#Weekly Feedback Request - 02/27/2025

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cold cape
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Greetings, Glorious Alpha Two Testers!

Please share your top 3-5 most critical issues or feedback topics for this current testing session in the thread below using the following format:

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts. We'll be closing the thread at <t:1741716000:F>

Important Note: While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.

Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience! flamingphoenix

thorn zinc
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Top 3-5 Most Important Bugs:

  1. Caravan in new lawless area does not give large payout that reflects the same as Riverlands
  2. Not being able to surrender if you do not want the war dec or profession event "wars"
  3. NPC or mobs turning green and having to log in order to attack them again

Top 3-5 Most Important Feedback Topics:

  1. Please change the resource rarity for the "static nodes." Zergs will use this as a farmfest until more of the map is open, and testers will be run off.
  2. Please fix the way a person can vote for mayors repeatedly on alts or add a condition that if they leave the node after a vote, they can not vote in another node for another month.
  3. Fix guild leveling where smaller guilds can have a chance to level that is not focused on only caravan running.
hollow lion
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Top 3-5 Most Important Bugs:

  1. Fix wars getting stuck at 0-0
  2. Make node wars fully scheduled events focused completely around the god spike.
  3. Caravans are giving less money, so no one is running them. I want more caravan pvp. Please fix this bug.

Top 3-5 Most Important Feedback Topics:

  1. Re enable war rewards
  2. Please change the static node rarity. This system is horrible. Theres no way to contest static nodes. The meta for gold is to afk and log in at a braidwood every 4 hours. How can someone make 500g in a day because they found a lucky tree. There's no risk all reward.
  3. Would love to see more balancing. I know gear rebalancing was talked about a few weeks ago, but at this point it feels well overdue.
  4. Node devolopment kind of sucks. Allow bigger ticket rewards from buy orders and let people contribute gold directly to the node. Give people adequate rewards for adequate work. Right now people have 0 reason to help devolop nodes.
last iron
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Top 3-5 Most Important Feedback Topics:

  1. Player Retention - Steven constantly speaks to this point consistently throughout streams, it feels like when spoken about it is a metric that is important. More testers = More data. As a player and a tester its important to me that we have an opportunity to test these features. For example with the most recent patch, it feels like we could of easily had the Djinna and Squalls End node for testing, this would have prolonged the testing environment long enough to get us to that big six weeker patch. (This is an alpha and moving train I get it!)

  2. Lawless Zones - whether or not they are intended to be apparent during full release - for testing purposes we should be putting high value materials within these zones to support player conflict and content. (The Miraleth - Aithinar Lawless zone was a perfect example - it was a high value trade route, rare speedy scorpion mounts) On Lyneth we were able to consistently get content out of this area before the removal of the zone.

  3. @cold cape cheated for first - yall heard it here first folks

  4. Remove the static spawns on rarity gathering

sour basin
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Top 3-5 Most Important Bugs:
1)
2) Enemies Turn Green/friendly
3)

Top 3-5 Most Important Feedback Topics:

  1. Upgraded JM Buildings destroyed/downgraded without prior notice/voting
  2. Same Spawns same Rarity of Gather Nodes (Wood/Stone etc)
  3. Ways to optain Coal/Animal Fat
halcyon temple
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Top 3-5 Most Important Bugs:

  1. Still experiencing major issues with Firebrand, random resets during flight phase, bugging into terrain to get stuck, and HP regeneration being higher than other spawns of the fight.
  2. Uncertain functionality on the Forge crafting tables behind Zammer. Some recipe's appear to work while others are bugged/non-functional and this appears to be in someway tied to the glimmering strands and their rarity for some recipes.
  3. Some mobs appear to have extremely long chases before their reset distance triggers. Example: Bloodmage Triune will chase from ROS almost to Lionhold before reset, while the mobs around it seem to follow normal expected behaviors. A few Forgeguard in Forge can sometimes exabit the same behavior.
  4. Right click functionality in bank<->bag move situations stops working. Even with near empty banks or bags the ability to right click and move stacks of materials does not always work, sometimes requiring a full game exit and relaunch to fix. It's inconsistent on how quickly it will return but happens often.
  5. Bug with PvP where sometimes a bard just existing near an event or PvP flagged friendly can cause them to be pulled into the pvp even unknowingly even with the checkbox option in settings up. This can also swing the other way and not always pull a contesting player into the PvP event as expected with the recent update, even if they are assisting a flagged player.

