmo. Farming the same mobs over and over day after day is not enjoyable. I know the game is more focused on grinding but the game also needs to be fun and the leveling is not fun. This problem has definitely been worse by the entire server pop being forced into a couple of zones to level.
civic flint
#

Top 3-5 Most Important Bugs:
Take you pick from all listed so far. They all look important to me.

Top 3-5 Most Important Feedback Topics:

  1. Ember Springs:
    Problem: Ember Springs current implementation are a source of griefing. Whether it be spawn camping during wars or training mobs on people who are still loading in after death.
    Idea: Make Ember Springs a type of sentient defender. Perhaps have them fling extremely powerful lightening bolts or some other extremely powerful attack scaled to greatly warn and punish any flagged combatants (npc or player) that venture within its protective range and do not have a respawn protection buff.

  2. Spawn Camping:
    Problem: This form of griefing is encouraged by the current open ended war design since the most efficient way for a group to gather kills during a node/guild war is to spawn camp and/or kill low level crafters in town then spawn camp them.
    Idea: If spawn camping is a desired form of engagement by the community during node wars, then embrace it by making spawn points capturable/defendable during wars. Think along the lines of towers and capture points in Planetside/Planetside2.

  • Have defenders and aggressors spawn in only the spawn points which they control. This prevents defenders and aggressors spawning on top of each other mid war.
  • Have multiple spawn points for defenders to spawn at within the ZOI of the node. This would allow for defenders to rally and regroup in a more organized manner and giving the attackers a focus on securing various spawn points in the ZOI. For those who enjoy zerg combat, it gives them a contested spot to zerg, for those who don't they can focus on other tactics that don't require zerging a spawn point.
  • In node wars, aggressors should be locked out of all spawns within the ZOI of the defenders until that spawn point is captured. Then the defenders should be locked out of that spawn point until they are able to recapture it.
#
  1. Guild War Griefing:
    Problem: The guild war system encourages griefing easy targets with no risk to the aggressor and then rewarding the aggressor with large amounts of reward. Example: Riding in to a town, popping an instant war dec, and killing all the low level players crafting and looting their stuff.
    Idea: Perhaps make the guild war decs require a declared time and place for the war to take place. This would cut down on the crafter griefing in towns and allow for more organized and enjoyable wars. The size and reward of the war decs could be scaled such as.. war dec'ing a grind spot outside of towns would be cheap, short time frame of say a 20 second countdown, but no reward in the mail giving you half a level... just the reward of taking a grind spot. Whereas a guild war dec that is several hours/days out, with agreed upon terms and organized to occur at a certain location would have greater rewards. This would also give time for intriguing alliances/betrayals to occur, such as a third party utilizing a short term no reward war dec to swing the tide of battle and working out a deal with the winner for a cut of the reward. I understand that these ideas are in their infancy, but it would provide a far more engaging PvP experience in my opinion than the previous system of getting half a level of xp reward for 10 minutes of spawn camping and killing low level crafters in a town.
shut gate
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory stopping to update itself requiring to relog.
  2. Caravan related issues

Top 3-5 Most Important Feedback Topics:

  1. A tool where people can post their parties, services and requests and where you can start interacting with them. A word channel scrolling pretty fast is not really a suited tool for all these WTBs, WTSs, LFMs, LFGs and other stuff. it is just crowded. Not talking about a automated party finder but just a way to have parties, offers and requests and maybe more searchable and without the need of having to constantly scan the chat.
  2. Plain grind seems too efficient.If you want people to experience the world you create it is not helpful you to make grinding so efficient that just about any other play style is worse by far. If I do a mix of adventuring gathering and questing I level at about 1/3 the speed of a grind group. Especially quests are usually not rewarding enough for the time one puts into finding out what needs to be done in the story-wise better quests.
  3. I know a lot of players just use this alpha as early access but some of us would like to be of precise help. It would be great to set some test goals and expected behavior so we can verify that things are working correctly and give feedback on the system and how they feel knowing everything is working as intended. Currently it is very hard to give good feedback because so many systems are just placeholders and others are subject to change or to be expanded upon.
  4. Please provide a list of quests and their stage of implementation/known bugs (maybe separated by region or whatever makes sense). I love doing quests in the world and some are really good but it is always frustrating when some objectives just can't seem to be fulfilled and you never know it is a bug for sure. Please also update this list if you ever get to fixing the quests
sacred river
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Several inventory bugs relating to picking up and transferring materials to storage. They got worse during the last few days.
  2. Bard songs and other buffs cancelling mount summon animation.
  3. Flying resources and monsters leading to them being unable to be interacted with.
  4. Monsters teleporting and blinking around sometimes. Might just be unstable servers.

Top 3-5 Most Important Feedback Topics:

  1. It should not be possible to train monsters onto other people.
  2. Current skill trees are quite boring for most classes.
  3. Hunting should give higher rarity of materials.
  4. Quests should be more rewarding.
  5. Chat should at the very least save its settings and a LFG channel would be nice.
    ======================
neat void
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. The server desync at times is severe without much indication through the UI. This can lead to catastrophic consequences. Give players the agency to alter their playstyle when server desync is bad.
  2. Caravan system reliability needs to be bullet proof. It's a high risk endeavor, as well as a significant commitment of time.
  3. Nameplate colors are extremely inconsistent, confusing and often change seemlingly at random.

Top 3-5 Most Important Feedback Topics:

  1. Prioritizing a robust marketplace system seems absolutely crucial to meaningful testing. So many other mechanics are dependent on a trading system that accurately reflects the level of economic "friction" that should be in the game.
  2. The mechanic for finding rare ore is not random between resets, and is easily exploitable. Please, please, please make this system in such a way that is not prone to such abuse.
  3. Corruption system is not intuitive for those looking to remain peaceful, and seems open to abuse in its current iteration. The consequences for picking fights with unflagged parties doesn't seem that impactful for the aggressor. It's not always transparent who the aggressor is. Behaving like a bully can be done whimsically, and comes with no lasting repercussion. Retaliating against aggressors is disincentivized. The math doesn't add up.
  4. I would like to see more transparency with regards to all the character stats/ratings.
  5. Quoting Lihweja: "I know a lot of players just use this alpha as early access but some of us would like to be of precise help. It would be great to set some test goals and expected behavior so we can verify that things are working correctly and give feedback on the system and how they feel knowing everything is working as intended. Currently it is very hard to give good feedback because so many systems are just placeholders and others are subject to change or to be expanded upon."
static jasper
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Hunting Rarity - It's busted, ALMOST ALL apprentice crafting flows through hunting. In the previous phase I reached level 30 hunting, and in this phase I have reached 22 or 23 hunting. I have 2 epic hunts (One deer and one grem) and 2 heroic hunts (One raven and one grem). The rest were rare or less.
  2. Mob Threat and Training - AI threat and training is a serious problem that impedes moment to moment dungeon gameplay. AI threat tables need a fix.
  3. All inventory bugs - having to relog regularly just to see what's actually in your inventory is a feels bad moment for sure.
  4. Caravans Crashing Games - That's pretty much it, they shouldn't do that.

Top 3-5 Most Important Feedback Topics:

  1. Raptors - There are simply not enough raptors on the map and they're too concentrated and too close to an ember spring. It would make a certain kind of sense to bottle neck some Journeyman materials in this regard, but apprentice doesn't make sense. ALL apprentice clothes require raptor hide, for them to be as limited as they are almost feels like arbitrary time gating. Please spread out the raptors, increase the total spawns, and don't put them right next to an Ember Spring.
  2. Desert POI - There should be at least one desert POI asap. I think they closest one to them right now is Oakenbane, there needs to be something out there sooner rather than later.
  3. Ranger - Its effective yet bland, needs a bit of a rework if it's going to compete with other classes long term.

======================

obsidian adder
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inconsistent downloading of the updates (gets stuck on 99% with a stated 0.00 speed download, requiring a second attempt to download updates).
  2. Lighting issues (spell effects, indoors being too dark/too bright).
  3. Gathering nodes spawning inside of each other making both inaccessible.
  4. Being able to accept the same quest from the quest-boards as one that you already have accepted (UI bug, you don't get multiples of the same quest).

Top 3-5 Most Important Feedback Topics:

  1. When gathering materials, we should be able to have some kind of smart-system that put unprocessed lumber into the lumberjacking bag, and processed lumber to not go into said bags unless we drag them into there ourselves.
  2. Areas closer to the initial spawn location should have Named NPCs for quest objectives respawn slightly faster. In areas further away from it, longer respawns makes more sense but shorter ones where folks are initially starting out would make it easier for people to feel like they are "getting started" and can "get going."
olive jetty
#

Top bugs:

  • Log in issues for some friends, stuck on 75% loading screen or Error codes 32,33 (i haven't had any issues but they've only been able to log 1-2 times after waiting for 10-20 mins
  • Quests not working or being able to turn in properly. (Howling Oak, Curse of Lionhold) I'm sure I'm missing a few
  • Teleporting monsters on top of players, or still striking you from far away if running (not ranged attacks)
  • PVP flag system. Someone attacked me and took half my life away before I could even try and fight back. Didn't let me fight back right away. Should be auto if someone engages me

Top feedback:

  • *My biggest feedback and issue! * Solo grinding is impossible for ranger, and I'm sure others after level 5-6? A single basic mob that is level 10 should not be out DPS me when I'm a 15 ranger, almost killing me or taking half my life away. Need to have a happy medium between party and solo grinding basic mobs. Party grinding is fine and fun but if I have a short amount of time to get like 30-60 mins of grind time in, should be able to solo grind and not try and waste time looking for a party to only leave 30 mins later (if that).
  • training needs to be fixed with the mob aggro...I've seen many already talk on it so yeah...
  • chat feature should be fixed for convienence. Should be able to click their name to whisper easier or even inv to party
oak zenith
#

3-5 Bugs:```

  1. Crashes. Cant play the game if its crashing. This is the biggest issue, when the server kicks you off or for whatever reason you fall all the way out of the game you will be dead before you get back.

  2. Visual Bugs with Gathering. When you run up to a tree that isn't really there it sucks, especially if you have to clear a group of mobs to get to a rare tree that isn't real it makes you want to just go fish for a while.

  3. Movement and rubber banding. Quite frustrating as a bard, with lots of movement abilities, to dash away from something only to rubber band the moment you start running. Riding through the world is very satisfying, until all of a sudden your rubber-banding across a crossroads.

  4. Inventory bugs - Having to log out for 15 seconds because your inventory cant move things around is one thing, but how often it happens is what brought it to the list.

  5. Key Binds - Key binds are lacking, and the default bindings kind of take away from modifiers. Control being used, by default, for a dodge ability means control cant be used by default for ANY other button. It feels like someone realized this with shift, since sprint is C and not shift like every other game with sprint - but the same applies to control. Also, not being able to bind to mouse wheel up or mouse wheel down is a core MMO key bind.```

Feedback
Gathering XP shouldn't give level xp. The idea you can just sit in the starting zone and fish your way to level 5 is probably not intended - but maybe it is. Also, mining or lumberjacking being the same xp as hunting which is the same as fishing doesn't seem right to me.

A lot of care given to how the overlapping systems allow for war with each other. If you are in a guild, and a citizen, and a religion all of whom are at war with varying other groups it is going to be VERY important to give a clear indication of the diplo status of different groups. The UI for this should be provided to players, and iterated often.

royal sandal
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Server worker issue where you rubber band back and forth at times is very annoying. Commonly happens when you cross from one server worker to another.

  2. Servers get overwhelmed over time causing issues many weapon and ability attacks to not register at all making it difficult to fight anything

  3. Enemies and mob AI needs to be fixed they will often stick in place, teleport underground, not show an animation when attacking etc.

Top 3-5 Most Important Feedback Topics:

  1. The community really needs a win right now, please release Rogue this month as promised. It will up morale of the community

  2. Get some kind of questing system functional for riverlands to break up the monotonous mob grind

  3. Get nodes level 1-4 up and running. Currently Nodes are clearly not functioning as intended.

Apart from that love yall, and good luck

rose valve
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Commission Boss' not respawning or spawning underground
  2. Enemies standing still when being attacked at range but still hitting me
  3. Items in inventory as well as in the caravan manager disappearing and requiring a relog in order to select those items

Top 3-5 Most Important Feedback Topics:

  1. Giving each item within gathering nodes their own spawn chance. It could just be me but I have seen 3 copper veins and 1 willow tree. I think allowing these to have a higher chance of spawning would help everyone get what they need
  2. Somehow figuring out a way to not allow mob trains would be beneficial to all, but I also understand that this may not be high on the priority list
  3. I would like to see quests give more experience as well as more glint. As someone who makes most of my money from selling glint safely its quite the time drag trying to save up just to get killed by a mob train and lose half of what I saved. I also play solo and the leveling is taking a very long time so I feel having commissions give more exp would be a huge help
languid echo
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan disappearing, going invisible, losing it etc.
  2. Inventory / Storage and item bugs
  3. Group XP issues.

Top 3-5 Most Important Feedback Topics:

  1. Memory Leak and performance improvement of game and Launcher. Especially Launcher
  2. Need a more fleshed out pvp / corruption system.
  3. Mob behavior / AI especially when people are training them and griefing people.
  4. Report a person feature / List of exploits.
    ======================
desert barn
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mesh crashing when there are more than 100 people harming wars and world boss
  2. Guild war rewards
  3. Tanking on top of structures
    4, Caravan stucks, teleporting for carphin or disappearing
  4. Apprentice scrolls purchased from NPC do not work.

Top 3-5 Most Important Feedback Topics:

  1. Bugs 2 and 3 were quite abused during the beginning of phase 2, phase 1 and NDA testing and so far these same people have not been penalized in any way, leaving the impression that there is no supervision whatsoever.
  2. The pvp penalty encourages griefing and a temporary solution would be to at least make World Boss a PvP zone while they fix the corruption as it is currently completely unfeasible to open PK with the corruption state
  3. Some skills of all class don't work, like cc break of mage / healer, grapple of tank ( doesn't work 100% ), fighter in general.
    ======================
robust wigeon
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug / unable to loot bug
  2. Caravan / pvp bugs allowing for exploit (unintentional flagging, AOEing down caravan drivers etc.)
  3. Eliminate drowning as a free travel, allows people to get around while securing materials in an unintended way

Top 3-5 Most Important Feedback Topics:

  1. Desert needs to be filled with content to give more of a reason for people to want to level / donate build orders to the nodes.
    a. I would love to see P.O.I.s and mob placements that make sense
  2. More open world areas that allow for decent solo leveling against humanoids so solo players can slowly farm gear as well
  3. Flesh out and balance crafting systems. System should be worked on first with balancing of recipes/materials, placeholder animations etc. can come later
    ======================
sand sphinx
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug
  2. Storage Bug
  3. Indefinitely active Caravan events (as defender was killed halfway across the map while crafting because caravan disappeared and owner did not recover it.)

Top 3-5 Most Important Feedback Topics:

  1. Punishment for exploits
  2. Where are my spears?
  3. Crafting xp exponentially harder to gain than processing xp.
    ======================
floral jetty
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Top 3-5 Most Important Bugs:

  1. Player bodies being morphed or twisted by worn gear.
  2. Stuck and immovable mobs that do not attack
  3. World bosses/named mobs spawning in random areas that do not coincide with quests or typical spawn locations

Top 3-5 Most Important Feedback Topics:

  1. I personally do not believe gems should be as massive as they are in the overworld, that is simply my opinion. That size may make more sense in the underworld but it's insane to see a ruby the size of a smart car. It would make more sense (to me) if over world gems were essentially an extra found in your typical stone/metal node. Perhaps obtaining a geode and cracking it open at a station to obtain gems.

  2. I think the exterior of the area maps need some love. More small unnamed locations such as towers or ruined huts/buildings dotting the foothills would make the world seem more lived in. Old mossy stone foundations with goblins or gryphons roosting on them and so on.

  3. The strange use of armor classes gets me. As a DPS you'd think medium would make more sense to wear. Starting out, it does. It has dex and strength. Going into later gear, however, you come across a strange patch of medium gear that benefits casters and much less so physical DPS classes. Skulker gear for instance. Then you get the heavier Forsaken gear that makes sense for a Fighter to wear in many cases. Maybe it's because there aren't as many POIs with drops that stand apart from each other but I do hope to see a wider variety of medium and heavy gear specifically for phys DPS and tanks respectively.

This is coming from someone who yearns to play a Tulnar berserker.

eager onyx
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Weapon Skilltrees, this one baffels me the most since its still there and should be a trio priority. It affects combat by a big marging being able to proc all different weapon types at once
  2. Whole Caravan System, frankly it has too many bugs to list em all, objectively speaking i would scrap the whole system and use the one archeage used even as new placeholder
  3. Serverworker, the serverwoker causes a lot of issues seeing nameplates/caravans and so on which impacts pvp a lot

Top 3-5 Most Important Feedback Topics:

  1. Flying Mount, it creates too much of an power imbalance and even limited it should not be in the game peroid. I know it is cool and all but it reduces the quality of the game and before working it too much with restrictions and so on it should just be gone, limit it for some events maybe such as sieges
  2. Corruption/Pk System, this system is as it whole is not good, like currently there is never a reason to pk someone because losing your gear is way too much of a punishment, personally i would choose the archeage route again and introduce a crime system where you could go to jail and use time as punishment, this should carry over onto caravans as well since there is no downside to attack an caravan which makes it almost impossible to deliver a caravan and not get ganked i would even say introduce a dynamic timeframe where people could safly do a caravan run for those who prefer not to engage with pvp at all. If you introduce a system but makes the downside so severe it makes the whole system redundant, it shares my sentiment with flying mounts why before creating downsides/restrictions it should just be gone period
  3. i would love to see only 1 character name per account, i dislike the idea of having multiple since A. you lose your "identity" on the server which can be a good/mean player and so on B. reserving names or stealing even which makes it harder to come up with good names
    ===
mint flax
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Alpha Two Phase II Bugs

  1. My Tank's shield doesn't show up except for when I first login - after I start to fight something it vanishes
  2. Ashen Flame Warriors don't see to fight back after initial strike
    3 When finding a treasure with map and having excavation tools - its says missing excavation tools - restarting game resolves the issue

Important Feedback Topics

  1. Searching Market Place
  2. Possible Group Finder
  3. Mail System - sending items to players, maybe alts?
  4. Fast Travel
charred hare
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. as a tank not being able to generate courage
  2. randomly being targeted by mobs that are focusing on another target where i havent done anything to get aggro
  3. invisible shields
tame lagoon
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Inventory Bug- It seems to predominantly happening when I would mine a metal or stone. Then I would constantly be having to get on my mount as when I would loot or harvest anything you could not see what was picked up or harvested without calling your mount and getting on it.
2. Character Graphics- After trying to get my character to look like I would like and then loading into the game and others would not see me as I made myself. I would have a default or totally different look that would occasionally fix itself after a time but if I rendered out of their view when I come back I look totally different. Even for myself sometimes.

3.Caravan System- Being stuck in defender mode hours after a caravan because one would glitch out and no matter if you left the even you were stuck in a defender state and vulnerable to those who had been attacking said caravan.

Top 3-5 Most Important Feedback Topics:

  1. Flesh out and balancing of crafting systems- Gathering/Crafting harder to level then processing, artisan skill trees ,etc.

  2. Training of mobs from higher level characters onto lower. I know we need to be aware of our surroundings and do my best but it seems if a higher level character is pulling something higher behind them it will peel off and onto the "Weaker" thing as it see you.

  3. Clerics need a bit more heals that do not have a cooldown or maybe more charges for the flash heal. Having 2 or 3 is just not enough with the kind of damage being brought by most 2 to 3 star mobs.
    ======================

vague prism
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Top 3-5 Most Important Bugs:

  1. Inventory bug - Moving or dropping an item from my materials bag does not register the action (the item appears not to move). I have to constantly log out and log back in to fix it. Sounds like this might have been fixed today with the latest update.

  2. Map bug - The mini UI map gets covered with large black squares at random. I have to log out and back in to fix it.

  3. Crafting station bugs - a) Items will not process even though I have the correct amount of fuel and currency. Logging out and back in doesn't fix it and I'm locked out of the station. b) I'll have materials recognized as fuel (green check mark,) but when I go to add them they won't show up in the menu, even though they are in my bag.

Top 3-5 Most Important Feedback Topics:

  1. Players camping right on top of hunting spawns, especially rare creatures, is frustrating. Suggestion: Randomizing spawns within a certain area might help spread the love around.

  2. The congestion around a single market vendor or a single storage vendor has gotten out of hand. There's been a few times I couldn't access either space because of the wall of players blocking the npc. Suggestion: Please allow us to tag the tents/building instead of a single npc.

  3. The caravan UI system is not very user-friendly. It took me a long time to figure out how to open/load a crate. (Crates are also bugged at times and won't accept items in certain slots.)

  4. Mob respawn rates are too fast in 90% of areas. Having mobs instantaneously respawn on top of you while in the middle of finishing off a second is annoying.

jolly plinth
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Weapon finisher + stats proccing from unequipped weapons that are leveled
    1. Caravan Bugs (wrong node bug, carphin teleport bug, alt+f4 invincibility bug)
    1. Worldboss spawn on Server worker crash and on every realm restart. Need fixed timer otherwise multiple kills a day possible.
    1. Having to restart the game + launcher cause of looting/group/storage bug
    1. Attribute stats of your character randomly are less or more sometimes. Attribute scrolls sometimes have no effect or are present with twice the amount or even negate your attributes. Fixed with a relog currently.

Top 3-5 Most Important Feedback Topics:

    1. Memory Leak in carphin, steelbloom or any big pvp battle
    1. Nameplate rendering is horrible and super buggy
    1. Caravan Events need to give more information (owner, guild etc.) + shouldn't spam my whole screen.
    1. Item filter for marketplace or make it less tedious to go through each player stall
half talon
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  1. Ban exploiters 2. Caravans disappearing and game disconnects during caravan runs. 3. Mob trains being run into players 4. Certain Gathering nodes at set locations even on rotation always yielding legendary is a BAD system . Makes gathering tools almost useless 5. PLEASE give us more ways to level than just constantly killing mobs. Its so unbelievably boring. Consider increasing the xp from crafting considerably or give us more frequent high xp world events. Maybe even caravan quests.
magic crater
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. Enemy aggro range/ Leashing onto other parties
    1. Weapon combo attacks sometimes goes on auto even with auto-attack disabled
    1. Being unable to pick up loot sometimes without relogging
    1. Special Extended Finishers for book/wand Echo not working
    1. Can't defend/attack caravans in parties

Top 3-5 Most Important Feedback Topics:

    1. Caravans feel lackluster currently. I think it would be much more interesting if caravans were a group effort, requiring more upfront gold cost with much bigger space that multiple people can contribute goods to. Makes it so more people are incentivised to attack and defend, and also brings people together to create group content.
    1. I would like to see guild mechanics get prioritised, as they tie in to the node testing and large scale PvP testing.
    1. I would like to see more incentives for node sieges, though vassalship system might provide this already.
      ======================
steep elk
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  1. Inventory system bugs, havent seen a single quest item go to quest item inventory 2. Mob aggro 3. Questing bugs, such as not being able to turn in or finish some quests
static horizon
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory bug - even with the patch today, it doesn't seem to be fixed. People still reporting being locked out of moving things into/out of inventory and having to re-log.
  2. Maps still not working for everyone
  3. Bug with bard movement speed (being slowed down to a crawl) involving epic melody.

Top 3-5 Most Important Feedback Topics:

  1. Exploiters/griefers need to be dealt with harshly. Full Stop. They are not here to test your game, and actively impede the people who actually want to. If you allow them to continue unabated, you're going to lose more and more testers as time goes on - and the game will ultimately suffer for it. Those who exploited mobs/guild wars/etc to gain levels, gear, etc, are not going to carry this game forward. Their toxicity is ruining the experience (and this is alpha FFS, beta/live will be even worse) for everyone else.
  2. AI needs some serious love. Between randomly disappearing mobs, teleporting mobs, mobs stuck in the walls, people being able to easily train mobs, mob pathing issues, mobs that break, etc, there is a lot that needs to be addressed here.
  3. Resources - we need more/dynamic resource spawns ASAP. The fact that people can literally time spawns and hoard high quality mats is absurd. Every resource node of a class should have the same chance to drop different rarities. This would also naturally incentivize people to explore more of the map. In this same realm, resource nodes should never get grid locked to a certain quality (IE there's a ton of T3 ore/trees/etc that hog up spawns for lower mats,) There should be some kind of cap on the number of spawns in an area for whatever tier.
  4. It was a bad decision to stuff all of these players onto a handful of servers, unless your entire goal was simply a stress test - people would have appreciated some transparency there. When the map grows is when you should add players.
    ======================
twin siren
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Alpha Two Phase II Feedback

Top 3-5 Most Important Feedback Topics:

  1. Class Build Diversity: The game needs more build options per class, especially regarding skills. We hope that the second class choice will have a real impact on gameplay, offering more customization.
  2. Bard Class: The Bard feels less thematic due to the lack of musical instruments as a primary weapon, which weakens its identity.
  3. Cleric Class: The Cleric is too limited to healing skills, with no options for buffs or damage spells. It would be great to have more versatility to make the class more dynamic.

Top 3-5 Most Important Bugs:

  1. inventory bug
  2. Optimization Issues: The game performance is poor, with frequent frame drops and stuttering, even on higher-end PCs. Optimization needs improvement.
  3. Ban exploiters.
sage kraken
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Important Bugs (3-5)

  1. Caravan Lockout
    When launching a caravan, if the player/server crashes during launch, the player can be locked in the state of having an active caravan, unable to purchase/launch another one forever. A function to reset the flag on a player's currently active caravan event would at least provide a failsafe for this issue.

  2. Cargo Mass-Deletion
    If the player selects Samia's Hope/Lionhold within the cargo menu, it deletes all cargo at all other locations. Disabling the cargo window entry for these two locations would prevent this.

  3. Inventory Desync
    After spending a while logged in, or perhaps moving across server workers, the inventory desyncs and sometimes prevents new items from being picked up. You can force an inventory update by mounting up, so maybe forcing a character state update upon looting would fix this issue until a larger fix can be deployed.

Important Feedback Topics

  1. PvP Flag Dropping Mid-Combat
    While an active PvP flag is in the process of dropping off, being hit doesn't seem to reset it's timer, leading to a situation where an attacking player gets corrupted despite 90% of the fight being while the enemy was flagged. Taking a hit while your PvP flag is active should extend the timer back to at least 30seconds each time they take a hit, or at least have a visible timer if this is intended design.

  2. EXP Debt is more punishing sub level 25
    EXP debt currently acts as both a progression blocker and a stat dampener, where I feel it should really only be the latter. At max level there isn't anything to progress towards, giving you way less reason to avoid EXP Debt than a level 20-24. I feel like EXP debt blocking leveling progression disproportionately effects lower level players, and discourages those players to take on any risk. EXP debt feels roughly equivalent to losing experience for a leveling player, and feels more or less meaningless to a max level one.

  3. Small Render Distance Under Heavy Load
    While I imagine culling is a necessary evil, the render distance for characters gets very low when there's ~80 players fighting in an area. This makes it difficult to get a feel for large scale battle tactics when you can't see the enemy force while on the backline of your own team.


I'm enjoying the hecc out of Alpha! I didn't expect to be playing much of a game during the alpha, but here we are, sinking ungodly hours into the game way-way-way before release. Keep on rocking it devs!

twin siren
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Alpha Two Phase II Feedback

Top 3-5 Most Important Feedback Topics:

  1. PvX means PvP and PvE. I'm so sick of the griefers thinking its fun to attack everyone at anytime when all we're trying to do is test this game for you. If this is meant to be a PvP focused game then it's not what I signed up for nor was it the perception of what was being advertised. PvP should only be engaged by those who want to PvP. As a PvX player I shouldn't have to deal with these griefers every time I log in

Top 3-5 Most Important Bugs:

  1. Caravans disappearing
  2. Being teleported from New Aela to Carphin when in a caravan and your caravan does not come with you, leaving it to god and providence to destroy while you run back to protect it
  3. SW switch causing disconnections and severe lag
rose storm
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. All the various ways your caravan can just disappear on you currently
  2. Some woods are completely unharvestable(willow) if they are bugged even slightly into the terrain.
  3. Constantly having to relog because you can't loot/harvest and/or your loot/harvestables don't show in your bag till you relog

Top 3-5 Most Important Feedback Topics:

  1. Caravan drivers should not be able to be killed off their caravans
  2. Exploiters and griefers need to be dealt with swiftly and harshly. They are not here to test your game, and actively impede the people who actually want to. If you allow them to continue unabated, you're going to lose more and more testers as time goes on - and the game will ultimately suffer for it.
  3. Remove crafted items, like stat/enchanting scrolls, potions and better caravan parts from vendors. Make crafting necessary.
brazen kraken
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Storage Bug
  2. War Bugs
  3. Caravan Events

Top 3-5 Most Important Feedback Topics:

  1. The first feedback I need to give is related to what I interact with the most in the game, which is Storage. In short, the experience is terrible, especially if you're a processor. We urgently need a way to see the quantity of a specific item we have stored, and the bugs related to it need to be resolved, such as right-clicking and the item not being moved to storage, the lack of an organizer in storage, and errors when trading. For instance, the calculation of available spaces in the recipient's bag needs to account correctly for items that will be merged with broken quantities. I've had multiple issues with trades where I couldn't complete them even though I had enough space to receive materials.

  2. Another issue that needs fixing is the error that occurs when processing 250 materials, which ends up consuming all materials of the same type in your inventory if you're carrying more than 250. This also happens when processing coal, where it consumes all Oaks during the process, regardless of the amount ordered to be processed.

  3. Another thing that has been very frustrating in the gameplay is that the game has become PvE. The theme was supposed to have open PvP; however, the only PvP options we currently have are in Lawless areas or during wars. Spot disputes are resolved only through griefing; there isn't even an option for PK (Player Killing), as the system is so punitive that the mere thought of doing PK is already discouraging.

  4. Guilds with 50 slots and no storage are unfeasible! The logistics for this are simply horrible. Ashes is a game made for guilds and massive wars, but we can't have a guild that accommodates most of our players without creating endless problems. Issues arise within the guild itself, such as people without ranks inviting others at random, and the problem of having to create multiple guilds and buying war scrolls, when we could simply have one guild and simplify everything. I understand that the system isn't fully implemented yet and that 50 members is the guild's minimum limit, but why not allow more slots and make life easier for players who are already under a lot of stress due to the many problems in the alpha?

======================

eternal ibex
#

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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory desync - While harvesting occasionally the storage bags will not update. It would require me to mount my horse. This would make it so I couldn't harvest any more materials or move things into those slots.

  2. Spawn locations for trees - There were a few locations where rare trees would spawn in rocks or floating in the air. This would make it impossible to harvest.

  3. Enemies warping - While running away from some wolves, I was able to climb up on a building and escape their range. Only to find out that 10 seconds later, they were not having it and warped next to me on top of the building I was using as safety.

Top 3-5 Most Important Feedback Topics:

  1. ROI on crafting resources - You can take a piece of T1 wood and turn it into a T2 item (sawdust) that sells for 80c. If you take that piece of T1 stone and turn it into a T2 item (clay) it sells for 8c Iost 55c on this. It makes no sense to spend time doing stonemasonry for money at this time. This just needs to be balanced

  2. Timer for PvP flag after attacking another player - The PvP timer after attacking a non PvP player should be longer based on the level difference between the two players.

  3. Market Price Visibility - I have spent a majority of my time gathering and processing materials. It is really hard to figure out how much I should charge for an item on the market. It left me just wanting to sell directly in chat and avoid using a system in game. I suggest that when you go to post a product on the marketplace, you can see the lowest price, median price and the most expensive price on the market so you can make an informed decision on how much to sell your materials for.

  4. Lots of raw resources on the Market - Give the mayor some ability to purchase raw materials on the market that can be used for progressing the node.

fast adder
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Bugs:

  1. Gear/Stats dont register. Tanks get hit noticeably harder until relog, heals wont crit, heals are reduced (without debuffs), and sometimes wont heal the target for several casts (like deliverance). If I am at 8% heal crit, it is not logical that I can roll 3 different HoTs and not see one crit over the course of 60+ secs.
  2. Mobs need to respect LoS. Firestarters are nasty and probably overtuned but the real issue is they can hit you from 35+ yards away through walls.
  3. Mobs getting stuck in walls need to be fixed asap. Some grind spots get destroyed until server reset and it sucks.
    Feedback:
  4. Mob AI. This is my rebuttal. Mob trains can suck but stripping away mob trains removes one piece of the emergent gameplay puzzle. Maybe their radius can be adjusted but I disagree with outright removal. The world shouldn't feel tame and predictable. A little frustration is ok in a social sandbox.
  5. Party numbers by party hp bars. A simple 1-7 near a party member's hp bar.
  6. Double the length of time you're purple. I want to know who robbed me and be able to kill them before they go white again.
  7. Add level downscaling. Cap gear to the highest of that level bracket and allow full xp for the lowest member. Sometimes, I just want to go back and help my guildies get levels. I'd rather not be forced to leave a member behind.
  8. Essence Infusion is kind of pointless. It needs a rework. No reason to ever use it over Divine Essence, which saves lives in the clench or near insta rez a tank. Suggestion: Allow Essence infusion to add a HoT or bubble to target it is used on.
whole magnet
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op 3-5 Most Important Bugs:

  1. Material gathering nodes:
  • Nodes stuck in the ground, a rock or up in the air.
  • Nodes that can not be interacted with at all.
  • Nodes that can be interacted with but do not fall apart / fall over and award no materials or xp.
  • Nodes that can be interacted with and give xp but no materials (90% of the time the materials show up upon mounting up or relogging)
  1. Inventory and storage. (tested after the fixes)
  • Items not displaying as being moves to a different slot often also not showing in the slot they came from.
  • Right click to store items in or take from the storage often does not work.
  • right clicking to store a stack of items does not work at all when there is a stack of items in the bank that is not in the 2nd bank tab where the missing number of items is smaller than the stack one is trying to bank.
  1. Processing stations often take more materials than are needed when there is more of the needed material in the players bag.
    for example one can have 200 stone in the bag to put in 2 orders of 100 and the station will take 140 for the 1st order instead of just 100.

  2. The game often takes 95% of my 32 Gig memory after playing for half an hour orso. this causes the game to freeze and i can only close the game via the task manager.

Top 3-5 Most Important Feedback:

  1. Hunting is not in a very good place atm.
  • Petting an animal to death is just horrible!
  • finding animals to hunt can be difficult. levelling the skill is a lot slower than mining, herbing or woodcutting.
  • The number of animals that are above common level is abysmally low compared to other gathering items. this is greatly limiting crafting.
#
  1. The current resource gathering system is terrible. and i say this as some1 who has mined thousands of ore since December 20th.
    I think there is enough metal to be found, it is just not spread out very well.
  • a handful of people can lock down 95% of the gathering materials.
  • gathering spots are condensed to a few parts of the map while there are huge parts of the map completely void of anything but buried ash trees.
  • trees especially are difficult because they seem to bug out even more than other gathering nodes.
  1. uneven spread of scenery and materials.
    The difference between how finished locations on the map are is just too great.
    for example: The area around Miraleth is very well developed. It looks good and there are a lot of monsters to fight and resources to gather.
    The area around New Aela is just barren and ugly. (sorry, but there is no better word for that)
    This leads to players flocking to the new nodes that are better developed and have more to do around them leaving the other nodes far behind.

  2. Mounts (specially horses)
    They cant seem to lift their legs! and the map is is full with, often hardly visible, things they can get stuck behind. it's frustrating!
    ( it's useful when someone is chasing you though, just put a twig on the road or draw a line in the sand and their mount stops moving! )

  3. The market place as it currently is is very difficult to work with.

  • Searching for a type of item is hard because it relies on the seller to write down exactly the term you are typing in (and many ppl do not write a storefront at all)
  • it's almost impossible to compare prices.
  • many empty or almost empty abandoned stores stay listed.
  • being able to list only 20 items is a pain.
  1. Visibility and lighting.
  • text in quests and numbers on item stacks (and more) can be very difficult to read.
  • the dark at night does not just make things darker it makes them fuzzy.

probably not an issue fr most.
for me straining my eyes often leads to migraines

short fulcrum
#

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Alpha Two Phase II Feedback

**Top 3-5 Most Important Bugs: **

    1. Chopping Weeping Willow or any other trees on a freehold gives oak wood.
    1. Planting a baby cow on a freehold plants a patch of bluebells instead.
    1. Planting a baby chicken on a freehold puts an egg down that disappears and doesn't seem to become anything.
      I attached some memes I made around Freeholds this as well since a lot of my testing and documentation has been focused around Freeholds since <t:1734998100:D><t:1734998100:R>. The nice thing is the memes were a lot of fun so even when things didn't work as expected, the memes were a nice bonus to not have to feel bad about not getting western larch or willow wood from their respective rooting balls. Looking forward to the incoming fixes and have really loved the Freehold implementation so far YarrLove

Top 3-5 Most Important Feedback Topics:

  • 1. Freeholds & Family system: Clarification/further details would be good. A lot of people are organizing around the future speculated family system, even though Steven said that system would only come late in Phase 3. And a lot of information on it is quite out of date. An idea of Freehold permissions in the future would be good too, separate from the later coming family system.
  • **2. Corruption and Blight:**Especially if a penance quest is planned for implementation to cleanse blight. Already players are willing to get corrupted to kill (even spawnkill) hunters at raptors which are a highly contested bottleneck for their hides. These hides are especially crucial for any medium armour class, such as the highly anticipated upcoming Rogue by the end of the month. Once that blight removal quest is in, players willing to get corrupted will be much more common, and I think it would help if many players understood that better (especially more artisan focused players). I could imagine many players standing outside of Freehold safe zones in the future looking to kill artisans to get their stuff, especially as Rogues. If players are prepared for this, they could hire guards or bring friends when they're carrying valuables, and that would be fun. Just don't want to see disappointment due to unrealistic expectations.
  • **3. Social Organizations & Economy:**Especially for Banditry. Currently crowbarring makes very little sense, but could be interesting once Ophelia Blackwater is part of a social organization for bandits/black marketeers where they can rise in the ranks and unlock better bonuses over time. This would also help combat some of the inflation we're seeing in the game from gold faucets. Also would like to see more communication or addressing of other gold faucets in the game such as bullywogs, since they tend to be unhealthy for the economy in the long run, unless more gold sinks are added (Economic Node auctions will be exciting as a regular monthly, player-driven/price-set gold sink!) .
  • 4. Major Resource Bottlenecks and ConstraintsSuch as the huge need for raptor hides and especially weeping willow for everything, including as woodchips for tanning apprentice hides like raptor hides. Freehold fixes would somewhat address this, but would be good to hear more about the design philosophy behind them and overall future intentions for them. I see some of the benefits they bring to the game.
    ======================
radiant galleon
#

Top 3-5 Most Important Bugs:

  1. Grem can hit you nearly immediately upon aggro and negate range
  2. People can drag mobs by you and get them to link on you, successfully killing you, and looting without corruption.
  3. Inventory bugs where you have to log out because you cant collect drops anymore.
  4. Mineable nodes get into a state in some areas that cannot be interacted with.

Top 3-5 Most Important Feedback Topics:

  1. I would like it to take longer to level. Maybe quick for the alpha tests, but on live it needs to be SLOW.
  2. Invisibility should work against mobs, as long as its a timed ability. Lasts a minute or something.
  3. Abilities need a general balancing. Some are permanent, some are 5 seconds.
  4. Corruption is heavily de-incentivized, this needs tweaking to make this an option. Its basically not a mechanic that is worth dealing with, and therefore a non-factor in gameplay. Good luck finding the fine line.
  5. I love the abilities on weapons. Is it intended for me to get the status effects from my weapon not being used? If so, maybe they are turned down 50%? Also, would love to see more weapons, like spears. Keep up the awesome job.
indigo sandal
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Top 3-5 Most Important Bugs:

  1. Boss Spawns – Many of the boss respawns have been bugged and can result in large groups of players waiting around for bosses that never spawn. Especially frustrating if you are wanting to do a quest.

  2. Inventory not Updating – The inventory not updating properly is pretty frustrating, the fix of getting on and off your horse is a way around but pretty tedious. While not terrible the frequency that this affects players is high since you are often interacting with your inventory.

  3. Caravan Bugs - While I haven’t interacted with the caravan system this does seem to be a pretty big issue and it seems like it is impacting a lot of people, I see it a lot in global chat.

Top 3-5 Most Important Feedback Topics:

  1. Mining – By the sounds of the recent patch notes this has been addressed to a certain extent, but the novice metals need to be more available such as copper and zinc.

  2. Marketplace Stalls – Great addition, obviously does need a better search function as I find myself spending a long time looking for materials, both to buy and to work out what price I should be listing at.

  3. Quests – A lot of quests are bugged and they also do not offer enough rewards for their time commitment. Would be nice to have a bit more leeway to go off and do some quests and not feel like I’m being very inefficient.