Top 3-5 Most Important Feedback Topics:

  1. Would like to see continued updates on guild leveling exp and skill trees, as the existing system requirements still remains a bit over-tuned for a test phase.
  2. Would like to see where things are going for the gathering system. Currently the rarity spawns and how they function do not feel rewarding nor fair for most.
  3. I like the changes to PvP flagging and how it shows players status via icons now. Along with the update to pull players outside an event into it if their actions assist players who are involved in the PvP events.
  4. Related to point 3 on PvP flagging, I do want this to continue improving in the direction it is going and would like to also see the ability to join a caravan event with out needing to leave group for it first. (this maybe unexpected behavior so might be considered a bug) Something like if my group/raid leader joins I am given the dialog to either join with them or not, similar to loot rules are popped up when cchanged, but instead a very clear 'No' just means that individuals doesn't flag for the event. As a raid leader pulling in a few unknowing participants in can lead to exploits for the sake of killing unwilling participants. Its also possible to have a setting similar to the pvp flagging where it has a default answer madeup with a popup being the default state for all players unless they go in and change it themselves to be yes/no. This can simplify things for players who only group in guild groups or pugs and want to either avoid pvp or instantly be involved with their leader.
  5. Would like to see the implimentation of new gear enchant system. Right now the level 10 gear with enchants going above and beyond lvl 20 is making it less compelling to go after late game gear sets. Hoping to see the solution you guys are working on come out soon to help motivate things back towards the "end game".
uneven cove
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Top 3-5 Most Important Bugs:

  1. Mobs still turning green to players randomly, yet still able to attack. Big problem
  2. Caravan players still teleporting to Carphin randomly

Top 3-5 Most Important Feedback Topics:

  1. Remove EVERY eastern larch tree and replace it with weeping willow. Weeping willow is used in too many recipes for them to be as rare as they currently are. Also remove static resource rarity and fix crafting gear stats.
  2. Please add guild storage soon
  3. Please finish or add ability to escrow crafting profession interactions between players. IE if I have the animal I should be able to post to either a commission board or put the animal in an escrow of some form for the Animal husbandries' to train using my materials for me.
cobalt storm
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Top 3-5 Most Important Feedback Topics:

  1. lack of meaningful alpha content on player side
  2. testing feels aimless
  3. phase 2 still very much feels like phase 1.5
clear moat
#

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

craggy flare
#

Top 3-5 Most Important Bugs:
0) PvP performance and render distance

  1. Static node rarity and respawn time
  2. Commodities are paying less than normal
  3. Tank grapple automatically misses if character is moving
  4. NPCs appearing green and unhittable as allies

Top 3-5 Most Important Feedback Topics:

  1. Time to kill is way too low, making melee classes unfun to play in anything other than a 1v1. Constitution should give 3x its current stats. A tank stacking con should be able to reach 10k+ HP.
  2. Farming camped named mobs on timers isn't fun. I would much rather farm something with multiple spawns and that respawns quickly with a low chance of getting the drop, then to sit around and wait 40 minutes between each kill and either have to get the tag first or bully others out.
  3. I would like a way to trade between alts, or a shared storage between characters.
  4. Give more reasons to pvp. Lawless zones with rare mats is fun and I would like to see more areas like this.
plush bear
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Top 3-5 Most Important Feedback Topics:

  1. Enveus I and Nova ordem war is never ending
  2. Consecrating wave is making the green npcs hostile.
  3. Wings of salvation cannot be hovercasted
glacial knoll
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Top 3-5 Most Important Bugs:

  1. Hunting elixir not adding Rarity, super important because without it, its near impossible to hit next breakpoint.
  2. Bags require way too much wood type, 21 braidwood is a little excessive. 10 is more understandable. Should not cost same as a bow.
  3. caravan profit fix.
  4. green mob fix.