  4. Node Lag – If you can, maybe some targeted systems to reduce load in nodes? Timed despawns for mounts and that sort of thing. I do get lag issues elsewhere but it is most noticeable in nodes and can make it quite difficult to do tasks.

gleaming sphinx
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Alpha Two Phase II Feedback

Most Important Bugs:

  1. Inconsistency of (occasional inability to) right click an item from player Materials inventory into storage. Both rightclick and shift-rightclick only work ~50% of the time. This makes inventory management a nightmare, since you need to manually consolodate item stacks in storage.
  2. Inventory bugs in the Materials tab, where the items are desynced from the server.
  3. Mouse behaves inconsistently with holding rightclick.
  • Expected Behaviour: Hold right click to aim your character. Move mouse while holding rightclick, will cause your character to changing aiming direction. Release rightclick, the cursor should reappear at the same location it was when you started holding rightclick.
  • Observed Behaviour: Rightclick holding works as expected most of the time, however sometimes, the cursor will NOT reappear at the same location after releasing right click; it will reappear at the location it would have been if you had never started holding rightclick. This behaviour is somehow related to trying to cast a ground-targeted AOE, but I don't have consistent duplication.
  1. Weapon skill tree bugs.
  • With book + greatsword equipped (and snare not selected anywhere in either tree), combo finishers will still cause a Snare debuff sometimes.
  • Occasionally, the weapon skill trees are reversed. The active weapon will use the inactive weapon's skill tree.
  • Ward, Keen Edge, and Refreshing Followthrough will accumulate charges inconsistently. Sometimes it works as expected, sometimes it uses the inactive weapon's skill instead of the active weapon's skill, sometimes it uses BOTH (i.e. casting a skill will provide a stack of both the active and inactive weapon skills).
#

Most Important Feedback Topics:

  1. PLEASE give us more detail in the combat log. Incoming/outgoing damage type, crit (y/n), raw damage, damage mitigated (% or raw). Buffs/debuffs gained/lost. Incoming/outgoing healing.
  2. Party looting. Based on Steven's talks on the subject, his design intent seems to be to require groups to have control of the body (with the loot) in order to loot it. However currently, a party needs to have control over the body (which contains the loot) twice. Once to initiate the loot roll, and a second time for the winner to loot the item. Suggestion: After the loot drops and the roll is started, a player who is eligible for the roll can go and hit F on the body. If they have done so, then when (and if) they will the roll, the loot will go to their bags, with a reasonable maximum radius (30m?)
  3. Using weapon combo attacks needs much better feedback as to what stage of the combo you are in. For example, placing a number over the weapon attack icon, indicating what step you are in the combo chain. (e.g., after 1st attack, a number "2" would appear over your weapon icon. After 2nd attack, a number "3" would appear, ect.)
  4. Crafting any number of items.
  5. Allow us to talk to the Market NPC and the Storage Clerk while mounted.
    ======================
dark geyser
#

Top 3-5 Most Important Bugs:

  1. Anything to do with Caravans. They are a major gameplay loop behind the node progression and their working usage is crucial for the launch game economy
  2. Inventory/Storage bugs with moving items around, selling items to vendors, not seeing items when you move them, etc...
  3. Mob pathing/leashing/movement when attacking to feel more responsive and in sync with the world
  4. Tank's shield disappearing - personal vendetta 🙂
  5. The mouse not always picking up when switching to/from action cam combat, especially with dual monitor setup in full screen windowed mode

Top 3-5 Most Important Feedback Topics:

  1. While people will need content to keep them engaged in testing, the core systems are the most important items to focus on in my opinion.
  2. I really think it would be helpful to do more specific situation testing (ex: separate server and boosting people to max level and given items sets to go out and test specific game events or mechanics.
  3. Having another zone open with some small ocean to cross in-between would be fun to test 🙂
  4. Combat feels amazing. The world is incredibly beautiful. The Artisan system is addicting. Ya'll are doing amazing work. I love you all.
oblique zephyr
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Top Bugs, 1) When in action mode and any UI window opens I get stuck not being able to move the mouse around, this happens whenever loot windows open, 2) Mobs not leashing properly and becoming glitched out. 3) Mob attacks becoming out of sync with animations and/or dumping a dot all once. 4) Mobs stacking abilities from ability spam. Feedback - world is too 2 dimensional, everything in X and Y with no Z need mines and crypts and stuff

patent grove
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Top 3:

  1. Marketplace searching is horrible. Please let us search by items, not keywords, or give us more than 50 characters to list items

  2. Chat - I know this is low priority, but PLEASE PLEASE give us a LFG & trade chat if nothing else, or at the bare minimum, let changes we make save and be persistent so we can turn global off

  3. Exploiters going unpunished. If they violated the ToS, they should be gone. I'm not interested in debates about what they're contributing. Either change the ToS, or abide by it and remove them from the testing environment.

true egret
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Quality & Rarity clothing not working properly for All Artisans Skills.
  2. Caravan Dissapearance bugs & Commodities selling for "zero" Gold
    3.Gathering resources spawning underground or upside down
  3. Treasure Maps.
  4. Freeholds- resources planted with rootball are not what are harvested.

Top 3-5 Most Important Feedback Topics:
1.Artisan skill Trees
2. Artisan Recipes
3. Balance between found gear(should be weaker) vs Crafted(should be stronger) in the same level tier
4. Freehold operations

safe hazel
#

Top bugs:

  1. Any exploit
  2. Party issues with xp, chat
  3. All the caravan things, especially staying flagged after turning in caravan and getting teleported away from caravan
  4. Inventory issues
  5. Journeyman resources populating the world when no node is high enough to support them

Feedback:

  1. Why does an adult cow only give one milk at a farming station?
glass cedar
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
Gameplay is king, content and features come secondary.

  1. Stable combat. Golems doing roll animation and teleporting more than Night Crawler from X-Men, also Golems desyncing and having their attack effects execute mid way through animation. Makes me too scared to try challenging enemies and pulls, especially solo or without a pocket healer.
  2. Stable npc. Similar to above, but having NPC quit glitching under the ground and attack you from behind terrain, also not having NPC that appear but don't really exists, since you can't actually cast or attack them and they don't move anywhere.
  3. Stable servers. Crashing when doing a routine goblin farm, and coming back to dead character and xp deficit. Disheartening.
    If these 3 are fixed, then the game is reliable frame to base off of and add additional things.

Top 3-5 Most Important Feedback Topics:

  1. Crafting is too complex. Yes it's an MMO and we want player driven markets and community engagement etc. Those should be tools to leverage and elevate the player experience, but not mandatory. Needing 7/22 apprentice skills to be able to craft Polished Tin Leggings (a lvl 10 piece of gear) is way too excessive, especially if max level for players is 50. This is further aggravated by player market being way overpriced imo.
  2. Market. Market is overpriced. Only viable option for gold making is trading with players, but more so caravans caravans. Caravan pvp is an excellent system. But endlessly carting back and forth is dull gameplay. The option is amazing, but mandatory for economic viability is restricting.
  3. Archetypes are all awesome and have unique feeling.

Content creators will farm hype and also farm hate from this game. Stay true to form, and try to continue being honest with timelines and their extensions. Especially with all the systems listed in the kick starter. Keep up the great work Intrepid!

digital crater
#
  1. Mass Scale PvP lag. Mass scale PvP performance is anywhere from horrible to unplayable (slide show).
  2. Caravans are breaking and keeping players locked out of being able to run caravans. In example, the caravan request beacon bug where the caravan option is grayed out and "waiting deploy" forever.
  3. Certain named mobs are highly contested and have high respawn timers.
  4. Debt stat dampening is one of the highest inconveniences I've experienced in the game. The leveling experience is not a fun one. Then after hitting 25 I'm forced to go back to grinding mobs because of stat dampening.
  5. The hunting artisan skill is also a far from pleasant experience. Players have to go to a mob spawn and clear mob packs for hours in order to reset respawns, getting 1 farmable mob every few minutes. I would much rather level/extract carcasses by killing mobs. The "hunting tool" could be a skinning knife in example, to be used on dead beasts.
grave wolf
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob leashing leading to training on lower lvls
  2. Rubber banding
  3. Inventory glitches

Top 3-5 Most Important Feedback Topics:

  1. Hunting as a whole. Leads to mindless grind of lower lvl mobs to spawn rare huntable ones
  2. Unbalanced item requirements for Tailoring compared to other armour recipes
  3. Lackluster commission rewards
stray abyss
#

Alpha Two Phase II Feedback Top 3-5 Most Important Bugs:

  1. Caravans: disappearing, getting stuck or teleportation to Carphin while driving caravan, permanent defender or attacker status, completing run but items dont show up.
  2. No high quality in hunting materials, some materials have strange rarity chances (very very low like some woods)
  3. Inventory bugs
  4. Physical Pen doesn't seem to be working properly, Seems like its not being calculated correctly
  5. Weapon skills doesn't seem to be working properly, skills of non equipped weapons work as if they are.

Top 3-5 Most Important Feedback Topics:

  1. Love what you are all doing, keep up the great work
  2. Fighter needs work, The stat squish really hurt the class. remove the cc break from Berserk and its momentum cost. single target bust needs to be brought way up. Wallop needs the moment cost reduced allot if not removed all together, Lunging assault needs a rework, switching stances with the Art of war skill should be instant.
cold ferry
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Stats dampening on bard: accrues on random when switching between melodies, common stat dampening: negative movement speed and negative damage multiplier
  2. Healing a player infected with a healing debuff causes you to PK that player when he dies from mobs.
  3. Processing 250 materials when you have 500 or 750 in inventory, causes all 500 / 750 materials to disappear instead of just 250.
  4. Spell variants of weapons doing physical damage instead of magical

Top 3-5 Most Important Feedback Topics:

  1. Adding an option when switching between single target skills and AoE skills to just switch the icon on the skill bar instead of adding a new icon for both skill variants.
  2. Lower taxes for new players that joined as a citizen to a node too late.
  3. Adding 1 more damage skill for bard, prefer a single target channel skill.

======================

frank vapor
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan related bugs make the core of the game difficult to appreciate
  2. Weapons skills bugs

Top 3-5 Most Important Feedback Topics:

  1. Guild bank
    ======================
mint saddle
#

Top 3-5 Most Important Bugs:

  1. Mobs and Town guards gets permanently moved from their original spawn point and causes issues for players.
  2. Node buffs stack up indefentely and makes it impossible to see what player buffs you have, nor can you see you your buff on other players are there.
  3. Mob trains with loosely defined aggro used for griefing.
  4. Bugged quests that cannot be completed or continued.
  5. Food items and Fish disappears from inventory.

Top 3-5 Most Important Feedback Topics:

  1. The rarity variety of gathered materials are thwarting farming.
  2. The limiter of amount of jobs in processing and crafting is bad. (1,5,10,25,50) A slider from 1-50 would make more sense.
  3. Im still having fun, keep up the good job!
sleek idol
#

Top 3-5 Most Important Bugs:
1 Recourses has stable spawn location with same rarity.
2 While running caravans you have a chance to teleport to Carfin.
3 All other caravans issues, disconnecting / despawning right after launch

Top 3-5 Most Important Feedback Topics:
1 Please make Wednesday and Thursday offline days, it's more usual for many MMOs, and we use start playing on Friday

topaz aurora
#

aLpHa TwO pHaSe Ii FeEdBaCk

ToP 3-5 mOsT iMpOrTaNt BuGs:

  1. CaRaVaN eVeNtS aRe VeRy BuGgY oVeRaLl:
    • PlAyErS cAn GeT sTuCk In ThE eVeNt As A dEfEnDeR oR aTtAcKeR iF tHe EvEnT nEvEr EnDs (E.g., WhEn SoMeOnE lOgS oUt).
    • CaRaVaNs MaY fAlL oUt Of ThE wOrLd AnD/oR bEcOmE uNrEcOvErAbLe.
    • CrAsHeS oCcUr WhIlE dRiViNg A cArAvAn.
    • CrAsHeS hApPeN wHeN tOo MaNy CaRaVaNs ArE nEaRbY.

  2. aRrOwS oF pLaYeRs ArE uNaBlE tO bE sEeN oN tHe MaP wHeN yOu ArE iN a RaId.

  3. MoBs BeCoMiNg BrOkEn DuE tO pLaYeRs PuLlInG mObS aNd GeTtInG tHeM sTuCk. ThE mOb NeVeR rEtUrNs To It'S iNtEnDeD sPaWn CaUsInG pLaCeS (cArPhIn ToWeR eSpEcIaLlY) tO bE mIsSiNg SpAwNs.

ToP 3-5 mOsT iMpOrTaNt FeEdBaCk ToPiCs:

  1. MoRe QuAlItY oF lIfE iMpRoVeMeNtS wOuLd Be NiCe.
    • SuMmOnEd MoUnT fOlLoWiNg YoU.
    • bEiNg AbLe To ReBiNd KeYs PrOpErLy (CaN't ReBiNd A/d If YoU uNbInD iT.
    • sCrOlLwHeEl CaNnOt Be ReBoUnD
    • cAn'T bInD cTrL, aLt, ShIfT wItH oThEr KeYs At TiMeS)
    • bEiNg AbLe To SwItCh SuMmOnEd MoUnT wItHoUt HaViNg To DeSuMmOn ThE cUrReNtLy SuMmOnEd OnE
turbid blaze
#

1.) Caravans
2.) Ghost nodes
3.)shield being invisible

balmy violet
#

Top 3 Most Important Feedback Topics

Mob (De)Buffs Visibility Feedback:
Buffs and debuffs on mobs should always appear consistently below the health bar, with all active effects fully visible (no "+X debuffs" placeholder). This helps players quickly identify resistances and debuffs, making skill usage more efficient and less random.

PvP Feedback:
PvP feels unbalanced and lacks meaningful incentives. Fighting back is punishing, as stronger players exploit weaker ones. Exploits like stunning and letting mobs kill targets bypass player-killer status, enabling griefing without adequate consequences.
Training mobs to kill players or CCing healers to cause deaths also needs stricter penalties, like long-lasting murderer flags. Actions resulting in deaths should flag as murder, as the intent is clear.
The lawless area concept and the meaningless PVP risks alienating casual players, who are essential for AoC’s success due to the subscription model. Allowing a few hardcore players to dominate may harm player retention and revenue in the long term.

Loot Distribution Feedback:
Loot pickup timers feel clunky and disrupt party flow. The "free-for-all" transition is problematic during extended fights or exploitable by party members waiting to bypass rolls.
Loot systems could improve by showing loot to all players immediately. The first player to inspect triggers dice rolls "while appearing to pick it up and handing it to the winner". The winner gets the item directly in their inventory.
Clearer settings for automatic distribution, like for runes, are also needed.

mild canyon
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. There's something going on with weapon skills. For example, I have a wand build that I was using at lower levels, but now I have a longbow. My wand build skills are still getting procs when it's not equipped. I'm getting volatile, echo, burning, dazed?

  2. Caravans. Being stuck in a caravan event. I think this is from the person alt-f4ing while being out of combat (we were focusing a different caravan). Also requiring us to drop group and select attacker/defender, and then grouping up afterwards is really annoying.

  3. Fix CC breaks not working on certain classes, or fix the wording around what they are meant to break us out of!

  4. Bugs relating to run speed and stamina, sometimes I'm moving slower than everyone else in my group. One time we all RP walked in a line and I was noticeably slower than everyone else. Other times I'm watching my stamina instantly recover to full or being able to indefinitely sprint, I think somehow relating to run speed/stamina buffs.

  5. Changing settings on my chat box don't save. It would be nice to have tabs that aren't flooded with loot messages so I can more reliably see messages.

#

Top 3-5 Most Important Feedback Topics:

  1. Class color nameplates so that I can have better vision when pvping in big groups. Or at least better ways to quickly identify and track people during the chaoticness of 40 people fighting.

  2. CC'ing non-combatants should be allowed in the long-term, but I understand changing this in the short-term. Rather than make people immune, increase the risk of doing this. For an extreme example, I probably wouldn't do this to steal a copper node if flagging made me stay flagged for an hour.

When competing for spots, I think this is okay because it flags you up and forces pvp for the spot. As much as I wanted to level up and got annoyed by other groups wanting to compete for a leveling spot, this follows the philosophy of what this game is all about, right?

I was in the non-lawless desert while leveling and a group rolled up into our spot. Our group didn't want to pvp. They flagged and started doing damage to us and cc'ing our healers. Eventually we flagged up and counter-attacked, which we were able to do on our own terms and it gave us a huge advantage. This was a fun experience! Conversely, I had an experience in seph where my group was getting wiped due to healers being cc'd. While that was frustrating, I would rather have this than have basically no spontaneous pvp situations.

  1. I really like the lawless areas! I like the idea of being forced to compete for really good grind spots (and potentially gathering), but the nature of a lawless area means you can go somewhere else if this bothers you. I also like the situation of having 3 desert nodes with a lawless area in the middle. You can run through it for a faster travel time, but there's risk. It makes the area more unique.
clever nacelle
#

Top 3-5 Most Important Bugs:

    1. Weapon skill trees effecting even when the weapon isn't equipped or being used.
    1. Mobs like firebrand, some rot hounds, and some minotaurs not fighting back so they can be free xp.
    1. Logging out and back in party/raid getting messed up.

Top 3-5 Most Important Feedback Topics:

    1. There does not seem to be any mount degradation to require getting new mounts once you are happy with what you have.
    1. Low levels(under 10) seems to goes too fast making the level 0 gear not worth making for yourself or other people so novice gear seems to only be useful for building up node related things.
    1. Processing tables not having selectable amounts.
placid pebble
#

Bugs that I found during few days of playing:

  • wonky loading of assets/textures during travel between world chunks
  • quest that are blocked
  • mobs spawning in places from which they cannot act
  • mobs trains killing everything on their Path

Feedback:

  • improve new player experience by adding maybe two more starting quest to point player at direction, maybe introducing some aspect of exploration. There is something missing for me in it.
  • iterate a lot on archetypes and later classes
  • present some design documents describing what is the idea of 30/40/50 level character and how they will shape. Characters will require a lot of iteration and current feedback can be made invalid by customization decisions later on. Give us idea what do you want to achieve. Not just "There will be auguments".
  • iterate on leveling process. More avenues to get EXP is better in the long run. Let me level the way that I want.
  • Some more varied quest would be nice in the future (interactions with environments, archetypes or jumping puzzles?)

Keep up the good work, as more and more I am amazed of fundations that you have built.

fading ice
#
  • Freeholds are economy breaking in current form due to ability to grow unlimited higher tier trees. need to either make them invadeable or add the ability to grow trees via farming in nodes to avoid a complete economic bubble and future collapse.

  • pressing esc for any reason cancels bard melodies, including closing looting windows, inventory, quest window, clearing combat target etc.

  • looting player corpses is an act of desecrating remains and should be punished accordingly by corrupting you, or at least causing a much much longer pvp flag of 10 to 15 minutes. looted players should receive a notification of the name of the person that looted them and have a 24h corruption amnesty in which to seek revenge without being corrupted when attacking their desecrator.

  • corpse looting PVP flag frequently drops mid PVP combat. this should never happen.

jade compass
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure Maps - can not launch. Can not collect loot (then character can't do any more maps).
  2. Collecting loot - most often happens for not being able to pick up glint. Usually fixed with a relog (except for Treasure maps in that it seems to corrupt the charater such that they can't complete any more treasure maps).
  3. Holes in terrain - either finding areas that you can't get out of (terrain looks correct), or getting stuck in terrain (walking/jumping through what looks like should be solid object).

Top 3-5 Most Important Feedback Topics:

  1. Stability/Crashes - too many disconnects/freezes
  2. Server load - large events/popular areas quickly get unplayable with lag
  3. Guild crafting collaboration - limiting the number of skills that can be mastered is fine, but we lack tools to work with Guild mates to share/redistribute resources. We need a guild bank w/ some sort of management system/quartermaster type role. For example, need a way to deposit wood for the guild member specializing in lumber milling/caprentry to pick up when they are able. Also we should be able to indicate which guild members are mastering which skills in a way that everyone in the Guild can see.
  4. Tank feels out of balance - It seems to be harder to level as it by nature would be most likely to die in group play but still gets that same penalties/no rewards for tanking.
lilac barn
#

Top 3-5 Most Important Bugs:

  1. Resources of the same rarity appearing in the same places
  2. Low chance of getting high-level skin
  3. The caravans disappear upon arrival at the nodes. The character is thrown out of the caravan when moving.