Top 3-5 Most Important Feedback Topics:

  1. fighter needs a defensive cooldown that mitigates damage. Top priority for fighter atm.
  2. be able to name your caravans so you know which one your choosing.
  3. improved chat functionality, up and down scrolling for repeating last messages, player name actions shortcuts, item linking, etc.
  4. please for the love of God, fix fighter survivability. Just give battle cry a temporary 50% damage reduction for 4 to 5 seconds so we can at least jump into raids.
dreamy hemlock
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Fix the starting area
  2. See above
  3. See above

Top 3-5 Most Important Feedback Topics:

  1. Fix the starting area
  2. See above
  3. See above
rain harness
#

Top 3-5 Most Important Bugs:

  1. the game crashes within a 1minute when i arrive in a node. its been like that for weeks. there was 1 week in wave 2 when i could properly play.
    2)...
  2. the mining artisan nodes are a mess

Top 3-5 Most Important Feedback Topics:

  1. make the game playable.
cinder musk
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Top 3-5 Most Important Bugs:

  1. Everything outstanding with Caravans
  2. Divine Infusion working more responsive when trying to instant cast spells (Cleric)
  3. Raid Frames don't accurately stay up to date with distance / debuffs
  4. PvP Performance
  5. Grapple is never reliable in PvP (TANK)

Top 3-5 Most Important Feedback Topics:

  1. Cleric Damage feels bad.
  2. Remove Health cost for Barrier (Cleric)
  3. Remove Static nodes
  4. Adjustable time frames on Market Stalls
  5. Adjustable processing quantities
wind marten
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Top 3-5 Most Important Feedback Topics:

  1. Static mineral spawn rarities are not working out like the team had envisioned, and needs to be changed.
  2. Exp leveling rate is killing any motivation people have to level alts.
  3. It makes no sense that you can't craft in variable increments based on how many materials you have.
dawn cloud
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Top 3-5 Most Important Bugs:

  1. Mismatch in materials needed for some crafts (iron caravan parts need bronze, limestone armor molds need wyrdstone)
  2. Caravan Commodoties do not pay the correct ammount of money
  3. XP required to level a guild is insanely high

Top 3-5 Most Important Feedback Topics:

  1. Look into balance of Quality Drops in Crafting Materials
  2. Please unlock mixed-quality-processing (eg stonemasonry molds you hate upcraft procs rather then love it)
  3. Many mobs are effectively the same but with a reskin. try to variate the attack patterns?
short plank
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Top 3-5 Most Important Feedback Topics:

  1. Rogue is not visible when selecting a character
rotund umbra
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Top 3 Bugs:

  1. Cleric abilities don't all work with Hovercasting (Mend, Wings)
    2)Cleric abilities don't all work with Hovercasting (Mend, Wings)
    3)Cleric abilities don't all work with Hovercasting (Mend, Wings)

Top 3-5 Most Important Feedback Topics:

  1. PVP TTK is too fast. I post this every week along with so many others so just see previous post. It's not fun. People just get zerged and die and there is no counter. Melee has no place. Why would anyone choose to run a fighter when a Mage can do double the damage and from a distance where they take zero damage. TTK is too fast.
  2. Cleric: Mend doesn't need a travel time. It's unreliable. In 20+ man raids, you have no way to keep track of distances of the player whos raid frame youre staring at trying to keep alive, making mend useless or wasted. Same concept applies with ground heals. AOE ground heals are useless because people are zerged and killed instantly or everyone is running. Make the heals instant. When the AOE heals hits the ground, the heal needs to be instant.
frosty geode
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Top 3-5 Most Important Bugs:

  1. Carcasses do not get the hunting bag stack bonus
  2. Grem are still biting from half a map away TakoNoms
  3. Paralytic poison and stun attacks (applied by the Najash) in Snakebite Stash do not trigger stun immunity, which can lead to being perma-stunned (especially happens to tanks)

Top 3-5 Most Important Feedback Topics:

  1. When a person has more than 11 buffs, the person can't see what are the buffs beyond the 9th. This makes it hard to follow what buffs one has, which can be detrimental to certain builds.
  2. In-world hover menu is still popping up on mouse up while turning the camera around. This is causing people to leave parties, kick people from guilds and send trade requests. Please, give us a toggle to turn this off. This menu is enough by right-clicking the target frame.
  3. All named mobs are on a timer. Because of data mining, these spawns are camped by large groups, so solo players/small groups rarely have a chance to get this loot. This is yet another thing that promotes zerging.
  4. I would really love to see the sets in the game actually have a set bonus.
tender cove
#

Most Important Bugs:

  • Fixed Resource Rarity & Timers - Resource nodes have a fixed rarity, and allow people to set up timers to come back to specific resource nodes if that node produces high rarity materials. (this is still a bug to me even if its intended smh)