Top 3-5 Most Important Feedback Topics:

  1. Offline days on Mondays and Tuesdays are not convenient for me. I would like to see a schedule similar to other games where servers are served on Wednesday/Thursday.
  2. Quality rating has too little effect on the crafting result. The epic shirt along with the green skivvies (262 rating) does not allow you to get even a 5% increase in stats. I would like to see a revision of Quality rating.
  3. Some players abuse the game mechanics (caravan event bug & clipping through "red walls" on caravan rafts). I would like to see examples of punishments for this, because impunity increases the level of toxicity in the community.
brisk spear
#

crafting needs a a top to bottom rework asap. the requirements for level 10 gear is wayyyy too high. i can understand it getting much harder to craft each thing but wow i need a lot. bad formate cause low on time also add skinning

mossy hound
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Gathering Rarity From lots of people testing it. Increaseing to full epic gathering apprentice gear. It quite literally feels like there is 0 difference.
    2.Caravans glitching -im sure you have read plenty of this already- Caravans being unable to be recalled after disappearing. (Maybe remove the need to be close to the caravans last known location. or increase the recall area.)
  2. Gathering Nodes spawning inside the ground.
carmine roost
#

Top 3-5 Most Important Bugs:

  1. Caravan's disappearing, leaving no boxes to recover
  2. Loot sometimes shows as yours when it is not
  3. Flagged status sometimes doesn't display properly (Enemies show as flagged, but then you get corrupted when you kill them)

Top 3-5 Most Important Feedback Topics:

  1. I've noticed some resources are not obtainable because they are actually in the ground instead of above ground.
  2. The chat system could be a bit smoother (Changing chats and then having to click back into the text box feels a bit tedious)
  3. Please do something about how mobs aggro. High levels will train groups of strong mobs into the group I'm trying to level with and kill us with no penalty. It really ruins the fun.
worthy yoke
#
  1. code 32 error fix
  2. code 33 error fix
  3. code 34 error fix... I get these errors every time I log into the game which takes 5-7mins to log in each time... really annoying
magic plover
#

Top 3-5 Most Important Feedback Topics:

  1. Loot Zones - Loot feels archaic and should not be limited to one area of a zone. Zones, such as the river lands, should have a loot table that has level drop restrictions based on the mob level. You should have multiple locations that drop that same loot, so you don’t have 1 area with 50 people farming it for one drop. (e.g. HH for heavy gear and Oak for Medium gear)
  2. Loot mechanics – Personally I don’t like the Need, Greed, or Pass system. One person who has good RNG can hoard all the drops. I have never liked this system because your bad luck can stretch between multiple groups if you don’t have 8 friends to constantly play with. This also allows people who can’t use the loot on their current character to Need it for their “alts”. I really enjoyed getting my own loot in new world and not having to worry about other players. It took out the anxiety of doing dungeons / zone farms allowing me to just enjoy the game and drops that I received. World bosses only giving loot to 1 – 5 people doesn’t seem like a good mechanic.
  3. Guild vs Solo Play – There needs to be mechanics in the game that allows for small groups / solo players to keep pace with guilds / no lifers. Whether it’s crafting / gathering there needs to be a way for these players to compete. If you have 50 people able to gain access to selective loot, then there should be an alternative path for people to obtain loot to compete against the zergers.
  4. Nodes - New World is a prime example of what you don’t want to happen with nodes. You do not want one guild forming up and taking control of a whole map because they have 1000 players. If there’s no competition, it won’t be fun. This leads to war logging and mercenaries being paid just to hold control of an area so others can’t participate in the game. We’ve already seen the community have all sorts of drama and exploiters which takes the fun from the general population.
flat nest
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. inventory
  2. mount
  3. teleporting after crash

Top 3-5 Most Important Feedback Topics:

  1. make gathering more profitable

======================

elder wasp
#
  1. Caravans - Despawning, falling through the world, not being able to press the recover caravan button, commodities from Azmaran (possibly other desert locations) not having sell values.
  2. Spawns - Combat mobs need to reset to their spawn locations after getting stuck in the world. Right now over time the world empties out after a few hours of mobs being trained. Hunting mobs need to be randomized so they stop being spawn camped.
  3. Freeholds - Need more in existing nodes and/or added to Desert nodes. Make it take more than 100G to get. Quest, reputation, something. Look at all root balls providing what they are supposed to (willow is giving oak). Make it so caravans cant get safe in all freeholds just the one a caravan driver may own. Right now drivers can zigzag between them and stop people who are actively attacking them as they roll close enough.
  4. PVP - Reset blight levels and remove the system or add in the system that is going to allow people to decrease their blight. Ease up on the corruption and blight given. It should take work to get blight 5, not killing someone lower level who is harassing you once or twice.
  5. Crafting - Make the more complicated recipes give more experience. For example right now we make a bunch of small crates to level carpentry because its more efficient on materials than say caravan parts which use more materials. Thats boring and tedious and floods the market. Let their be multiple ways to level crafting and processing that rewards players who use more materials.
maiden fossil
#

Important Bugs (3-5)

  1. Visual bugs
    some of these incluse when zoomed in on character, sky box, and some terrain bugs such as some roads nto spawning correctly causing road blocks

  2. mob glitching
    i have noticed an improvement on this area however still needs work.

  3. Clipping
    some of the clipping will rubber band characters specially on a higher ping. also some clipping issues with rocks and other terrain such as water

  4. combat momentum
    sometimes momentum in the fighter class will bug out and not operate as intended

  5. Caravans
    issues with despawning or glitched caravans dissapearing along with the goods it is transporting


Merry Christmas and Happy New year to you all thank you for bringing back the spark to gaming and my child like wonder you are all leaders of your time! ❤️

vapid osprey
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Parties are still bugged from time to time and require you to logout/back in
  2. Mob pathing means they get stuck in walls often
  3. Node rep armor such as the back piece for Azmaran do not work. They are not equipable even as a citizen
  4. Wood rarity seems bugged and really needs to be checked. ie not receiving rarity

Top 3-5 Most Important Feedback Topics:

  1. Unintentional PK/murder - This really needs to be addressed. At a minimum we need an indication when someone's pvp timer is about to run out. Someone can attack you, start losing, run away, then bait you to kill them just before their timer runs out and then you turn red and now you're screwed. Murder is supposed to be intentional, not an oopsie
  2. I know this is an alpha but can we get some initial balancing for PVP? A lvl 25 fighter can destroy a lvl 20 cleric + ranger with no sweat. The state of CC is terrible
  3. Mobs need some serious balancing. They hit way too hard/crit way too often
  4. Exploiters need to be dealt with. Enough with the deletion of characters - they get a warning and then a ban. You should also publicly state who you banned so we know you're actually taking action for transparency.
  5. More communication and in a different format. I highly recommend having your web team build a dashboard that taps into your Trello or whatever productivity app you are using. This will allow us to see what is being worked on, the progress, the delayed, potential expected dates, what's been pushed etc. All without Steven or someone else saying you can expect X which he is now "on the hook for". Rather this approach removes that and is simply, it is what it is. It will also provide more insight into what is to come. This is open development after all. You can use the streams to discuss the items that are currently being worked on, and why certain things have priority over others etc.
    =
flat nest
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. storage/inventory
    2.price of goods staying the same or going down after processing
    3.rarity of tier 1 materials copper/ruby and tier 2 weeping willow

Top 3-5 Most Important Feedback Topics:

  1. make gathering and processing more profitable and/or make better marketplace
    2.more storage / extra storage for extra gathering/processing profession at every lvl (apprentice/journeyman etc.)
  2. keep working on freehods and implement as fast as possible the processing stations.
royal plover
#

I think everyone has done a good job relating what they feel are the most important bugs so far so i dont want to add to much to what they aee saying. I will only add something i have noticed as a bard. When i do my cone heal i will sometimes also heal things that aren't in my party like random mobs around me and enemies.
Also when tab targeting the system will target something far away or through walls.
Sometimes when using bard skills it will drop whatever I've been attacking and i will have to re-aquire the target, i think it will most happen if im using the shielding skill or mana battery skill.

feral sorrel
#

Unequiped weapons being added into the finishers and deadly finishers, huge impact and should be a main focus to fix

flat nest
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. treasure maps
  2. rubberbanding
    3.rooting balls wood not working properly
    Top 3-5 Most Important Feedback Topics:
  3. storage capacity
    2.marketplace
  4. freeholds especially processing stations 4. leveling of processing and crafting is too fast compared to gathering. should be toned down at least 80% and you should be required to create a specific amount of items and also a specific amount of different items in the profession in order to lvl up. And the should be an xp.cap. for every time you process regardless of the amount you process.
fallow briar
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mobs adding players to threat table base on proximity allowing players to chain mobs over people and steal their loot.
  2. Party frames disappearing if you have to return to character screen or get kicked from the game.
  3. Mobs following for way too far and very inconsistent distances.
  4. Memory leaks on the server and on the clients the longer i play the worse my frame rate gets and i have to exit game and reopen to get them back up I go from 110s to 20s

Top 3-5 Most Important Feedback Topics:

  1. The loot System is Terrible parties should not have to backtrack to pickup loot that has been rolled on. It makes since for Rare mobs/ bosses but does not make since for every mob in the game. It also has lead to a very toxic party environment with people waiting to loot things so it doesn't have to be rolled on and things like that so no matter how long you wait to pick up loot it should always be added to the roll que.
  2. Materials that drop from mobs like droppings and such should never be able to be needed on (roll pass) should be the default for material drops
  3. Love the game, its potential, and appreciate all your hard work
    ======================
karmic stone
#
  1. the mob aggro behaviour triggers my aggro irl, pls do not let mobs run marathons distances to follow players and aggro on everything in sight, even teleporting to them
    also the things i want to see fixed are the bugs that require me to log out and back in. like:
  2. locked inventory (esp when navigating town storage)
  3. permanent battle music or
  4. triggering class passive effects i havent even allocated while not triggering the ones i have. (on ranger)
    ty for game, keep going
whole magnet
#

feedback:

I personally dislike the rarity bonus for processing materials.
nothing so annoying as when smelting mats to make bronze to have to go back to do a few single smelts because out of a 100 tin 3 or 4 decided to become a higher quality.

trail osprey
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory Bugs - Gathering resources not appearing in bag after harvest/Moving Storage items bug out and don't visually move.
  2. Crashes - Random crashes, don't know how to replicate them
  3. Gathering nodes that are not interactable (Trees grown in rocks, Zinc/Copper that doesn't break down after a full gathering cycle.)
  4. Mob aggro behavior - Training mobs from other groups. I understand a fix is theorized, I just wish the implementation was prioritized.

Top 3-5 Most Important Feedback Topics:

  1. Ranger and to a smaller extend Tanks (who have at least reflect) have clear Mana issues other classes just don't face, should really be looked into. If the solution is "just get a bard" - I question why all other classes have solutions and seemingly aren't designed to need a bard as well.
  2. Crafting costs need to be looked at, particularly those that require "emblem" types. Emblem cost per craft should be brought way down. I'm swimming in Zinc at low level weapon smiting but I can't use it because the world doesn't have enough Sanctus emblems.
  3. Removing the high level can't farm low level barrier, This reflects issues #2, I can't even go and get Sanctus emblems because they won't drop anymore now that I'm 25. I'm stuck, not fun.
  4. Resource gathering - there are some resources that are clearly more rare than others. Finding Weeping Willow for instance is like finding a needle in a hay stack. I'm confused by the abundance of say Ash and Oak, where weeping willow is some sort of random spawn? Why are there just no areas where you find weeping willow like by a swamp or water or something. Copper/Zinc is another barrier, like stoneworking is 1000X easier to gather than metalworking. Recently a proc chance for metal to be found was added but the chance is way too low. Out of 300 combined basalt and granite I walked away with 3 copper. 10% would be way more fair to the metal working trades than a 1% equivalent. Also, you require animal fat in so many recipes and sub recipes.. but I've never even seen a carcass above rare, i.e. the rarity tuning on carcasses is crazy low and not in line with the time it takes to obtain, given to get an animal fat is a chance on top of that when processing.
  5. Market needs another pass to bring it to more of an auction house, at least with search function looking at item name in store inventories not just store title.
    ======================
icy violet
#

FEEDBACK: War needs a timer for start. Love getting killed at the marketplace by a large group waiting for the war to be declared.

ionic ruin
#

PvP Flags falling off in combat causing "accidental" corruption NEEEEEEEEEEEED changing. 🤣 Preferrably in the form of a reset of the countdown on the PvP flag while engaged in PvP combat, and/or an increase in the base timer of the PvP flag when stealing to ~3 min.

little river
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory Bugs
  2. XP and loot Bugs
  3. Training Mobs.

Top 3-5 Most Important Feedback Topics:

  1. Harsh punishment for exploiters. (Delete Accounts)
  2. How many quests to expect per level.
  3. A hard list of what is and is not important for the vision of Ashes of Creation.
    ======================
fathom oriole
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.node traversal stuttering bug
2.inventory frozen & party issues requiring restart
3.needing to loot after roll ( someone has already gone to the trouble to loot so why does it need to happen again )

Top 3-5 Most Important Feedback Topics:
1.Marketplace search needs love
2.a way to transfer items between characters
3. /r to reply to whispers

idle bluff
#

O BIG ISSUE- I just logged into my character, I am dead at Storage in Halcyon. No combat... just dead. Find out Halcyon is at war with Miraleth. I got killed at the bank and no indication of combat... i was just dead and looted. I had 4 gold glint on my character... now I have 2. I know its a test and who cares.. .but it really sucks. That is totally bad... I am gutted. It took me days of effort to get that... and its gone. I just gave my feedback today already.. .but this is at the top of the list now. As a player, I expect to be safe in a city for at least enough time when I log in to be able to react to a situation after being gone from the game for awhile.

limber ginkgo
#

Top 3-5 Most Important Bugs:

  1. Unresponsive inventory and looting actions.
  2. My deadly finishers with my melee weapon are triggering both frost and burn from the book and wand that I leveled, even when I have a bow equipped.
  3. When I attack an NPC, sometimes it will attack me once and then attack my horse if it is nearby, then return to me.

Top 3-5 Most Important Feedback Topics:

  1. Crafting feels much harder to level than harvesting or processing. It's hard to sell low level crafted goods and keep the cash flow positive.
  2. I want to right-click a player's name in the chat window to open a communications menu for that player.
  3. Please think carefully about where quest markers are placed on the map and if you include an area marker. If there is an area marker, it should not be centered on the quest target. Instead, use the natural topography of the map to determine where to center the area marker. If the quest text describes a pathway, put the quest marker at the beginning of the pathway, not the destination.
grave drum
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob leashing, or lack thereof. This causes issues with training and also spawn being scattered all over
  2. Inventory issues with pickup or moving not registering with my client
  3. Treasure maps not working
  4. Stuttering when moving fast. I have to stop moving for several seconds to get out of the "stutter prison"

Top 3-5 Most Important Feedback Topics:

  1. Marketplaces were a huge improvement from /shout, but getting worse each day since search is bad and there are more and more marketplaces
  2. Crafting grind requires too many resources. Especially compared to gathering grind which is easy for anything but hunting
  3. Willow...
true aurora
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mobs in the world will just stop spawning (specifically zombies south of grave peak)
  2. Can take up to 30 seconds for XP to register as well as item drops from killing mobs. Mob despawner timer is will delete dead mobs on time however.
  3. Sometimes I can see mobs 30 yards away but not see mobs 4 yards in front of me
  4. Green monsters that can attack you but you cant attack them. But other people can attack the green monster

Top 3-5 Most Important Feedback Topics:

  1. More text UI windows
  2. Guild features. Large guilds are moving a lot of interactions and organizing to discord. Not sure if that is desirable long term.
  3. Marketplace search features. I'm spending near an hour going through mislabeled shop descriptions. So I just manually search 120 pages looking for stuff.
unique compass
#

Top 3-5 Most Important Bugs:

  1. The fact that people describe mob training as a bug: I believe the mechanics enabling mob training are crucial for maintaining a significant portion of PvE conflict. However, I would support an alternative mob behavior that preserves the essence of this conflict

  2. The current camera movement lacks fluidity when switching from tab-target to action-combat mode or interacting with in-game assets that introduce pop-up windows, such as menus, maps, or NPC interactions. This lack of fluidity arises because the camera does not continuously follow the mouse movement during these transitions; instead, it becomes fixed at a specific point, requiring additional actions like moving sideways to regain proper camera control.

  3. The targeting mechanics also present challenges, particularly with skills that require mouse input to place an area-of-effect (AOE) ability, such as Hoarfrost. Using the mouse to place such abilities does not integrate well with tab-target mode, where clicking on enemies inadvertently selects targets instead of accurately placing the AOE skill.

  4. Auto-attacking interferes with the casting of certain skills. For instance, when playing as a tank, allowing your character to auto-attack while casting the Reflect skill often results in the skill being interrupted by the auto-attack. While animation canceling mechanics can add depth to gameplay, the current behavior appears to be an unintended consequence of synchronization issues, leading to a frustrating player experience.

  5. I would appreciate further clarification on the design intention behind the casting mechanics of abilities like Leap Strike and other ground-targeted AOE abilities. At present, these abilities only cast if the mouse cursor is positioned within their maximum range; attempting to cast beyond this range prevents the ability from activating. Is this limitation intentional, or is it a design inconsistency?

wraith island
#

Top 3 Most Important Bugs:

  1. The bug where you're unable to pickup items unless you relog.
  2. All caravan bugs; however, most importantly, the bug whenever there is an issue that you cannot recover a caravan you're unable to purchase any other caravans in the future.
  3. Bug where enemies aggro/attack your through walls and floors (if that is a bug?)

Top 3 Most Important Feedback Topics:

  1. Artisan Experience. In my opinion, I believe how the artisan skills worked are very well done and are such a unique insight to the game. If there were two things I would prove upon, is that first to adjust experience for all crafting branches. For example, I feel like crafting different rarities should give varying XP with the higher the rarity the more XP you recieve. As in my experience least with scribing, there is no difference in XP between crafting a common and heroic scroll (least that I can tell with my naked eye, I could be wrong).

  2. Another suggestion I have towards artisan progression is maybe give certain rewards or benefits for every level you gain in any XP branch or at least more than every 10 levels. Right now, if you exclude the difference in certification there is nothing different from a level 11 artisan than a level 19. The certifications system feels perfect; however, maybe give a little reward or temporary buff to those who recently leveled to feel like there is more progression instead of just every 10 levels.

  3. I feel that this is more of Beta issue rather than a Alpha issue, but I really do wish there was a sort of central place where you can see every market. Not an auctionhouse, but a way to just see what items are in the market but you cannot buy them. I just ask of this because although I find very fun of the scarcity of markets, one downside is it makes it very hard or unfun for those who love to flip items.

sour stream
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Named mobs respawn length and not spawing bug. Overall spawns are still a little low.
  2. Server Worker transition/laggy workers
  3. Monster leashing/pathing
  4. NPC and Resource nodes being un attackable/unharvestable. Give them an auto refresh or something every 5-10 mins
  5. Aggroed mobs going after another player

Top 3-5 Most Important Feedback Topics:

  1. Tank needs buffs to mitigation and slight damage. It is near inpossible to solo outside of a group like most can do. Iron aura 2% reduction? Why even have this ability? Tomahawk is pretty bad honestly. I think this should be reworked into a diff ability that gives a small amount of sustain. Reflect needs to have a small duration that blocks all or 3-5 attacks for 2-3 secs. Vengeance needs a buff or rework, it feels very insignificant. Courage could be buffed (less courage used, more gained).

Whoever is in charge of tanks needs to do a deep dive with tank players.
2. Mages being able to SOLO steal mobs from 2-3 other players fighting it needs to go. This is heavy griefing and people are sick of it. Rework mob tag mechanics or give everyone who hits a mob XP.
Bard mobility is way too high. They can keep up with a horse indefinitely.
3. Gatherables are too scarce. There needs to be a significant increase to gatherables and they need to be random spawn not in the same spot to avoid sit farming.
4. Keep ADDONS AWAY from this game. As long as there are options for us to customize UI and respectable tells for mob mechanics then we don't need them. Absolutely NO DAMAGE Meter. These kind of addons kill fun in games. And this is coming from a WoW player with 100+ addons. I dont want them here. And no "Wow Logs" type sites, ban those.
5. Gear drops are too low in general and caster gear is VERY low.

======================

merry reef
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravan Bugs -- All of them -- Player porting away from van to Carphin/Horse on water bouncing -- due to being pushed into touching land on raft/Disappearing caravan -- unable to be recovered/Commodities selling for nothing or priced incorrectly/Beast of Burden not working correctly and not able to unequip (only overwrite)
  2. Tank 90% mitigation/invincibility bug
  3. Healers untagged/unflagged being able to heal flagged/tagged players without being flagged themselves to exploit pvp w/o being targeted to force corruption on normal combatants
  4. Duping (I've heard this is creeping back in -- if it is this is top priority!)
  5. Some crafts with using multiple non-fuel mats giving the "insufficient resources" instead of craft when all necessary variables are good to go for the craft.