Most Important Feedback Topics:

  • Solo Progression Avenues - How are new players likely to progress if they are unable to find low level groups. This can cause the feeling of being softlocked. This issue might also become exacerbated when Rogue releases, and 50% of the low level players are all rogues.
  • Death Penalty On Tanks - With Tanks dying so often, there are long term economic implications for those who are playing Tanks. They will earn significantly less glint, and therefore gold during their playtime. Gold subsequently is used by almost every other system in the game.
  • Tank in general
small rain
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Visual bugs with weapons that are enchanted.
  2. Quest inventory items not being able to be deleted.
  3. Visual bugs with certain materials spawning inside rocks.

Top 3-5 Most Important Feedback Topics:

  1. Static rarity on gatherable resources is awful.
  2. Tank Gameplay is extremely stale
  3. We need more nodes on servers to allow for all of the journeyman crafting stations to become available.
ripe mural
#

Top 3-5 Most Important Bugs:

  1. healing out of combat/corruption baiting
  2. wars and how you gain points/end war
  3. game crashes with alt/tabbing and optimization

Top 3-5 Most Important Feedback Topics:

  1. Party/raid management for caravans, wars and all events, atk/defender status etc
  2. TTK and enchantments
  3. Rarity timers/static spawns
serene moat
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravans still leaving the game world if the player that started it leaves the event.

  2. Currently there is a bug with chains of restrain not casting but still using the CD timer.

  3. Enemies going invincible unless moved out of terrain that made it invincible in the first place.

Top 3-5 Most Important Feedback Topics:

  1. Static Rarity Resource Nodes not leaving behind an indicator depicting what was gathered here ((If static rarity is intended for conflict) You can't have conflict if no one knows but the person who mined it first with a timer set for logging on and off on timer)

  2. Coal and hunting rarities being soft locked behind hunting/mining rarity triple rolls

  3. Testing environment was compromised for economy in Vyra once Node wars were immediately declared before mayorship in other nodes had finished elections. The fix to this was enchanting scrolls on the citizen vendor, but even those are asinine to acquire in large enough quantities like the rewards from these node wars.

  4. Going back on bans....... Some of these are a need to need basis, but there are still known blatant exploiters in the game world.....

  5. Alt Voting in a setting where politics matter highly with low population allows the large zerg guilds up to 250 votes from a singular guild not including the additive slots from skill trees. Currently 1 single gaming community has over 3000 alts to be able to swing multiple nodes on the game map without much resistance from the lower banded together nodes. Joeva in particular has an approximate population that plays at about 200ish on Vyra. That leaves the large gaming community the easiest opportunity to use barely a fraction of their alt accounts to win this vote.

  6. If you value the data from these exploiters, Open up a private realm for them or all. (Explicitly saying in them that any and all exploits are welcomed and do them to your hearts content) Call it Corrupted Verra or something. Have a team watch this realm. And see what happens.
    "You'll find more holes if you wash the dirt off." ~ Bounc of Vyra

fringe crest
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)Static mineral spawn rarities are not working out like the team had envisioned, and needs to be changed.
2)
3)

Top 3-5 Most Important Feedback Topics:
1)buff/debuff ui scaling and color change
2)dont nerf attributes with enchanting, buff other stat options
3)buff armor and mitigation and the hp given from constitution

novel anvil
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mobs ranged attacks auto-hit, even after you dodge.
  2. Caravans are still disappearing from inventories, I lost mine worth 14gp
  3. The flags for stealing other people's stuff go away too quick

Top 3-5 Most Important Feedback Topics:

  1. Fighters need more mobility. Gap closers, disengagement, etc. Group PvP is rough on fighters
  2. Fighters could use a secondary CC breaker. Melee is already rough in a game of casters, giving us the ability to break CC more than once in 20 seconds would improve survivability
  3. Fighters should be able to spec into a dodge that require less than half of our mana pool.
open steeple
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  2. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  3. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!

Top 3-5 Most Important Feedback Topics:

  1. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  2. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  3. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
young gust
#

Top 3-5 Most Important Bugs:
1)Destroyed economy due to static resources.
2)Destroyed economy due to static resources.
3)Destroyed economy due to static resources.

Top 3-5 Most Important Feedback Topics:

  1. pvp TTK is too fast.
limber quest
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravan bugged 30% less money
  2. Trees still in ground in certain areas of the map
  3. Caravan crashes - Black screen tp to miraleth still happening

Top 3-5 Most Important Feedback Topics:

  1. Make guild leveling more accessible to everyone not just big zergs [Guild Quests, larger guild commodity's, All guild raids killing in dungeons = .025 exp or something per kill idk something]
  2. Fighter needs some kinda help... Unless your max gear you aren't worth inviting
  3. I would love 2h's 🙂
wispy bobcat
#

Can we check to see if the wreckless gear is ment as tailoring or leathercraft. As well getting the craft item into the game so we can make some of the gear dealing with the wreckless set

snow jay
#

**Top 3-5 Most Important Bugs:

  1. Tank Grapple not working especially in PvP
  2. Tank Reflect taking cooldown, but not activating the skill
  3. Tank being crappy shitty unfun design wise after the rework

**Top 3-5 Most Important Feedback Topics:

  1. Tank bad design. Let Bucky fix
  2. tank having no more mitigation than any other archetype if u don’t hit same grit button every 10 or so seconds
  3. tank bad
sterile blade
#

Top 3-5 Most Important Bugs:

  1. Node Wars have several bugs including players getting respawned at random godsipke event locations, godspike events not working for desert nodes, players' damage/health randomly dropping very low until they relog, players abusing the kill count system by just feeding kills to end the war.
  2. Lighting has been acting weird since the last update.
  3. Buffs on characters randomly disappearing and reappring.

Top 3-5 Most Important Feedback Topics:

  1. Citizens should be able to vote for a Node event like a War/Siege just like they can vote for what buildings can go up in the node.
  2. Node Wars need to atleast work as intended at the moment before having players use and abuse them.
polar loom
#

Please share your top 3-5 most critical issues or feedback topics
1-As someone who loves mining/lumberjacking and general exploring, im finding theres so many places on the current map with just...well nothing? I ran a sizeable length of the norther mountain range and aside from some cool views there were no rare trees, no noeds of anything to mine...overall it feels like theres nowhere near enough mineable areas to me, specially the rarer/more valuable stuff.
2- I play as a bard and often notice i cant keep track of the buffs/effects on me, should really have maybe different UI options to upscale and downscale the buffs so you can actually see what you ahve and spread them out so more can be on your screen to keep track
3- *

plain pollen
#

Top 3-5 Most Important Bugs:

  1. Tank skills, either fix the various bugs to make it work as my interpretation or as clarity to how each skill is set up and what it is supposed to do exactly. For instance Reflect - is the reflect portion of the skill only supposed to last half the duration and the rest of the time just work as a block?(that’s how it’s working atm). And is it intended to be low priority as in if you accidentally think about breathing funny it cancels or is it supposed to take priority for the three seconds?
  2. Tank - I noticed that while using a fighter ranged weapon when I activate any melee ability it automatically switches to my appropriate weapon (2h sword in this instance). Or when using a caster and having a sword and board in the melee slots pressing block automatically brings up the sword and board. But the Tank does not do this instead you have to manually swap at all times and then it gets bugged like half way caught in between and none of your auto attacks work leaving you vulnerable and apprehensive to try it again as the only fix is a re-log.
  3. item to storage right click moving only works 1/2 the time the other half you have to move items manually minor annoyance but also increases the chance of a slip and the item goes red and you need to re-log to fix or Iv heard of people accidentally deleting high value items due to this.

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

pine glade
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Static spawns on gathering nodes with rarity.
  2. Falling through the world while riding caravans and being teleported to Carph when you unstuck. (I have reported the locations this still happens)
  3. Emberspring protection while driving a caravan still works. It gives the driver 1 minute protection to not take damage. (the caravan still takes damage, remvoe protection if you hop on caravan)

Top 3-5 Most Important Feedback Topics:

  1. Static spawns on gathering nodes with rarity. This really stinks.
  2. Crafting is miserable if you come up short on materials. Maybe include a sliding bar with the amount of resources in your inventory versus the set job size. (if you have 24 logs you're doing 6 jobs of 10, 10, 1, 1, 1, 1) Crafting times could be reduced also.
  3. TTK
peak moth
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. performance
  2. war rewards
  3. static spawn / economy

Top 3-5 Most Important Feedback Topics:

  1. scaling (everything boosts offensive => enchanting should be disabled or nerfed by 90% at least)
  2. more pvp content
  3. bring more crowd control or interrupts / skill checks instead of just damage spells
obtuse oar
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)
2)
3)

**Top 3-5 Most Important Feedback Topics:

  1. Time to kill - for PvP this is huge. Currently the game features a very quick kill time that work in a fast paced environment, but when the world is so large, you don’t want a battle that make take 2 hours to get to to last for under 5 minutes.