Top 3-5 Most Important Feedback Topics:

  1. UI updates to see, move, frame, group different types of buffs/debuffs on your target and your personal buffs with the ability to make them larger/smaller etc. For example allowing only your personal debuffs on target to be seen and allow them to be seen on/near/above the targets nameplate health bar not the selected target bar. And to move/see your personal buffs somewhere else besides below your character bar and increase said size of those buffs.
  2. Desert content -- POIs, freeholds, content in the desert/tropics. If the desert has mayors it should have content for those nodes for players to flock to said nodes other than mobs and mining nodes.
  3. Marketplace needs better search features for specific items our better education before listing on how to list effectively for the casual playerbase.
  4. Guild features for large and small guilds with benefits/advantages for both respectively.
  5. Family system implemented for free holds and if not too game breaking for other aspects of the game as well.
slow lance
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans vanish for a ton of reasons and it frustrates people into leaving the game when they vanish for any number of reasons
  2. Inventory issues, i.e. being unable to use the bank, pick up glint, or loot items affects every single player in ashes at one point or another
  3. Caravan lines are currently exploitable if a group joins as a defender with you on one but then attacker on the rest. This cannot be left in the game.
  4. As the team is already aware, freeholds currently serve almost no purpose. I only list it here to showcase that people are watching
  5. Rarity on most equipment seems busted except for hunting. It exacerbates the tradecraft rarity that currently exists

Top 3-5 Most Important Feedback Topics:

  1. Caravans are an integral part of every flavor of player's gameplay loop, they must function appropriately
  2. The team is making a lot of quality of life fixes, and that makes working with the current bugs so much more viable. Please keep doing this.
  3. While not the focus of phase two, something needs to be done about player abilities that are so far out of the norm that it deter peoples from actually playing PvP, e.g. bard volatility one shot, mage CC break not working, mage chill/frost not being CC breakable
  4. Crafting material is a serious issue in the game. When it is released, it will be a little more palatable as there will be significant distance to deal with for more things, but in this environment, it doesn't scale very well. If it is communicated it is staying this way for release purposes, I think that would go a long ways to assuaging concerns.
  5. The types of drops are incredibly oriented in general towards heavy armor. This is probably an unintended consequence globally, but certainly impacts a lot of PoIs. You could reach 25 without ever actually getting a full set of light or medium armor.
    ======================
autumn nexus
#

Top 3-5 Most Important Bugs:

  1. The intentional mob trains. The grief trains are absolutely horrific and game breaking. Several people have left because of them. They make Forge, Carph, Steel, Seph. Just nightmares.
  2. Freeholds. We need more.
  3. Bank issues. Still happening. Almost worse than before.
feral gorge
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mob pathing and aggro
  2. Inventory and storage bugs
  3. Combat issues. Things like getting stuck in my ranged weapon and unable to swap, or spells like lightning ball going through walls and aggroing mobs

Top 3-5 Most Important Feedback Topics:

  1. PLEASE improve marketplace. It's great to have it, but having to search through every single person's "marketplace" is a huge PITA. Allow us to search by item across all sellers, filter by rarity, and sort by price.
  2. Training is far too easy, griefing happens all the time at the higher level grind spots.
  3. Moving inventory around and having to go to each node to find resources in various storage is... not a good time. This is a really poor UX and I don't think it adds value to the game. Something like the ability to mail goods (at a price) would be immensely helpful.
patent radish
#

Top 3-5 Most Important Bugs:

  1. Treasure Maps broken if you don't abandon the 'completed' quest.
  2. Taxes showing the full amount due even if you have already paid. Needs to ask for the extra taxes only. I shouldn't have to re-buy the full amount of tax recipes just to have to store most of them because I only owed and extra 4 taxes.
  3. Unable to see all buffs on a player that has too many buffs. Should prioritize applied buffs such as bless weapon and exp scrolls or be able to hover over the buffs to see them all.
  4. Ungatherable mats due to being glitched out or too far in the ground/rocks.
  5. Friends list glitchy and you loose friends all the time

Top 3-5 Most Important Feedback Topics:

  1. Whisper and invite function from chat is essential
  2. Search function in stalls based on items being sold not stall titles. I want to be able to search copper sword and get only stores with copper swords being sold, not slowly weed through every title with 'sword' in it or hope someone has room for 'copper sword' in the limited title space. A filter would be amazing.
  3. Multi item returns for more processed items. Currently most carcasses give you 7 items but 1 cow gives you 1 Milk doesn't work.
  4. Hunting needs to provide more high quality animals and carcasses. Getting a rare is the equivalent of getting legendary right now, which is kind of crazy.
  5. Crafting system for weapons/armors is almost useless when the majority just farm mobs until they get everything they need. A player to black market supplied loot system like Albion Online might work really well in this game.
finite gale
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Freeholds
  2. Mob spawns
  3. Duplication

Top 3-5 Most Important Feedback Topics:

  1. While broken, the mechanic for healing turning into damage was an interesting mechanic that really increased the difficulty.
  2. Being able to join or Defend caravans while in a group is a really important feature that needs to be fixed.
  3. My Dwarf loses the shield graphic alot.
oak turret
#

Top 3-5 Most Important Bugs:

  1. Game freezes in the middle of group combat randomly and requires a hard reboot
  2. In befallen Forge when entering sometimes my screen gets whitewashed and cnat get original color back until i relog
  3. Sometimes i cannot collect loot until i relog the loot screen will come up but wont let me collect

Top 3-5 Most Important Feedback Topics:

  1. As a visually impaired gamer/tester some accessibility options would be great specifically the ability to customize the size/color of text and cursors, player icons on maps and POI sizes on the maps
silver remnant
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mobs not resetting properly after getting leashed.
  2. Resources being stuck in the environment making them unharvestable.
  3. Storage not syncing properly resulting in a mismatch of server side and client side stuff. As in you see something that's not actually there.

Top 3-5 Most Important Feedback Topics:

  1. Reduce the amount of gear, especially green and blue rarities. Too easy to farm + enchant lvl 10 stuff, or grind out blue lvl 20 stuff in big raid groups.
  2. Equalize the side-grades of apprentice tier gathering tools. If base level entry into the tier gives (for example) xp, speed, quantity, then side grade should always be rarity as one of the mains. Some tools have it, others don't. Who knows if it'll get changed, don't want to waste hours of grinding legendary materials to make something that will be thrown out.
  3. Lack of apprentice resources. Too little raptors for their skins, non-existing epic/leg animal fats, too little weeping willows.
  4. Buffs being hard to read due to node buffs appearing.
  5. Ranged classes having massive advantages both in open world pvp, as well as all PvE content. Their squisher for sure, but then again a good 70% of mobs do AoE's, making it hard to play classes like Fighter. When Rogue comes out it'll be impossible to play a light-armored melee.
placid matrix
#

Top Most Important Bugs:

  1. Caravan bugs
  2. Mobs moving into/ getting stuck in walls/floors

Top Most Important Feedback Topics:

  1. Would like to see an implementation for formal duels between just two people
  2. Would like to see an overhaul for the market ui and better searching for items
gentle wharf
#

NM_Bell IF YOU ARE READING THIS. PLEASE LEAVE THE THREAD ONCE YOU HAVE POSTED YOUR FEEDBACK. NM_Bell

  • RIGHT CLICK THE THREAD ON THE LEFT MENU BAR
  • HIT "LEAVE THREAD"

Siren THIS IS A TEMP FIX BECAUSE DISCORD HAS THREAD MEMBER LIMIT Siren
PLEASE DO THIS TO ALLOW OTHERS TO POST FEEDBACK.

THANK YOU FOR READING THIS.

ornate bloom
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Buggy Trees
  2. Caravan
    3.Inventory bugs

Top 3-5 Most Important Feedback Topics:
1.
2.
3.

solemn summit
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. The software often crashes randomly
  2. often it is impossible to pick up and a relog is mandatory (mesh crasing ?)
  3. The servers are quite capricious after 3-4 hours of connection and suddenly disconnected randomly.
polar garden
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Game performance/Network optimization (lags, small vision range, freeze, crash, etc). Also please, do something with updater freezing whole computer during updates
  2. Resources not harvestable because growing into rocks
  3. Agro from mobs

Top 3-5 Most Important Feedback Topics:

  1. Loots need to be reduced sooooo much. Atm there is 0 points to craft. There are spots where you drop 1 stuff per minute or even more, wtf? 😄
  2. Balance in harvesting/processing/crafting & rarity need to be adjusted a lot. Some jobs are way more easier to level than others. Some resources are easier to gather, the hardship of work are not rewarded properly depending on professions.
  3. Dropping resources on death is ok, but having portions of it destroyed is... bad?
  4. Mailing or some king of "drop zone" to leave items somewhere for friends/clannies is needed
  5. If you choose some kind of resources storage in town, it must increase the stack you can store inside compare to the "default" storage type
    ======================
hot oar
#

Important Feedback
1 Bug? Loot seems not to drop at all. Feels bad not getting amything after 8 houers of grinding.

2 Open World PvP penalty is to hard and tou basicaly removed it from the game.

3 we need other avenues of getting xp and gear. Game feels bad, not getting my dopamine hit from it.

wispy adder
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Lots of mobs spawning in walls/underground
  2. Material bags not correctly representing what is in them
  3. Sometimes unable to pick up loot from mobs

Top 3-5 Most Important Feedback Topics:

  1. Processing and Crafting XP needs to be tweaked to be comparable to gathering Gathering, maybe by increasing XP from using rarer materials
  2. LFG Chat
  3. Switching clothes to do different tasks is a bit weird
    ======================
timid fossil
#

The hunting bow should be a hunting knife when considering how the hunting mechanic works.

fallen rapids
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. game freezing and resulting in a crash, which makes you die in a fight and being looted after farming 2 gold from mobs for the past 2 hours without dying
  2. Bard melodies lasting > 20s sometimes and sometimes not
  3. trees displayed but not gatherable

Top 3-5 Most Important Feedback Topics:

  1. ppl looting your said crashed ashes only get tagged for ~60 seconds which is not even long enough to restart the game with a SSD and 16 core CPU, re enter the game and walk from spirit spring back towards where you died, not even mentioning the ppl could leave the area and hide, too
  2. Wand specialisation t3 + Bard passive with 4 Stacks and menacing melody feels way to strong in single target solo dps, since the wand melts the shocked ailment within 2 seconds
cursive ridge
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Client and UI crash.
  2. Caravanes bugs and when you heal someone who is fighting, the system need to declare yourself on a side.
  3. Guilds wars : 250 and 24hrs is too much. A war must have a preparation time like 15-30mn and last 2hrs max with a 72hrs cold-down between guilds involves
  4. Bonus node buffs should be on the minimap just on the side of the node name.
  5. Desert commodities can't be purchased.

Top 3-5 Most Important Feedback Topics:

  1. Crafting is not important as it should be.
  2. Node level 2 is useless because they is no difference with node level 1: Node level 2 need novice crafting stations and node level 3 need apprentice crafting stations.
  3. The freehold acquisition system is too advantageous for Zerg guilds.
  4. Desert design is ok but it needs more love because they are no players there.
  5. Nodes wars is not happening because no one want to loose crafting buildings
    ======================
strong geode
#
  1. Inventory<->Storage issues

  2. Various party joining/leaving bugs

  3. MOB aggro leading to griefing

  4. Fast travel - how about a one hour ‘return to home’

  5. More places to get L20 gear

  6. Mark your own ‘death loot’ with a different colour

uneven bough
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. PVP auto enable when people out of your party gets debuff (ie vomit in carphin) and you use aoe heal.
  2. you gets corrupted when killing flagged person, who stole loot from your corpse.
  3. Caravan disapearing, tp to carphin ect.
  4. Treasure maps, quest gets bugged and you are not allowed to use another map.
  5. CC another party member makes you flagged, but when he dies because of that it is not making you corrupted. Easy griefing method.

Top 3-5 Most Important Feedback Topics:

  1. Treasure maps are hard to spot, like you can search in this same location, looking in this exact place but treasure point apears after some time or on right angle. Fact that you have to set visual effect to low to be able to find treasure spot is very bad.
    2.PVP CC are too long and you have no escape (yet). When gather resources (ie raptors) other player can cc you, get raptor and escape before you gets out of cc.
  2. Crafting should be rewarding, but now there is nothing to do for carafters because time and resource invesment in lvl 10 gear is very high, and you can just get 20 way way easier, lvl 20 gear is not avable in game to craft because lack of stations (and to be able to ie tailor something there need to be herbalism, weaving, hunting, tanning, lumberjacking, milling and tailoring on right level) so when we will be able to craft lvl 20 gear there will be 30 lvl gear to farm so in that model crafting is just bad exhaustig and starts to be profitable in lvl 50...
earnest marsh
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Problems at the border between server workers (including strange mob behaviour, invicible or resetting mobs, caravans vanishing, getting teleported, unharvestable nodes)
  2. Performance issues especially in cities (even with a lot of additional virtual ram it seems there are still crashes because of memory leaks)
  3. basic Freehold bugs (like all wood converting to Oak?) should get fixed soon so the players can start testing the influence on economic balance

Top 3-5 Most Important Feedback Topics:

  1. I really love what you're doing and how you are trying to do it. Keep up the good work. We are patient.
  2. While the artisan quality bonus was overpowered in p1 it is now too insignificant to be worth the investment; the overall item power seems to be in a good spot right now though
  3. I would love an improved version of the market UI so it is not that painful to check all the stalls by clicking through so many of them and switching between the two tabs back and forth
quasi shoal
#

Alpha Two Phase II Feedback :

Top 3-5 Most Important Bugs:

  1. Cannot buy back a horse to the stable guy
  2. Some Named mob don't spawn
  3. Quest item don't appear in the quest items bag

Top 3-5 Most Important Feedback Topics:

  1. Some tutorial/beginners quests are missing, newcomers are kind of lost and it feels that the only way to level is to grind commissions quests.
  2. Some basic crafts take a bit too long. I agree to take several sec to minutes for important crafts, but some very basics take like 30s to make a piece and it feels long.
  3. Could be cool to see the party members on the waypoint even if they don't show on the minimap cause they are too far. Like in World of Warcraft for example.
orchid bane
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:
1.Fix mob agro. Mobs should not agro onto other groups/players. Running mobs onto other to grief them shouldn't be a thing.
2.Treasure maps need fixing ASAP
3.Group leader accepting attacker or defender for caravan events needs fixing. It's awkward trying to leave a group accept the event and reform the group whilst simultaneously fighting

Top 3-5 Most Important Feedback Topics:
1.Power levelling. Let us power level our friends and alts if we decide that's something we want to do. Early game will die eventually and solo grinding is gross. Let us power level. On this note high level mobs should alwyas give xp. We killed some mobs 12+ levels higher than us and no xp was rewarded. why?
2.Market place functionality needs adding. Make it like DAOC player housing consignment merchant with detailed search functions.
3.POI levelling spots need expanding. I understand the stress testing that has been happening but there were too many players for the levelling spots and server in general. Not enough mobs for the players at these POI levelling spots. Too much player and mob culling made looking for open field spots an annoyance. More open field levelling spots need adding.

native fulcrum
#

Top 3-5 Most Important Bugs:

  1. Inventory bugs - not knowing what is the state of your inventory without a relog just feels bad
  2. Mob training - this disincentives genuine conquest of resources. why bother with participating in a core game mechanic - PvP - when you can just train 20 mobs on a competing group.
  3. Caravan bugs - caravans as a source of merit should have risk associated with them but that risk should come from other players contesting your resources not systemic failures like people teleporting half the map away or deployment failures or anything related
  4. Grems attacking from outside Melee range - just why...
  5. memory leak issues and related performance issues - this is really visible over longer sessions and needs to be addressed

Top 3-5 Most Important Feedback Topics:

  1. A proper auction house or at the very least improved search functionality for current stalls is desperately needed. Without going through multiple dozens of often completely irrelevant stalls its impossible to determine market prices, find resources and by that participate in the economy
  2. Quests need a lot of love. I understand their current implementation is very rudimentary but I'd rather have less more polished quests than more bugged out unclear quests. Quest descriptions should contain NPC dialogue or at least a summary of said dialogue - an NPC will tell us details about the location we need to travel to which is never again available to the player. Intractable items are still highlighted after you complete a quest or are highlighted if you don't have any relevant quest.
  3. A LFG tool similar to the one in WoW Classic would do wonders. An option to advertise yourself as looking for a group or advertise your group as looking for people is very much needed. This is currently handled by people spamming LFG's in Global which makes social interactions in global almost impossible. A separate trade/lfg tab would solve it partially but a dedicated feature would be well welcomed.
  4. Improvements to mob agro would be well welcomed. Mobs chasing you for 5 minutes makes little sense and doesn't add anything to the game. Mobs teleporting to you because they can't path just feels bad.
  5. I'd like to see a clear stance from Intrepid on datamining and the Ashes Codex.
wise tendon
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Treasure Maps not working
  • Caravans / sealing crates not working
  • Mob aggro needs fixing
  • Goblins flying like they are tethered to something

Top 3-5 Most Important Feedback Topics:

  • Crafting progression should be taken into complete revamp so its way easier early so crafting gear lvl 1 and 10 becaomes relevant and possible options. Right now before you get to craft your gear at these levels you will most likely outlevel it, everyone will outlevel it so early crafting is just garbage gathering.
  • Single player caravan running is impossible due to guilds just hunting you down creating bigger and bigger disparity and slowly breaking economy. Maybe caravans should impact node where caravan is coming from and to which is it going? So only other nodes would benefit from attacking caravans? (delivering caravan could count to Mayoral Commisions?)
  • Gatherables distribution is very uneven and further areas around mountains still have almost nothing
fast cedar
#

====================== Alpha Two Phase II Feedback Top 3-5 Most Important Bugs:
• 1. Inventory doesnt update if you move stuff inside the Inventory or between the Inventory and the storage. Only option is to relog or hop on/of your mount.
• 2. Rarity of gatherabls is to low while having good equip. I have a epic huntig bow with a 111 rarety rating and out of 25 Animal today i only got 2 uncommon (rest common). For the material put into the bow this is not good enough of a return on the investment
• 3. Gatherabls (especially Weeping Williow) often spawns inside rocks that are over the terrain and cant be harvested. Give the Weeping Williow a sweet spot like the Ash trees infront of the cities.
• 4. Caravans disappear when bumping into objekts (stones, other caravans etc)
• 5. If opening to many UI menues at the same time the game freezes or completly shuts down.
Top 3-5 Most Important Feedback Topics:
• 1.Citizen of a node shouldnt be able to attack caravans from the same node. Only give them the option to defened the caravan or make it an expensive item they need if they want to attack citizens like the guild war scrolls. This would improve the player commuity of the indiviuall nodes and stop spreading toxicity in the game. On the EU server the Mayor guild of Windstead was seen using the flying mount to spot every caravan and directs its members to attack them. They dont distinguish between citzens and non citizens.
• 2. Inside Nodes like Miraleth it gets very laggy during the evening when many players are in the node at the same time. Perhaps adding more servers to the nodes might help with that.
• 3. Lower the costs to do of enchantments at the lower levels. It is a massive goldsink with only littel return on value
• 4. Please give the aquatic mounts the option to „Dash“ while in the water. It is quit annoing to allways have to jump out of the water and klick the „Dash“ icon.

======================

hybrid dock
#

Alpha Two Phase II Feedback Top 3-5 Most Important Bugs:
• Raid Frame no appear no fun
• Mouse button 4 bind on guard cannot no fun
• Pyro to high dam no fun
• Caravan no can attack cuz blinking button no fun

Top 3-5 Most Important Feedback Topics:
• Fighting for spawn no fun
• Tank no skill very bad no fun
• PVP no fun PVE game only good much fun
• Damage meter plz for big bang boom, no meter no bang boom
• No like game lvl 25 no do

karmic zodiac
#

==============

Top 3-5 Most Important Bugs:

  1. General inventory bugs; unable to collect glint on some occasions - appears to be random when and who it affects, quest inventory items not stacking while some do - church of the seven quest an obvious one when you have to collect 4 lots, quest items not going automatically into quest inventory
  2. Mob spawning in and around scenery, need to fix the logic so they stop spawning inside scenery. Also need to fix spawning of some name mobs for quests/commissions

Cant really think of anything else as not had much time to test, as having to focus on exp or grinding of anything to get anywhere to test anything...see point 1 of feedback

Top 3-5 Most Important Feedback Topics

  1. General quality of life/ease for players to test content. Having worked in QA in SW development for over 20 years, just seems crazy to me. Should be filling players bags with loot, exp, gold, materials so everyone can test everything to its fullest. You only need to create a couple NPCs, that automatically boost your character to lvl 10, 20 and 30 and give 100 silver and basic armor & weapon or something when creating a new character. Also provide similar NPCs for crafting to raise levels. Then Beta is used for fine tuning the economy and exp gains etc.

  2. Rant out of the way, general pointing of player progression is not signposted very well. IMO, mob level should get progressively higher from the two starting camps, towards the settlements, obviously can have open world dungeons, small areas that are higher level, but having this provides a natural path for players and allows players to meet those of similar levels.