Personally, I’d multiply the health of all players by 10 and re-balance, avoiding all insta-kill mechanics like stun-locks can be. BUT, I would understand if this was only timed by 2. Just know that anti-climatic fights will destroy large guild vs guilds fights in the long run, which is a place where a game of this nature seems to thrive.
2) Economy -
3) **

vague slate
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. "floor enemy". i have had several times still where i keep getting attacked, but have a hard time figuring out where from as the mob in under the terrain on my screen
  2. guild and node war "charging up time" not working

Top 3-5 Most Important Feedback Topics:

  1. change static rarity, as they are right now is not a fun or giving game loop as people end up standing on the statig tree or mineable when it spawns and pick it up right away
    2)better hunting when it comes to where you can find animals, and how often you can get it.
  2. make it so we can test the guild leveling system, the volume of XP makes it now doable as it stands
devout wren
#

Top 5 Bugs.

  1. Since the last update I am unable to see any player nameplates other than my own. Previously it was only my own guild members until the the last update that resulted in a rollback.

  2. There are still terrain glitches all over the map showing "emptiness" underneath.

  3. Mobs are still leashing for extended travel distances which usually results in them bugging and becoming invincible due to not resetting.

  4. Resources are still spawning in rocks making them impossible to gather.

Feedback.

  1. Please have random respawn timers for all resources to avoid spawn camping. Allow for staggered spawn times after restarts as well so they are available through out the day.

  2. Please for the love of everything sacred, allow for a slider on the processing page as a QOL.

  3. Remove enchanting until you are able to enable a replacement for the current system, it only serves as a gold sink and invalidates level 20 gear viability in PvP.

pastel yew
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. trees still spawning in rocks in several places
  2. various graphic glitches regarding water
  3. mounts constantly breaking

Top 3-5 Most Important Feedback Topics:

  1. Mayors have an unfair advantage on flying mounts. Should be able to target them and have a chance to knock them off. As it stands some mayors use their mounts to harass and pk others.
  2. please randomize spawns especially trees to do away with camping. It would be a whole lot more fun if spawns were random and a lucky find
  3. fix the drop table on snowdrops and herbalism in general. Nothing helps with rarity not even your skill level.
coarse geyser
#

Top 3-5 Most Important Bugs:

  1. Every single character can vote, instead of 1 vote per account
  2. Cargo prices
  3. Caravans still disappear into the void randomly

Top 3-5 Most Important Feedback Topics:

  1. If you re-balance TTK, do it with PvP damage modifier. Do not touch gear scaling, you are going to touch PvE.
  2. World bosses are boxing bags
  3. World bosses should not spawn after daily reset or any reset
  4. Change static rarity spawns
restive elk
#

ABOVE ALL ELSE:
Render distance in PVP has an absolutely massive impact on how PVP plays out. Quite often, you are unable to even see the other side of the same battle you are fighting in. Quite often, scouting an enemy group will put you in engagement range of that group before they actually render on your screen.

Whenever the team starts to focus on how PVP works, the render distance must be improved before reliable data can be gathered. The way players approach PVP engagements fundamentally changes when you can see the enemy group from >100m away.

Top 3-5 Most Important Bugs:

  1. Missing node war rewards.
  2. Static gatherable rarity

Top 3-5 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/losted. TIMESTAMPS to the millisecond!
  2. Using weapon combo attacks needs better feedback as to where you are in the chain. Something like a number that goes over your class icon (next to HP bar), that counts up as you attack, and resets when the full chain is complete.
  3. Refine any quantity of materials.
  4. The CON stat is FAR too weak, there is not enough difference in maximum HP between someone who stacks CON, and someone who deliberately avoids CON. Example 1) A mage has two gear sets, both prioritize INT, but one has WIS as secondary stat, while the other gear set has CON as secondary stat. The HP delta between the two sets should be at least 2k hp at current gear levels. Example 2) A tank who goes all-in on CON, sacrificing everything else, should be hitting at least 10k-12k HP at current gear levels.
  5. Change enchanting to no longer round the value gain if its < 1. If a ring has 1 STR on it, and you enchant it to +1, it should have 1.01 STR, not 2 STR.
  6. Please give us a keybind for canceling casts! Before the change for bard songs, we used to be able to cancel a cast with Esc. Please restore that functionality to a hotkey.
old marsh
#

Top 3-5 Most Important Bugs:

  1. not being able to queue caravan events if not party leader
  2. inventory right clicking for stash transfers
  3. mobs being green and unattackable

Top 3-5 Most Important Feedback Topics:

  1. static nodes rarity spawns are bad
  2. ranger needs a rework bad. I have more spell at level 6 mage than I do as Max level ranger.
  3. mayor votes need to be 1 per account as devs intended. This alt army for voting is bad for the game.
fast pond
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Grit does stacks twice but both stacks disapear after 10 seconds. This is not how I understood the functionality

Top 3-5 Most Important Feedback Topics:

  1. Please do something to armor/weapon drops from mobs it feels like my Journeyman armor/Weapon smith feels useless
  2. Tank does not feel good solo I might of built wrong but my survivability does not feel good
prisma falcon
#

Top 3-5 Most Important Bugs:

  1. stunning while gathering
  2. green mobs
  3. respawns not working properly while nodewars are going on

Top 3-5 Most Important Feedback Topics:

  1. TTK
  2. Mayors can destroy buildings without votes, ruining experience for everyone on the server
  3. Static respawns empower big guilds, ruin small guilds, it was said this is not a bug but on purpose and has to be the worst mechanic in the whole game at the moment.
  4. mount walk speed should be the same for all mounts otherwise RPing is very awkward if some people try to walk next to eachother and the speed doesnt match
  5. ALOT of Z-fighting / flickering in forge.
limber quest
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Static resources ruin the economy, (People logging in when its up is not PVP)
  2. Static resources ruin the economy, (People logging in when its up is not PVP)
  3. Static resources ruin the economy, (People logging in when its up is not PVP)

Top 3-5 Most Important Feedback Topics:

  1. Static resources ruin the economy, (People logging in when its up is not PVP)
  2. Static resources ruin the economy, (People logging in when its up is not PVP)
  3. Static resources ruin the economy, (People logging in when its up is not PVP)
timber depot
#

Ya know, I'm very happy with the progress that's been made so far and want to keep this brief. I think that it would really be useful to have some form of guild bank. While not an issue or bug. This would be an immensely useful feature.

As far as current bugs, I believe you have done an amazing job of crushing them so far and I just look forward to progression of systems and implementation of new iterations of older or placeholder systems.

Some other things that would be nice but aren't quite as impactful:
Adding more coal and higher rarity coal.
Linking items in chat.
Right clicking names in chat to invite and whisper.
Being able to Mention @ people in chat?!?
Better marketplace manager (better searching). I believe this is just a placeholder though.

lunar delta
#

Top 3-5 Most Important Bugs:

  1. Undermesh harvestables
  2. World bosses (tumok is off cause of a bug in his pathing)

Top 3-5 Most Important Feedback Topics:

  1. Hunting system is STILL a place holder, this is infuriating we are still dealing w place holder systems, arnt they supposed to be IN GAME already? why do we have place holder systems? Same thing with Crafting, & processing. Those are also referred to as "place holder" systems We cant do any customizations, we do not have access to the skill trees for those systems. We are not given any information on when they will be fully put in? Why? How can we give feedback for stuff that is all PLACEHOLDER status? What system are actually in place? Not Freehold's, not crafting, not hunting, not gathering, not processing, they are all "Placeholder" status. Well WHEN ARE THEY COMING? no one ever says. JUST TELL US WHEN we should expect them, instead of responding to criticism as "Well those are place holders right now"

  2. Coal is a additive harvestable, Please tell me there will be actual nodes, cause this... this is crazy how little there is of it ive found D:

  3. I dont know if i just have the WORST timing, or they are not in game for a reason im not understanding : Cairn & Tombstone in the gravepeak POI

glacial vapor
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)green mobs
2)not seeing player classes sometimes when tabbing to them
3)right clicking to bank from inventory most of time does not work