  3. I dont get the point of having a Home emberspring, unless you can teleport there. I am all for having them as local spawn points, but it would be nice to have the ability, say once every 60 minutes to spawn at your home emberspring, which I will presume be your home town.

  4. Quests. Enough said and I am running out of characters

balmy pollen
#

Top bugs:

  1. inventory bugs like not being able to try picking a material up after making space for it

  2. friend list bug. Keeps removing everyone I add and makes me my only friend, also can’t delete me from my friend list

More general feedback

Leveling a crafting prof even just to 10 is brutally slow. Really expensive (silver wise not material wise)

Buff consolidation needs to be overhauled. Seeing +38 buffs and having no way to tell what’s in there really hurts the flow of combat since I can’t tell if my bard stuff is actually in effect.

violet lark
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Getting corrupted by healing other players when they die
  2. Being locked out on treasure maps.
  3. Being selected as an attacker to a caravan, when you click on "Defend" caravan. Making it impossible to kill other attackers
  4. Losing a caravan in between Server workers, when its a raft on 1 SW and you convert to ground on another one.
  5. Epic melody not working on caravans from bards.

Top 3-5 Most Important Feedback Topics:

  1. Having to match quality in processing jobs like farming and cooking for higher rarity is pain and lets you not be able to even craft higher rarity food in the first place.
  2. Please make weeping willow not mandatory for every single profession that is apprentice or journeyman and give us 3-5 different other materials we can gather instead.
    Crafters can easily match as they please and the quality becomes dependent on what rarity they mix.
  3. Make fishing more worthwhile doing, by making more of the other crafters use fish, or materials made out of fish, of some sort in their crafts.
  4. Buffs and debuffs should be visible somewhere in a menu or on the character. Seeing +4 or +14 and not knowing what buffs or debuffs someone or some enemy has is not good.
  5. Bard aura overhaul. They prevent trading, mounting and just fall off when pressing esc etc.
jolly haven
#

Bugs and issues

  1. Storage bugging out is the most frustrating issue. The storage randomly stops working with right click, it is unable to place stacks if there is an opened stack in place in the storage already, and the type selection does not work.

  2. Not sure if it is a bug, but I would say memory leak or other performance related issue. I have an old PC with a 2070, but in the fist 6 weekends in P1 the game ran flawlessly. After that it started to lag and it is unplayable now if I visit a node. A full restart helps a bit, but overall the performance is gradually getting worse.

  3. Resources spawning inside rocks making them unnoticable or unharvestable.

  4. Cannot change turning or strafing right in the options. When I change it to "A" for example it stays "None" and when I change turn left/strafe left to something from D it changes to A.

  5. Fall damage should not cap at 150.

Feedback:

  1. Resource rarity should be based on the tools and stats of the players instead of how currently the system works for most gatherables.

  2. Unstuck should be changed. In a game where distance matters so much, teleporting your nearest attuned Emberspring is a very easy way to exploit movement. Unlocking 2 distant embersprings and ignoring the ones in between essentially halves the distance needed to travel. Even giving it a cooldown does not solve this issue. I think moving to a nearby safe location/road should be how it works.

  3. Nodes should be interactable with a longer distance, even if it means the character runs closer to start the animation. It would help with stuck trees and overall would make the feel of gathering better. It is quite annoying currently that you need to be on top of the resource at a set angle for it to work. Any time the player needs more than 2 inputs to gather something, it feels bad.

  4. Marketplace search improvements are essential.

frosty bloom
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. enemies spawning under the ground
  2. attacking bug forces character to walk toward enemy while auto attacking
  3. auto attacking bugs out and wont be able to shoot

Top 3-5 Most Important Feedback Topics:

  1. if a rock isnt mined within (lets say 48 hours) it rolls a different mineral
  2. player marketplace has a better way of finding items instead of relying players to do the correct tag
  3. distance of rendering is strange in some places where u need to be 12 meters from something for it to show up like Halcyon Gryphons NE of Halcyon
crisp comet
#

Alpha 2 Phase 2 Feedback

#

aksdk

tall python
#

Alpha 2 phase 2 feedback
Random minerals drops from stone nodes helps. But copper availability is still a fraction compared to oak availability for example

crisp comet
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Alpha 2 Phase 2 Feedback

Bugs:

  1. mobs glitching in walls or stuck blocking all the Time
  2. Collecting often doesnt work. (Items not clickable like already picked up or those toys dont spawn in your inventory)

Feedback Topics:

  1. Pls add Arcane Empowerment to the mages repertoire
    2.Pls add melee skills and Pets to the ranger class
  2. im really looking forward to more lore, ingame cinematics and quests
  3. Pls change the death animation for humanoids (those ashpiles look very childish)
  4. Pls add servers that have small Freeholds that cant be taken over. The housing looks amazing but im sure there are a lot of players wanting a save spot to decorate for their own taste and feel save and home in their Houses. Maybe make it instanced or with Housing servers or additional areas. The claim was always that pvp stuff is optional so pls make it optional for a least singleplayer housing. It doesnt have to be on every server but i am sure it would attrackt a lot more players and would keep them motivated for a longer time.
inner jasper
#

=== BUGS ===

  1. Inventory requiring relogging to move items to from storage. Items disappearing if using R.click. Any and all inventory bugs to include looting bugs.
  2. Mob spawning, respawning, not resetting, turning green, training agro bugs/mob ai issues.
  3. Weapon swapping bug, can't swap weapons, and can't auto attack. Happens if you weapon swap a lot. Requires relogging to fix.
  4. Loot waiting. Any party member should be able to initiate the loot roll.
  5. Tone down the VFX, I can't see anything in groups!

=== FEED BACK ===
What is the intended endstate of PvP going to look like? Too many people avoid PvP in its current state. Blurred lines of allegiances. Mob/Area campers don't flag. Corruption is the same no matter who you kill. Be it a "friendly" or a "foe". But who's friendly and who's foe even?!? Religion will only convolute this more.
Suggestions:
1. Make a reputation system for the Nodes, node should be able to become hostile to players.
2. Flagging purple removes the Exp loss if killed by a player.
3. Flagged players of the same node as you should have a different color showing they are part of your node. It's just hard to tell who's on what side.
4. 1 hour war is WAY too short.

Fishing: Is boring and an auto afk activity for a second monitor.
Suggestions:
1. Leave in the auto part of it. Lower the catch rate, by about half to start.
2. Add in an interactive fishing that ups my chances to rarer materials.

Hunting: Petting an animal to death is weird. Animal resource nodes are weird.
Suggestions:
1. Make a "Track" ability that will allow me to track pray.
2. Once I find an animal I should get a chance to "tame" that animal.
3. Harvesting an animal should be done after killing it to get the corpse.

compact yew
#

Top 1: fix combat indication for mobs that are far away
Top 2: disable combat indication for caused by fall damage
Top 3: fix conditions that prevent people from trading with each other

bleak harness
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. "inventory bug" inventory not properly updating causing people to need to mount or log out
  2. "loot bug" being unable to loot items from npc's or player ash piles without logging out first
  3. "Pvp zone auto flagging" fixing it so you auto flag when entering into lawless zones. this causes confusion when the player shows being PvP flagged but they havent pressed alt+f to make themselves flagged.

Top 3-5 Most Important Feedback Topics:

  1. PvP focused player need the ability to practice PvP without incurring exp debt. A duel feature or an item that sets up a "Practice arena safe zone". This would be very easy to implement as the code for it already exists with caravans. Just make a special "caravan" that costs 10s or something and cant hold loot and cant move.
  2. If you guys are using a spawn manager for nodes, i would apply a "mandatory minimum" to the nodes containing metal.

E.G: have the spawn manager check the number of copper nodes and over write a new spawn if the number of current copper nodes is below threshold. this would allow there to always be x number of metal in each zone.
3. Fighters need to have a knock down or small stun(.5 seconds) to allow them to prevent being kited. Currently when PvPing you do not have enough time to snare your target after a charge, resulting in being kited by better players.

worthy arrow
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Problems at the border between server workers
  2. Caravan bugs
  3. Inventory - Storage bugs
  4. Mob aggro/training bugs
  5. Treasure maps

Top 3-5 Most Important Feedback Topics:

  1. Thank you. Keep up the good work
  2. Seeing a resource 20 feet away but not players or mobs 5 feet away feels bad
  3. Healing caravan and/or attackers when not a defender/attacker needs addressing
river pawn
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure Maps working - Able to do them again since I bugged out after the first one
  2. Treasure Map Loot working - Did a few with a friend and a few times the chest kept appearing and disappearing. Unable to loot fast enough before it does it.

Top 3-5 Most Important Feedback Topics:

  1. The market Place is great but almost impossible to find what you want if they did not label properly.
neat cove
#

BUGS<<

1.) Character Model bugs. Most noticeably the DISAPPEARING SHIELD on Tanks. Honorable mention to the paralyzed sliding and gliding mounts, neon armor pieces and weird hair.
I realize this may seem cosmetic and 2nd tier to some, but they are distracting enough to make testing far less fun for me.

2.) Aforementioned inventory lag.

3.) Terminator mobs that refuse to leash even after making get away moves that rival Harrison Ford in the Fugitive. Give us a chance to book it after an overpull!

FEEDBACK/SUGGESTIONS<<

1.) Remove the Dwarf-flip on jump. It's immersion breaking and awful! (make it an option or an augmentation if it MUST stay)

2.) SOME kind of naming convention. Again, PAINfully immersion breaking to see "Crunchytaco" and "Boogerflinga" in a role playing game. More seriously, some names are just bad taste and perhaps offensive. "Urmommysbox" will get over it, it's an RP game, and they chose to play an orc. Disallow names that include class names. Again, apologies to "BestCleric," but better can be done!

3.) Please re-examine the "Tank," STARTING WITH THE CLASS NAME! Guardian! Warrior! Vanguard! Yeesh, even Protector is better than naming a fantasy class after a post industrial revolution armored car. If other classes augmented with (boo!) "Tank" will be able to hold aggro and support a group, let us know, as this might render a lot of this criticism invalid. OK here goes in no particular order: *Vengeance is not worth hitting
*The repair tax for dying is almost prohibitive.
*Weapon Swapping between sword and board and a 2hr to do damage (soloing, in a group but not MT, etc.) is cumbersome
*Some of the choice nodes in the class tree feel redundant
*Tomahawk? Wut? Disarm! Body Slam! Shield Throw! Final Stand! Sacrifice! Challenge!

Having a lot of fun on Verra, and will stick with it for sure - can't wait to see what comes next! Thanks for soliciting feedback and including us players and backers in your decisions!

olive oracle
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Inventory - Storage bugs.
  • Mob aggro/training bugs.
  • Loot bug you always have to mount to loot glint, for example.

Top 3-5 Most Important Feedback Topics:

  • Animal Husbandry is far too expensive/laborious to level up.
  • Rarity currently has no effect on the speed of mounts.
hollow kettle
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

    1. By far the most annoying was inventory breaking and requiring relogging
    1. When engaging a flagged player it shouldn't be possible for the pvp flag to drop causing you to get corruption.
    1. With the limited bag space Quest items no going into the quest Item pocket can be troublesome, freeing up space would be helpful.
    1. Freehold Resources not being gatherable should be resolved so that testers can start finding new ways to break that core feature.
    1. Adding more Resources to desert, tropics and areas around the current playable space. Much of Winstead, New Aela, and southern Miraleth feels devoid of minerals, and hunting resources.

Top 3-5 Most Important Feedback Topics:

    1. Zerg pvp against caravans feels a bit busted
    1. Griefing with mob trains in open world dungeons and elite zones,
    1. Can we get more gear bracket other than 10 and 20?
    1. In it's current state the citizen tax receipt system doesn't feel fun or engaging. Could it be reworked to be more rewarding to the player? Extra (40 instead of 20?) market slots or maybe have a citizen/non citizen tax rates for purchasing goods or using infrastructure?
dry zealot
#

Alpha 2 Feedback - Do parcels you can buy instead of the freeholds. Let ppl build their own homes like in Valheim. It could even have a own skill tree. - The world is empty. Theres nothing to see or explore - Enemies that are 5 levels above yours are still challenging. is this intended? it makes you feel powerless. - Some synergies dont feel powerfull at all - open world pvp is just being abused by high level players without consequences. WOW has the better option

storm geyser
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Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

Gatherables respawn in exactly the same location with exactly the same rarity - leading to a very unhealthy resource gathering mechanic that will eventually lead to a proliferation of bots

General caravan bugs

General render distance issues

Top 3-5 Most Important Feedback Topics:

Lack of guild storage means that the complex value chain to produce items (which by itself is a very good thing) becomes an absolute nightmare to handle logistically

World bosses predictably respawning on server restart means that the biggest guild on each server camp the spot each night and reliably get

Enchanting system gives too much power to apprentice level items with 2+ attribute stats, which become more powerful than journeyman versions

Not being able to mix resources of different rarities when processing makes the process terrible, especially when there's a multi-stage process where 1 out of 25 components upgrades, and you cannot use it for the next step

runic heart
#

for me the top annoying bugs are

  1. treasure maps not working

  2. random weapon switching during fight when there isn't even a key assigned to switch between weapons

  3. render distance of players and npcs

stuck granite
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Hunting rarity (hard to get better than uncommon animal carcasses)
  2. Player can only vote mayor once per account (not with all second chars)
  3. Mount skins and enchanted gear skins to look better (not bright one color with flashing)
  4. Animal / enemy npc following way too long
  5. Trees are not spawning randomly (some players camps weeping willow tree spawn locations)

Top 3-5 Most Important Feedback Topics:

  1. If you restart servers daily, dont restart it on EU prime time please and keep it 1-2 hours down (maybe restart servers 2 hour later??)
  2. All nodes should give players all equipment types like heavy armor, medium and light armor (but if Node have certain building or type examble Scientific, it could give players better light armors with it etc.)
  3. Too many players so small area in EU server (there is not enough materials to gather)
  4. More quests what actually gives players XP and not just small amounts what comission gives (atm. mostly level grind game)
  5. Improve the marketplace, at the moment its hard to sell anything since there is over 50 pages and some players dont even have that much items to sell its so boring to search so long to actually find anything really good gear or crafting materials.
solar saffron
#

Important Feedback Topic:

  1. Re-logging has been an essential fix for a lot of things not working right with the alpha. I've noticed now that this isn't fixing alot of things now and my guess is this has to do with trying to make characters persist after log to cater to the competitive pvp crowd. Your putting the cart before the horse like another game designer we both know. Lets get competitive about pvp when the game is actually functioning right. I can't even consistently pick up glint off the ground or even have it spawn and your worried people DC'ing so to avoid getting killed in an unfinished product. It was definitely abused before but this isn't the solution with the game in its current state.
sinful belfry
#

Top 3-5 Most Important Bugs:

  1. Cannot loot some mobs. They appear to have items and you can see them when selecting them but attempting to collect them does nothing.

  2. Bug with shield disappearing on Tank when hopping off a mount or when using the Devastate ability.

  3. Mob appear stuck inside walls or objects found around the map.

Top 3-5 Most Important Feedback Topics:

  1. The marketplace should be easier to filter to find the items you want. Currently, it works by searching the descriptions that individuals create, however without a uniform system of naming it’s impossible to search this way. I think it would be easier to search by using premade tags or just allowing the search function to search by the items listed on the individual marketplaces.

  2. Tank seems to have issues holding aggro. A lot of the abilities state that they generate additional threat but it’s still quite easy for a DPS class to pull threat off of them due to their burst potential. I think the threat generated by the tank should allow them to hold aggro through DPS burst windows and maintain it through longer engagements.

  3. Tank damage is rather low and that factored in with an ability like Grit that lowers damage to increase mitigation and they definitely aren’t clearing mobs quickly. I understand that they are not intended to match or exceed DPS character damage, but I think increasing the damage of their abilities would help them be more solo-play viable. Currently, tank does not feel like a class someone can play outside of a party and I think that can be a barrier to entry for many players. I think that by lessening the damage reduction on Grit and by buffing some abilities that the tank could become more solo viable and allow the tank to maintain higher levels of threat while in groups.

sullen crypt
#

Top 3-5 Most Important Bugs:
inventory, need te relog to get eveything back
2.lots of common items, what can i do with it?
3party hud is easily gone
4 cant use ` for chainging weapon
Top 3-5 Most Important Feedback Topics:

  1. auction house (pls a decent is needed)
  2. gathering and crafting
  3. It's challenging to gather all the necessary materials entirely on my own. Honestly, it's a dreadful task because it sometimes feels endless. I think it boils down to a few factors. On one hand, progress is slow, but I don’t see that as a big issue. On the other hand, the problem lies in the fact that I’m gathering and processing everything myself because I need it all.

If I had only 1 or 2 gathering options and 1 or 2 processing options, it would already feel much more manageable. This would also leave more resources available for others. A proper auction house would then be essential, allowing me to sell my materials and find the ones I need. This way, you’d also support the economy and ensure that lower-XP items could still have value, as they might be required for other processing skills.

lime drift
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. server worker stability in popular Poi's that cause XP bugs and lag
  2. inventory bug that wont let you move things around or manage your storage that you have to completely close the game to fix
  3. the copious amount of bugs related to caravans

Top 3-5 Most Important Feedback Topics:

  1. there needs to be **SWIFT **and HARSH action taken against the many guilds and people who are abusing exploits and ruining the testing environment for those of us that actually care to test the game.
  2. XP rates need to be increased as this is a testing environment and we should not be expecting to spend 200 hours getting to journeyman crafting to test that. (5X the rates is what i would suggest)
  3. make sure new additions have at least 2-3 features that we can test before adding them. i will use the freeholds as an example. the only thing you can do with them is farming. i think it would have been better to at least wait until they had a working storage system and placeable processing stations before putting them in the testing environment. because as they are now its kind of pointless.
robust crown
#

Top 1 Most Important Bug :

  1. exit game or stuck to 75% loading : "Failed to retrieve character list. Exiting." or "Connection to the realm timed out" and sometimes, without explanation so that the computer respects the recommendations on the site and a good connection
exotic coral
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. When rafting on water the raft sometimes falls through the water and you need to logout for 5 minutes to fix
  2. Bug where you can't loot mobs
  3. That you need to leave party to join the caravan defense or attack

Top 3-5 Most Important Feedback Topics:

  1. I would like it if you guys can allow us to setup buy orders for materials in the market place
  2. I hope you still plan to add the skill based crafting system
  3. Invite Party members from Friend and Guild List please
  4. Thank you for making a great game so far
glossy peak
#
  1. Caravans
  2. Treasure maps
  3. Inventory
  4. Exploiters

Thanks for all your hard work. You all are doing an amazing job and creating an incredibly awesome experience. Keep up the great work. 👍

autumn swift
#

My Most Important Bugs:

  1. Sometimes the the inventory gets bugged out and i need to keep getting on my mount to refresh my inventory (drag an item from base material bag to a bought one, like herbal bag. The bought bag can also bug out but mostly its the "main" base bag. Not even a relog helps.
  2. Aswell happens, atleast not regular, that cant loot a monster/mob. Relog fixes that most times, but might happen again soon.

My Most Important Topic:

  1. To be 100% honest, idk what solution would be best, but the griefer people are the biggest brick that takes my buddies & my fun away from the game.
    Not the bugs or anything else. Only the people that just love to annoy, exploit and insult others. Something must be done. Only to "reset" to lvl 1 is basically nothing.

We want to thank the Dev Team and Steven for the great time so far and its really enjoyable to be a tester!
Best moments were the interaction with GM Steven ingame, the events and i wish to see some other GM's in the future!
I hope everyone had a great time at their holidays!

karmic copper
#
  1. Caravan bugs overall - specifically the one where you’ve been running a caravan for an hour then you just randomly teleport back across the map, another one where the ropes attached to the horse starts infinitely stretching and the caravans stops moving. another bug where caravans on water sink to the bottom of the water.

feedback topics: mostly mob issues 1. For example carphin after some time the mobs don’t spawn in their location and over time becomes less and less viable to farm. 2. Mob AI, atm you can just train mobs to a group and if you get out of their visions they just start attacking people in the area. This should be fixed so the mobs attack the initial aggressor until they reset however if another group hits the mob train with aoe then they should pull the Agro from the initial aggressor still but if they don’t hit the mobs they should not unfairly get Agro. 3. Mob densities in general need a good look at, for example carphin is an example of where mob density is done well however there are many many other areas in the world where mob density is just bad even for a single group and for example in the desert I feel many areas haven’t been thought about and mobs just plonked there super spread out. 4. Ensure caravan system works in all areas as it’s the main end game loop at the moment, attacker/defender flagging etc.

enchanting also needs a look at, you basically get the same increase in stats from jewellery as from Armor but enchanting jewellery is way way cheaper - I think the cost of enchanting needs to be closer in terms of armour / jewellery

also a major issue killing a purple then going corrupted, assuming split second the combatant goes not combatant need some kind of countdown or something to know when a player is going to become non combatant

CC times need to be reduced especially bard CC, the TTK time and CC time don’t match at all.

increase speed of all mounts/caravans a little. Atm travel time is too slow.

lament crater
#

Bugs. 1. mobs 2. visuals bugs. Game changes 1. balance overall economy 2. change pvp to zones/risk vs reward

rugged tangle
#

Bugs:

#

Top 3 Most Important Bugs:

  1. A bug that make you unable to pick up loot
  2. Illumination bugs
  3. Teleportation bugs
    Top 3 Most Important Feedback Topics:
  4. too difficulty to get high rarities carcass.
  5. tanning should get meat from carcass removing the meat production from cooking.
  6. if someone heal a caravan he will enter the caravan event as defender automatically.
wicked parrot
#

1 - Corruptioon stacking too fast, only 1 kill getting you corrupt is way to little. Maybe 3 kills to get you corrupted IF the enemy is close to your level, 1 kill if he is a lot lower.
Imagem
2 - Item stack size font in material inventory is way too small, Im having trouble reading it.
3 - Loot concil options for party leader and a option to random loot so we dont have to need/greed everything

strange nest
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans have a chance to dissapear when moving from water to ground - Sometimes recovery is impossible.
  2. I think some treasure maps are broken - I haven't managed to find a mound after searching multiple dig sites for multiple hours.
  3. Enemies can spawn in an unkillable state; Additionally, sometimes enemies will spawn with a green nametag, and be untargettable, even if they are attacking the player.
  4. Some fuel sources (Bones, Spider Husks, Fat) do not work, and have a fuel value of "{x}" instead of "x".

Top 3-5 Most Important Feedback Topics:

  1. Guild wars, and multiple guilds in general need to be accounted for - possibly add a faction system to allow guild grouping without allowing guild bonuses to cross between different guilds in the same group?
  2. Hunting profession could use a rehaul to be more engaging - harvesting an animal like it is a resource feels unnatural and gets repetitive; additionally, the fact that huntable minions are a chance spawn of regular enemies can incentivize and/or force high level players to overfarm low level areas, which can prevent said lower level players from engaging in the profession, or even getting experience from areas with huntable mobs due to overfarming. The hunting profession also needs quests on the task board.
  3. There is a severe deficiency in low-level resources - this can prevent novice artisans from getting to apprentice, even if they are dedicating themselves to their skillset, and leads to an overabundance of apprentice and/or journeyman resources over time (though some of this may just be a result of the wipe). Resources should have a chance of despawning if they are not mined for a certain period of time, and low-level resources should have a higher spawn rate near low-level areas.
unborn turret
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Mobs will change their 'reset' position sometimes. It is frustrating when the mobs will 'reset' on a shrine or somewhere in a path.
  2. When you repair your gear from broken, you have to take your armor off and put it back on to regain stats.
  3. When typing in chat, having settings panel open, or generally doing something that is in the ui, ctrl to dodge should NOT make you dodge. Typing and then pressing ctrl-a to select my full message in chat making me dodge is really annoying.
  4. When a mob resets, the debuffs (dots, etc) do not reset on them and this causes the mobs to immediately pull again.

Top 3-5 Most Important Feedback Topics:

  1. Tank banner should not have a hitbox, it makes it very annoying to walk around. It also is blindngly bright if the bottom of the animation is visible, you cannot see ANYTHING nearby it if it is down.
  2. Please allow us to unlearn an emberspring
  3. It is annoying that auto attack attempts to finish it's auto attack chain before stopping when toggled. Especially when attempting to vault.
  4. You are unable to LOS some spells once the cast has started. Like the Enchanted Warmage's arcane blast

======================

loud prairie
#
  1. Aquatic mounts are in a weird spot. They all seem to move slower than their land counterparts regardless of being on water or land
  2. Caravan system is extremely buggy which is incredibly punishing to those running them, I've made entire trips just to have my cargo not be there or have my wagon randomly disappear, or I even be randomly teleported to carphin. Then there's the ever looming threat to pvp in addition to that which led to many of us being unable to participate successfully in caravan runs. Meanwhile there is little to no drawbacks for being a bandit. They have no skin in the game and can just blow you up for easy loot.
  3. Freeholds should be limited to one per guild if you plan to make them this scarce going forward. It's insane that large guilds can just snap up all the freeholds and leave the smaller guilds out completely. They already dominate every other bit of play, why do they get to dominate freeholds too? I thought the big guild thing was going to be the keeps. But it's seeming like they will just dominate both.
  4. Crafting is much harder than leveling, and by the time you can craft level 10 gear, you likely need level 20 gear. It's a weird vicious cycle that makes crafting not feel particularly rewarding, but you keep going because of the ever dangling carrot of level relevant heroic+ gear
pallid prairie
#
  1. Rarity for the gathering doesn't work in the game. Rarity only works up to rare items, anything above that: heroic, epic and legendary, does not work. You need to find certain spots with resources where you can always collect heroic, epic or legendary resources, resp at these spots is about 4 hours. Make that rarity works for all and not maximum to rare.
  2. Very few places with some resources, these are t2 resources that are simply impossible to find in the game, example weeping williow. On the entire map I found about 30 places with this tree, but it is collected by all players, and the respa time of this tree is about 4 hours, you can 2-3 hours running around the map and not find a single tree, even knowing the places where they grow. You need to make more places to collect resources and reduce the respawn time from 4 hours to 30 minutes or 1 hour.
paper linden
#

Bugs:

  1. Caravans bug out all the time with disappearing.
  2. Treasure maps are broken. Half the maps you can't collect the chest and then you bug for the quest and you can't start any maps period. I'm 100% locked out of maps for a week now.
  3. Rarity modifier above "rare" for tools doesn't seem to work. I got better wood with my rare axe than my legendary and I've stress tested this...

Feedback:
Crafters got really fucked with condensing the servers. ~4x the population. Same material amounts for the first 1 to 2 weeks, then reduced timers. Higher tool rarity rating not working = no increase in rare mats to offset the reduced nodes available with more pop. Hundreds of gold sunk into processing to level professions guild-wide, but now blood thirsty lvl 25s with nothing to do but hunt caravans = almost no gold generation. It's been rough...

night anvil
#

IMPORTANT FEEDBACK
Ashes of Creation is in a very important position to secure the MMO space off of one specific thing.
The classes feel fun. Not fun in the sense of just fun to play, but fun in the way that other MMOs kill their game. Take Cleric for example. They have the ability to create a skill gap that can move a fight from pure chaos back to complete balance if played strategically. Other MMOs would take this and nerf the class instead of build up classes to immitate the amazing feeling that Cleric gameplay provides. IF AoC can capitalize and nurture this feature, it will be the best MMO ever!
Every MMO player wants to feel powerful and like their class has a purpose and place. Not just that they are a part of a group but that their presence impacts the group in a way they are actually needed there. Nurture this. Focus on this and the game will be the best ever!

cloud glen
#

bugs:

  1. Targeting in action camera not working even remotely (make it work like it should closest target to crosshair unless other targeting overwrites).
  2. Inventory bugs
  3. Party issues

features:

  1. More party and chat interactions like invite to party, and invite from guild.
  2. Guild system
  3. Artisan system completion.
honest marsh
#

Bugs

  1. All things caravan
  2. Questing system.... Of the handful of quests that exist most of them don't work properly.
  3. Inventory bugs.... Sometimes items disappear, sometimes right clicking deposits or withdraws and sometimes it doesn't.
  4. Rubber banding when crossing SW, still a thing.
  5. Last but not least, monster leashing. Trains are the biggest problem associated to this but there are other issues and mobs get pulled into places they shouldn't be and kill people.

Feedback

  1. Need to make safe zones around storage.... People getting murdered while using storage is dumb.
  2. Make processing like crafting where you can mix and match rarities of mats.
  3. Can we please make tax receipts purchasable with gold instead of or in addition to glint.
  4. The corruption system needs a deep dive, you can currently kill any player in the world at will without becoming corrupt and in some cases without even flagging.
alpine grove
#

Top 3-5 bugs: 1.

    1. caravan bugs, caravan got stuck and recover button sometimes did not appear
    1. inventory and storage issues and usability
    1. Corruption bugs

Top 3-5 most important feedback topics: 1.

    1. As a PVE focused player it is not easy to have fun with all these open world PVP options and especially the bug abuse that comes with it. There are already entire guilds that are overloading the server and randomly killing people through bug abuse. This should be punished. There should also be more security for people who are not interested in PVP.
    1. death system: its hard enough to get EXP loss after dying and having to go to the death location to get the loot back, hoping no one stole it. For me it is too much that additionally some materials get lost after dying. If I can go to my death location, I should be able to get everything back.
    1. The usability of the crafting system needs to be improved. At least it should be possible to put in a individual amount
indigo dune
#

======================
Alpha Two Phase II Feedback
I'm a very new player so I haven't encountered as many things as other players. Also need to get in the habit of taking notes when I do...

Top 3-5 Most Important Bugs:

  1. Tax dues "resetting" after leveling up
  2. Other people's loot showing up for you (and related: loot not being lootable)
  3. Interact progress, such as when harvesting, sometimes doesn't show
  4. Mounting while you have an active bard melody causes the aura effect to persist until a relog

Top 3-5 Most Important Feedback Topics:

  1. The system of raising tax dues based on how many people are citizens of a node seems... weird and awkward. I understand wanting to incentivize players to spread out around the maps, for balance and community reasons, but this feels unintuitive and stressful.
  2. I'd like to see more tooltips for things. Examples include fuel, which I'd need to look up on online to even know what is, and whatever this currency that we get from doing town missions is. No idea what it is, can't find what the currency is called.
  3. When a citizen of a city, you gain extra storage. But it does not show you which of your storage tabs are the extra - I'd expect the second on the list to be the extra, but right-clicking to auto-send materials to storage sends to the second tab before the first. The ambiguity makes failing to pay taxes (or willfully ending citizenship) risky, as you will apparently lose anything in the extra storage tab.
    ======================
tawny cloud
#

======================
Alpha Two Phase II Feedback

For the context, I've only gone up to lvl15 during the beginning of this phase.
To be honest, I've

Top 3-5 Most Important Bugs:

  1. All bugs that require logging out/back-in (inventory ones, etc)
  2. The movement bugs (sometimes on my horse, I get stuck in front of an invisible wall, and I need to back-out for a bit to be able to continue progressing forward. With ennemies after me, it becomes exceedingly dangerous, when it shouldn't even happen, (and then we go back to the matter of a death's cost)
  3. dunnow...
#

Top 3-5 Most Important Feedback Topics:

  1. Crafting is seemingly useless before "end-game", as unless high rarity materials are used, the items are at best equivalent to what can be dropped more easily through monsters. I'd love to see crafting being necessary very early on, encouraging people to rely on crafters from the very beginning. Given how long it takes to find enough high-rarity materials, lvl10 is quickly reached, rendering the craft before lvl10 useless, and too time consuming.

  2. Griefing in POIs/farm areas is too easy for players, due to both the aggro range of the monsters, as well as the fact that the temporary flagging upon looting is very short-lived. I'd sugges increasing that time, as well as increasing it for each subsequently stolen player, making the "thief" more and more vulnerable to retaliation, similarly to the corruption (but not as punitive in the end ?) Or maybe griefers should somehow become corrupted, though I'd understand it's hard to evaluate.

  3. Market UI is very simple for now, and though useful, it very much lacks a proper search feature, allowing for instance to look for a specific material/item, at a given rarity, and providing a very easy way to scroll through all the sold items that match, facilitating price comparison.

  4. While I like the death cost, I often perceive it as very costly, as the longer the farm session in a POI, the costlier the death becomes. farming for, let's say 4hours, one death can cost a lot. I wonder if this should be reevaluated or not, and my negative perception here might be due to the fact taht griefers agggravate this aspect, that everyone is focusing on grinding XP to reach high levels, and so on. But in the end, as a mid-level player, it becomes quite difficult to amass riches by simply grinding with teams, and I feel like going for gatherables may be much more efficient in the current economy

======================

mental lagoon
#

Top #1 Thing to fix.. FIX THE TERRAIN

Mobs under the terrain, Trees under the terrain, treasure maps under the terrain, feet getting stuck under the terrain, caravans getting lost in the terrain,

whole swallow
#

Top 3-5 Most Important Bugs:

  1. die and respawn in the same location
    2.Mobs get bugged into corners and never respawn or reset.
  2. player buffs exceed the buffs show limit.

Top 3-5 Most Important Feedback Topics:

  1. I feel that most of the content that was presented in the game's lives before alpha 2 was fake/missing, most of the content is not present in the game.
  2. Leveling is trash and boring, its done only by grinding mobs and It is impossible to do it outside a group.
  3. PvP mechanics are currently bad. Currently there is no reason to PVP, the penalties are too high.
tardy knot
#

======================

Top 4 Bugs:

    1. Caravans turning into submarines randomly in water, current prevailing theory is when it hits a seam in the water causes the raft to rapidly convert into a horse drawn carriage, then back into a raft, then to the bottom of the sea floor... unable to get it into it unless you logout in a different SW for at least 15 mins to get it to go into recovery, then return to where it was a recover it that way.
    1. Resource nodes being deep in the ground, making it hard if not impossible to being to chop or mine the resource
    1. Caravan PvP is a bit buggy where if you are part of a party you can't click defender (and it doesn't mark you as defender for the other caravans.) as well as, sometimes it just doesn't show the options when rendering in the caravan, very rarely though.
    1. Cargo only being able to be unpacked / packed up at the caravan master and not at any storage person (even though the button shows up when you click on a crate from the other storage places)

Top 3 Feedback:

    1. DEAR GOD PLEEEEAAASSSEEEE, GUILD STORAGE PLEEEAAASSSEEE! I beg you with both my knees on the ground, PLEASE GOD ALMIGHTY! I know its gonna be sometime in stage 3 but god this node storage is making me feel the old no man sky inventory problems (you know, before they fixed everything to be a good game). Guild storage would solve soooo many problems, but I get that a permission-ing system needs to be made and the guild / alliance system needs to be sorted as well properly... but god I hate this; Excited for the future though.
    1. Caravans feel a bit bland, the idea is great, a moving PvP zone where you're making a bet against the server you can get from A to B before they attack; With that said, the only thing we're putting into caravans is glint, and not everyone wants to sit in a caravan for 1 hour just to get from 1 node to the next to get a nice payout, whereas someone like me, can't grind enough glint to run as many caravans as I want because I love it. I Feel like there should be a courier contracts esq system, A la eve online, so that I can run stuff for others if they are willing to wait, but don't want to run a caravan themselves.
    1. This point is an add on to the above one, cargo feels... bland and I feel like we should be able to trade it between players inside the node. I was thinking something like a cargo transfer slip "item" which someone buys or makes, uses it on a crate / commodity to lock it in their storage and put it up for sale on the market, once someone else buys and uses the item, it is then removed from the originating players storage and move into the new owners cargo storage for that node provided they have enough space in their cargo storage (don't want to make an infinite storage glitch here).

======================

hardy plinth
#

alpha two phase II Feedback
top 3-5 most important bugs:

  1. harvested resources nodes not disappearing after being harvested
  2. items not appearing in inventory when harvested and only being visible on relog
  3. certian mayoral commissions can't be completed at all for example the stakes in the ground commision

top3-5 most important feedback topics
1.when killing a monster with a much higher level than your own it currently does not give exp and while I do believe it is intended this is a very feel bad situation for those that have to gather in areas where these monsters spawn and sometimes get targeted by them and after finally working it down with much effort you get nothing in return for it
2. when making tools currently you can mix and match the rarities of the parts where it kind of just averages out the rarity of the product but this can not be done for components it would be a nice change if we could have that applied for the components as well since some parts of components are very hard if not almost impossible to currently get at high rarities
3. when processsing materials the rarity does not seem to impact the amount of profession experience you gain from it or at least not for metalworking while for garthering the rarity does impact the amount of experience I would be nice if for the processing rarity would also make an impact

oak cosmos
#

Alpha Two Phase II Feedback

#

Top 3-5 impotant bugs

#
  1. resolved with last updates ....my inability to get into the game.
#
  1. The game looks great now, and I'm able to remain in game.
#
  1. I'm just beginning to get into the quests, no bugs yet:)
#
  1. Good job Intrepid, thanks for your hard work guys and gals.....thats all for now:)
mossy hound
#

1. FIX THE DOUBLE CARAVAN FLAG SYSTEM Right now there is a SERIOUS issue with member from easily named guilds bug abusing. The bug is You are able to flag as attacker on 2 caravans. If YOU the defenders. Flag as attacker on a caravan... Then summon a caravan to take the loot. (You will then hit defender on YOUR allies caravan) Moving forward. You are now attacker on 1 carvan and defender on your own. NOW!!! Your enemy rolls up. They can hit ATTACKER on THEIR caravan AND ATTACKER on yours too... This allows you to not only attack the people who are defending YOUR caravan. But you CANNOT attack them back because they flagged as attacker on THEIR own allies caravan.

split wyvern
#
  1. Fix caravans. 2. Fix caravans. 3. Fix caravans. 4. Fix caravans. 5. Fix caravans
jagged pebble
#

Caravans disappearing / teleporting to carphin, mobs eventually stop spawning (stuck elsewhere?)
gear repairs not updating stats immediately
mob training (aggro breaking into other groups instead of hard resetting back to original pos) , hard cc working on non combatant players
pyromancers/Firestarters do way too much damage

lilac bloom
#

Bugs

  1. Not able to see party members after a disconnect for some time
  2. Caravan's getting stuck/disappearing
  3. XP not getting applied during heavy server load

Feedback

  1. Node buffs can get crazy in terms of the number of them player's have. This makes it heard to see the combat related buffs. Maybe have one node related buff that you can mouse over to see what you have.
  2. A place for defenders to ride on land Caravans would be cool.
  3. Marketplace search filters only on shop details and not what items are available. Allow for searches to include what is available in the shop.
mighty bay
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory Visibility - Ghost and invisible items in inventories are very frustrating/scary, and occur both in character and storage inventories. While relogging works to resolve this, its really annoying to have to constantly relog when moving inventory around.
  2. Caravan Disconnects - Caravans disappearing and characters being teleported to the far side of the map make what is already a risky operation untenable.
  3. Objects Underground - There are many many objects that spawn underneath the terrain. This is especially noticeable for trees, but also happens with other resource deposits and enemy NPC's. While I agree that this is better than them floating in the air, its still not great.

Top 3-5 Most Important Feedback Topics:

  1. Group Leveling Restrictions - the level discrepancy penalties are too punishing and make it very difficult to have effective parties of friends. As soon as someone gets a level or two ahead or behind the average, XP rates drop significantly for everyone, and then nobody wants to party anymore because its not efficient. The number one draw of AoC for me and my group is the social aspect, and these limitations on efficient grouping are a major drawback.
  2. Freeholds - While the true power of freeholds is currently bugged, they will become a significant economic disruptor when fixed. My concern is that there is no way to force ownership changes, so they are all held now and forever by those who were able to hit level 20 and gather 100 gold first. This means that only the largest of groups, the sweatiest week 1 players, and the exploiters get to have freeholds for the foreseeable future. Any group that missed this first batch has no chance at getting one now, and are going to be left behind economically without even an opportunity to fight for it once the major freehold bugs are resolved. Please prioritize forced ownership change of freeholds in the freehold development list.
  3. Exploiting - I have no issues with people finding a bug, repeating it once or twice, and reporting it (in fact this is the whole point of an alpha/beta). I have major issues with people who repeatedly abuse bugs for their own benefit. While I understand the "its alpha, we don't want to ban people forever", there are groups of players that are aggressively exploiting known bugs, who will continue to exploit, and whose actions hurt economic balance and pvp balance long term. These people should really receive more of a penalty than "we reset your level and wiped your money", if only because its sending the message that the penalties for exploiting are minor if you happen to get caught. Tldr: a more punishing official stance would be appreciated.
  4. Buff/Debuff Visibility - Players end up with tons of buffs, most of which have no impact in combat (looking at you node buffs), but this leads to them overflowing into the "more buffs" icon (which cannot be expanded), so you can only ever see the buffs that don't matter. Being able to hide non-combat buffs would be really nice both for pve and pvp, potentially as a toggle in settings. Mobs have a similar issue in the inverse, where they end up with so many debuffs that you can't tell what they have. This is important because managing debuff stacks of certain types is critical to the damage, healing, and interrupt rotations of all players. Prioritizing stack debuffs right after immunities would help in this, but I think there needs to be more space for the debuffs.
    ======================
stray sparrow
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Caravans bugs, right now it just feels bad to pvp at caravans. (ppl doing alt f 4 mostly)
  2. Not being able to loot mobs
  3. Teleporting back when dismounting
  4. Invisible Mobs. (not invisible but you see them static and not moving)

Top 3-5 Most Important Feedback Topics:

  1. Proximity Voice Chat, implementing voice chat can help a lot and make the game so funny at the same time.
  2. Never lose purple/red flag while being attacked, it sucks when you are killing someone and he just deflags because of time
  3. Make item filters for market, like the search by name but instead of looking for shop name, looking for item name or even for stats like Magical Power. Also let people do buy offers for materials.
  4. Give the option to duel people, and also put some dummies near cities to test damages.
  5. Give the option to inspect people.
worldly meadow
#
  1. When a town node reaches level 3, please consider letting the mayor choose one Apprentice level building that is then immediately built. As a crafter, it seems to be way too much work to level crafting to the point where either A. My guild has far out leveled the gear I can make and has gotten a tier above from dungeons, or B. I have to wait for the next building to be built.
  2. Anything that is fixed by logging out then in again.
  3. Hunting bags can only carry 20 carcasses no matter what tier.
smoky helm
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Treasure Maps doesn't work. The item disappears once you active the quest, and then the quest will randomly just dissapear from your questlog.
  2. Party Issues; missing exp, missing party-frames and missing marks
  3. Terrain clipping; falling through mountains and hills happens a little too often.
  4. Quest NPC icons: Some completed quests will remain to have a quest mark on the map and above the NPC, and some questgivers doesn't have a mark - and some that have a mark doesn't have a quest.

Top 3-5 Most Important Feedback Topics:

  1. Hunting artisan has moved from being hunting/exploring/pokémon-like to being mob-grinding (wolves, grems, ravens) due to the extreme long spawn-timers on "static-spawns" for hunting animals. In P1 it was really fun and engaging to run around farming hunting, but now, you run around for hours finding maybe one or two animals, which is really just not rewarding or fun.
  2. Items you need to roll for doesn't automatically enter your inventory - you have to go back to the mob to receive the item. In some scenarios where you are fighting several elite mobs and moving around, you end up loosing items because you have to fight your way back to a corpse, and by then the item de-spawned.
  3. Shared storage! It would be great if you could store/withdraw items from all unlocked storages regardless of the place/storage clerk you're interacting with (like you can in, say, New World)
  4. **Crafting in set amounts (1, 5, 10...) **feels clunky and annoying. It makes you spend unnecessary time processing and you waste alot of fuel (though that last part doesn't really matter since tree is worth so much fuel).

======================

kind wolf
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Monster AI training/griefing

  2. PvP Flag dropping mid combat therefore the result is an individual going corrupt

  3. Turning in Mayoral Commissions via the chest

  4. Inventory/Storage bug & inability to loot corpses unless relogging to fix either.

  5. Treasure Maps shouldn’t be consumed until the loot is gathered. Constant bugs of being consumed then unable to find and/or loot the container.

Top 3-5 Most Important Feedback Topics:

  1. Resource spawns need to be randomly placed with a buffer of 20-30 minutes so nodes aren’t spawn camped on timer. This opens the door to botting resources. Also, if intended that certain nodes respawn as "x" tier, that is a horrible design. It eliminates the necessity of the rarity stat on the artisan tools/gear.

  2. Ban repeat exploiters. Ban those who continuously and intentionally grief. Continuous warnings do nothing. Warning > 30 Day ban > Ban til next phase or launch.

  3. Please, Please PLEASE remove the knockback from Scatter Shot. It is the most obnoxious thing to reposition 2ft forward every 5-10 seconds when you’re PvE’ing for hours at a time.

  4. Allow the ability to view all storage whether node storage or inventory storage at once - ie: stretch the UI window so I don’t have to scroll up and down to view or reorganize my storage. It’s extremely tedious.

  5. Add additional Market search functions. The current structure is pretty lacking trying to search for items to buy & to list items to sell for people to discover.

icy violet
#

PLEASE Institute a Warning for Node wars, people just build raids and declare then wipe out the market and storage to collect goods and farm kills for battles they otherwise wouldnt win. Even 5 mins so people can stow stuff/Leave Groups/ Etc.

#

This goes for guild wars too

prime glen
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Trees that are under the terrain. Most cities are surrounded with them, and it is a constant slap in the face.
  2. Bags that stop updating. Client and Launcher restarts needed to fix.
  3. Scrolls stop working. Occasionally after a restart, a scroll shows as active, but the buff it grants is not working.

Top 3-5 Most Important Feedback Topics:

  1. Market needs buy orders.
  2. Market needs better search capabilities. Local markets are good, but everyone having their own store is just painful. Global search with local markets would be better IMO.
  3. Finding high-quality T1 trees is extremely painful, and high-quality T1 stone isn't much better.
paper elm
#

Bards resonance stacking does way too much damage for a class that can stack several CC's and there is no counterplay (even in group pvp) to a bard cc-chaining you and bursting you with resonance stacks. The class needs to be re-evaluated in terms of output or the amount of cc's they have available/their duration. By far the strongest class in PvP. Most classes' cc breaks simply do not work right now, so I'm hopeful that this changes things when you guys address the lack of cc breaks, though.

ashen sable
#

Top 3-5 Most Important Feedback Topics:

  1. mob training
  2. mob training
  3. mob training
  4. mob training
  5. mob training
lilac timber
#

there needs to be something in the log in that says your character is in a war.

icy violet
#

a /reload command

keen silo
#

Top 3-5 Most Important Bugs:
Inventory issues - Items lock in place, gatherables not appearing in the inventory
Resource respawn - timer & location - I've noticed that rarer resources tend to respawn at exactly same location with locked timer on it (eg. 2h). That causes some players to farm them with a stopwatch in their hand preventing other freely roaming the world from gathering in these locations.
Can't turn in resource commissions

Top 3-5 Most Important Feedback Topics:
Resource rarity system - I'm JM miner and almost JM gatherer, and the amount of resources and their variability both in my inv and storage is close to insanity (even when keeping just one stack of each). Additionally, some rarities are useless when moved forward to crafting, who needs uncommon pickaxe for instance ShrugMage
I don't think removing the rarity system would be good idea either as gathering legendary resources and feelings while obtaining them are worth remembering. However, simplifying to to Common -> Rare -> Legendary would free up so much space, simplify crafting and make these tiers more meaningful.
Tax system - I remember arriving at Halc as a freshly baked lvl 10 (new player as well), becoming a citizen full of hope and then realizing that there's more tax to pay than glint I'd collected through my lvling process (over 100 at that time, heard of ppl with over 300 now). As the system to prevent nodes from overpopulation makes perfect sense, however, there should be ways to mitigate that significantly through commissions, resource donations, participating in building construction, etc. Additionally, there should be a way to pay in advance, for cases of taking longer breaks from the game.
Market item filtering - difficult to navigate while purchasing items, would love to be able to filter by categories and item names.

And lastly, thank you all for building the incredible game that brings sweet memories of a good, old MMO<3

topaz grail
#

Two things I would really like to have, would be:

  1. to be able to see which ash pile is yours without having to try to pick all of them up, a marker of sorts above your pile
  2. be able to reorder parties on your end and have order numbers be displayed next to the character

Other than that, here are some issues and notes I've got:

  • The market is definitely hard to navigate and items hardly sell in overpopulated nodes with everyone having a stand of some sort
  • The node tax system is definitely hard to comprehend as to why it doesn't adjust for others beside new joins and seemingly only having donations do much about it feels bad or even hard to attain if you're not doing any professions yourself
  • The combat system is incredible, love it a lot, though I don't have as much of a use to block, might just have to do with me not using a shield though?
  • Some enemies are just acting weird, the aggro range is just waaaay too large in my opinion and enemies do tend to teleport to you if they can't find a path after jumping off a cliff for example
  • There are enemies every now and then just spawning invisible, so you're unable to attack them unless you're using AOEs, hoping to hit and kill before you get killed yourself
  • Enemies also still spawn "friendly" to you or stuck and invulnerable
  • Gear seems a little too sparsely tiered still in my opinion, to not have some dedicated level 15 items hurts or at least you can't quite discern the level so to speak of the gear you just picked up

I've mostly only encountered shader issues and haven't encountered many crashes to be honest, huge kudos on that.
Would love to see some Linux support in the future, not a dedicated Linux specific build, but, ensuring some decent compatibility when running it through WINE/Proton. I am honestly unsure about a lot of bugs I encounter, and if I even should report visual/shader issues while I'm running it on Linux. A lot of these issues don't seem to be a thing when running it natively on Windows

I like the game a lot and am very excited to see where it goes in 2025 and beyond!

night anvil
#

Denouncing Citizenship needs to be clearer on which storages go away. To delete 10s if not 100s of gold worth of mats for paid storages without being clear those are going is wild...

candid nacelle
#
  1. It's a 50-50 coinflip whether AoC loads properly to even be able to get into the game or not. Extremely frustrating.

  2. Mob aggro distance should be nerfed.

Thank you

paper elm
#

Bards' Resonance Stacks are proccing off of each individual tick of the wand finisher and it melts other players 100-0 in under 1 second while they're silenced. For classes like mage or cleric without a functioning CC break there's no counterplay. Please look at that interaction.

uncut prairie
#
  1. The crafting quality nerf from Phase 1 to Phase 2 was far too significant of a nerf. Having spent roughly 80g worth of materials to make Tailoring clothes, I can now only just barely impact the outcome of craft - So for crafting a Tailoring shirt: I can effectively make it so 2 bluebell bolts (if req 10 bolts) can be downgraded by a single rarity to achieve the same result. This makes the gear I spent all that material on equivalent to a single enchant on any piece of armor, which costs an almost insignificant amount of money to do compared to preparing a full set of crafting gear.

I'm not saying we need Phase 1 levels - that was wild, but it should easily be 5x, or more, as effective as it is today.

  1. Aggro of mobs is a problem. Indiscriminate targeting and bias against tanks. I can run past someone that's running away from a mob that they were attacking (and without my Grit on) and the mob will still almost always forget about them and chase after me instead.
granite vale
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Soloing, the mos annoying bug is the inventory bug. Cant move/delete or gather items, need to relog
  2. Assuming that the train-aggro is a bug? People in high level just riding through mobs, the creatures run after them. If I am so unlucky being in their trail, killing a wolf at my level, MY aggro attracts all the creatures followinmg the train 😦
  3. Not enough punishment for people killing non-flagged players.

Top 3-5 Most Important Feedback Topics:

  1. It is a wonderful game, even in its Alpha2 phase!
  2. Economy will not be tested properly until auction house is implemented, or at least searchable market Places. More than 1400 MP's in Windstead, Lotharia
  3. Gear is unbalanced. It seems like enchanted lvl10 gear is better than lvl 20 drops? Also - fix the bug that give you buff from all your weapons, equipped or not
    ======================
tawdry linden
#

Top 3-5 Most Important Bugs:

  1. Inventory bug

  2. Training/aggro

  3. Recently the game has been stuttering when entering in different "servers" either getting caught walking or mount is caught in between and wont move unless you resummon, this only started maybe a week ago and got progressively worse.

Top 3-5 Most Important Feedback Topics:

  1. The absolute best is the feedback from the devs to the community, i love the communication between us even if it becomes a little "chaotic". To add to this i believe you guys are doing a great job (all staff) and continue to pursue greatness

  2. Gathering some things like copper as a stage 1 mat is real scarce, i know alot of people go for it, but its still too scarce at times. Stage 1 mats i would think would be more abundant, even if its only common/uncommon mats.

  3. Market is super unreliable and would like to see changes on how it operates.

night anvil
#

From level 1 to 25 and bugs aside, the only real negative experience is had throughout it all was the griefing. Players intentionally grabbing masses of mobs and dragging them through groups farming to kill them wastes so many peoples time, gold and enjoyment in the game, whether you believe in greifing being a problem or not. It doesn't enhance the game in any way. If you can fix this, it will be so much smoother.

inland garden
#

======================
Alpha Two Phase II Feedback

Top 1 Most Annoying Bug:

Unyielding Blink still does not break disabling effects when using blink.

grand depot
#

Alpha Two Phase II Bugs

Top Bugs:

  1. Loss of ability to trade, coupled with other invetory and storage bugs. Loss of traded materials. Trade executes, items gone from both characters.
  2. Loss of ability to loot, particularly glint.
  3. Mob proximity aggro while being trained.
  4. Inability to trade or summon mount due to bard song.
  5. Loss of group or raid UI after crash or restart.
#

Feedback:

  1. Nodes need invulnerable regions (use caravan summon boundary), except for when node wars and sieges are active. Need a countdown timer when war or siege is declared. Need an invulnverable state when log-in, until move. This feedback relates to griefing and material loss. Insta-war decc to death is crushing. Guards being stronger could also help.
  2. Without Mules, feedback on Caravans is incomplete. I personally find the Risk-Reward on Caravans to be too lopsided toward Attackers, who risk essentially nothing. Defenders risk a lot, including time wasting and boredom, which are game-killers, especially when coupled with rage-inducing loss. Mules a la Archeage will help counterbalance the risk-reward better in favor of runners. I never run caravans, I would run mules because I feel like I could be creative and elusive.
  3. Some kind of activity meter to spawn bosses with RNG would be vastly superior to timer based boss spawns. With timer based boss spawning, you already see game-breaking zerg and rotation. What this will cause is log-in spikes and dips that are unsustainable in an MMO, coupled with rage-log outs when a smaller group has been actively fighting a boss room, and then some massive group just comes in, takes it, and leaves. Possibly flagging without any risk, in the meantime. Use of tank pull to reset bosses is another, related problem. Bosses need to be immune to certain forms of displacement that could cause resets.
  4. The fight against collective user-made info dumps like Ashes Codex remains a massive problem for MMORPGs, where players feel they have "beaten" or "mastered" the game because they looked up someone else's experience. More randomness of spawns, harvestable locations, boss mechanics, etc. probably would help. I still think activity based meters really help alleviate the loss of having the game maintain some of its being a game. I fully recognize that a lot of players may disagree with my take, but that's how I feel. Good luck.
frail quest
#

Top Bugs:

  1. Inventory management UI being unusable at times requiring one to log out and back in or utilize a mount summon hop on/off to allow one to move items around.
  2. Caravan dissappearance bugs
  3. The abuse of caravan events to avoid getting corrupted or in some cases having to flag up at all yet still "participate"
  4. Absence of loot and exp from mob deaths in grind pois at times forcing party members to log out and back in to refresh.
  5. Node hub disappearances (the massive ocean void with floating buildings effect)
    Feedback:
  6. Extending the combatant flag timer for thieves to allow players stolen from to at least have a chance for some getback, some emberstones usually too far away to enact justice. Also at times while delivering justice to said thief, the thief unflagging right before dying causing the victim to then go corrupted is just more salt in the wound.
  7. Any attacker opening up on a caravan defender or vice versa should automatically enter the caravan events as either attackers or defenders that way loopholers cant squeak in to exploit people into going red.
  8. Providing the ability for artisans to use materials from storage to craft at their benches in town, to reduce the back and forth and back and forth and back and forth due to limited inventory space with size variance between resources.
  9. Providing higher character/profession exp to those who choose to spend majority of their time on gathers and processes and crafts, that way they arent so far behind their friends that chose to group grind pois, being the artisan providing goods for all of them takes a lot of time, and with how little experience is gained per craft (over 400 fragments to rank 4 novice weaponsmithing) is very time consuming.
  10. Finding a means to balance the power of gear bought and improved through enchanting versus gear hard fought off of rare/strong mobs in the wild will be important to keep multiple paths of character progression viable.
sharp fable
#

Feedback on Emberspring locations:

Embersprings outside every dungeon are bad for PVP. If two groups PVP over a spot in a dungeon, the losing side can just continually respawn and swarm / harass.

Harder pill to swallow: also bad for PvE. Either decisions matter or they don’t, being able to simply respawn outside of a dungeon you die at takes away from the difficulty of the world. Making people run back or have to get a res forces people to be more careful and analyze their situation.

Would recommend either only having embersprings outside cities (maybe a couple landmarks scattered about as well), or make PVP death respawns only in cities.

sonic yew
# sharp fable Feedback on Emberspring locations: Embersprings outside every dungeon are bad f...

I agree that embersprings should be tweaked. One odd thing that stood out to me is that during Node wars the attackers are allowed to respawn at the emberspring of the Node theyre attacking which leads to a pretty crap experience imo. The attackers should be blocked from spawning at the towns emberspring during a Node war imo, i think it would lead to the attackers having to make more strategic pushes and the defenders would have more time between pushes to rally people to defend.

buoyant eagle
#

Feedback on current node progression pacing: Crafting feels pretty good at the moment power-wise, however it seems to get bottlenecked more than it should from node progression. Because all the crafters need mats from each other, crafters will always lag behind player level. Even worse, to keep up, most crafters just burn the most efficient recipes over and over to progress because of the tiny exp rewards, and so they aren't actually crafting for other players. Until there are other ways to get the higher level tools and workbenches (freeholds, guild houses, or wherever we'll be allowed to get them) crafting will always be less valuable than simply getting the higher tier gear to drop from bosses, other than the odd legendary item once they've reached the current limit through making 100+ pairs of common boots and gatherers get some orange mats.

#

idk, I just feel like it makes the crafters choose between actively crafting armor for their guildies, and being efficient with shared resources

scenic flower
#

Seems to me an Adventurer/PvPer looks at a Grem and goes "Hmmm... Glint and mats -- good kill" and when they see a gatherer /crafter the same thing goes through thier minds currently because they do not have the need for a crafter currently -- they advance - with gear to the higher levels they desired without assist from crafters at all - they just need mobs and the vendor. This has to change or crafters will vanish -- they must have a need for crafter/gatherer before they will have any respect for them. -- just saying.

steel wadi
buoyant eagle
# steel wadi Over all gear needs to be nerfed from dungeons it’s so good/easy to farm crafter...

the issue with that is that unless the mayors all coordinate perfectly, the crafters will be 1 tier below dropped gear (as they are right now on Vyra at least). only being able to upgrade one crafter at a time means that without removing useful drops from bosses (which I hope they don't, maybe just top them out at rare if anything?) you have to choose between having something level appropriate or something crafted.

steel wadi
patent grove
steel wadi
# patent grove I think part of this has to do with the scarcity of resources, too, especially l...

I understand this, maybe matching it to the rarity could work if it’s BoP and not something a crafter has to compete with also another good idea is to make the set bonus a lot better for crafted gear maybe? Trying to think of ideas to help the balance any more idea guys? Something that doesn’t make crafting stupid easy part of the reason I enjoy crafting is it’s a a challenge and I feel I earned something even better when I make a good sell.

blazing perch
#

======================
Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Inventory Bug issue (need to relog or mount up to quick fix actually)
  2. Hunter satchel which are good with living animals but not with carcass
  3. Mobs stop to fight after some time (ashen warriors)

Top 3-5 Most Important Feedback Topics:

  1. Filters for finding objects at sales
  2. keep the tropics as an open pvp zone, but add some rare ressources spawn point in it to encourage pvp (like t2-t3 trees, mining, etc...), great to see some zone like this in the final game too (like abyss in DAOC, with a high reward / high risk system)
  3. give archetype more than one point to spend on skills, with benefit to put multiple points in one skills, allowing people to trully specialize
    ======================
buoyant eagle
rotund trout
#

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  • Inventory bug (requires relogging or mounting to quickly fix the issue).
  • Crash issues.
  • Mobs stop fighting after some time (e.g., Ashen Warriors).

Top 3-5 Most Important Feedback Topics:

  • Add filters to search for items in the sales menu.
  • Introduce a guild chest and guild management features.
  • Keep the tropics as an open PvP zone, but add rare resource spawn points to encourage PvP (e.g., T2-T3 trees, mining nodes, etc.). It would be great to see this type of zone in the final game as well (similar to the Abyss in DAOC, with a high-risk/high-reward system).
  • Improve the relationship between crafting and leveling. Currently, crafting between levels 10-20 has very little usefulness.
sharp fable
#

Alpha Two Phase II Feedback

CC duration, MOB AEing, and crowd control "classes"

In alot of classic MMOs - EQ enchanters, bard, and shaman / DAoC bard, sorcerer, minstrel / WoW sheep somewhat but this is when it started to turn) multiple trash pulls were a problem that was solved by having classes that could CC or single pull (mez, slow, sheep, lull, etc).

Currently there is a bard AE mez and single target mez, and also a mage sleep...however the durations are so small as to be completely useless in PVE. Also, mobs are simply AEed down rather than needing to be controlled.

Feedback - Make higher end content more difficult and bring back crowd control necessity. Make PVE mez, sleep, lull, etc durations much longer and make PVE trash mobs much more necessary to control rather than simply round up and AE over and over again.

olive quarry
scenic flower