Top 3-5 Most Important Feedback Topics:
1)get rid of static nodes
2)mobs should not drop high rarity equipment max uncommon. It took around 2 months to get to journeyman crafting. If you take that to lvls most people that play alot will be lvl 40-50 in 2 months with rare gear dropped from mobs making crafting not important.
3)have a way to combat zergs there is next to zero ways to do so currently and the guild buffs if you got the small "elite" way it is only a 5% buff. Maybe make it when a person is in a node war/ guild war have a bigger bonus.
4)TTK is to low currently if you fight a mage the prismatic beam kills you in 1 to 2 seconds if they are lvl 20 enchanted vs 8+ lvl 10 gear/or a ranger that can snipe then headshot im lvl 25 with lvl 10 enchanted gear to 7+

somber bronze
#

Top 3-5 Most Important Bugs:

  1. Players and NPCs appearing in the ground - impacts targeting when player/npc cant be tab targeted in the ground
  2. NPC pathing/getting stuck in walls/rocks
  3. Mining nodes disappearing after being mined, nothing in inventory

Top 3-5 Most Important Feedback Topics:

  1. Mining node randomization - If it will be implemented for final release, disregard. If not, I am wondering how the stats surrounding mining/other professions (on tools, clothes, buffs) will be seen as a prevalent if its still just a static spawning system.
  2. Quality of Life - Chat - maybe some right click interactions to respond to whispers and players in various chat channels.
surreal quest
#

Top 3-5 Most Important Bugs:

  1. "Lag" (choppy, stuttering, fps).
  2. Party members not visible on map / mini map

Top 3-5 Most Important Feedback Topics:

  1. Make the quests more structured and less painful, especially to be more beginner-friendly.
brisk sluice
#

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:
1)layout for visual effect that would be rendered
2)
3)

foggy root
#

Top 3-5 Most Important Bugs:

  1. Grit spam - it's literally painful to keep up (as in repetitive strain injury type pain)
  2. Grit spam - It's too much to focus on along with position, aoes, protection etc
  3. Mitigation generally - The class fantasy feeling just isn't there for tank

Top 3-5 Most Important Feedback Topics:

  1. Tank mitigation (especially vs magical) - supernatural grit and courage mechanics were better previously
  2. Dropping Grit during the times when it's needed the most because I'm too busy to keep it up
  3. Damage output needs a major buff - cannot solo anything worth while
vestal pivot
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mobs turning green and unattackable randomly
  2. Teleporting to Carphin when on caravan
  3. Ability to get camera stuck "inside" character model. Only breakable by mounting / dismounting horse or caravan. Logout works too

Top 3-5 Most Important Feedback Topics:

  1. Static Spawns must die. Just makes Uncommon, Rare and Heroic near worthless
  2. Defensive stats need a boost. TTK is fairly brutal and PvE content is pretty easy too
  3. Caravan drivers need to go back to either unvunerable or have an even higher mitigation rating.
  4. Better Chat options and ability to recall message history, have multiple "whisper" sessions with different players at once. Would love for a chat history with players as well
random temple
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Maps in the dessert bugged, can't interact with the treasure location because it's under a rock.
  2. Node wars still don't work
  3. randomly standing on the horse instead of sitting

Top 3-5 Most Important Feedback Topics:

  1. Chopping specific trees on a timer is absolutely ridiculous
  2. dungeon are useless to run
  3. The 'pocket dungeons' in the dessert are disappointingly small.
sand sleet
#

Top 3-5 Most Important Bugs:

  1. Trees still spawning in rocks in several places
  2. Various graphic glitches regarding water
  3. Mounts breaking is really annoying and immersive breaking.

Top 3-5 Most Important Feedback Topics:

  1. The game needs more solo content and quests.
  2. The gathering feels really grindy with how few useful trees and ores spawn for armorsmith/weaponsmithing, hunting needs a massive rework, and the price of animal husbandry needs to drastically reduced.
  3. Tank feels really underpowered in solo content, and needs a rework on the death penalty. The tank is always the first, and sometimes the only person to die while others are able to escape.
drifting yarrow
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravan Commodities turning in at low value
  2. Caravan drivers being teleported across the map while driving caravan
  3. cannot defend/attack a caravan while in a part/raid

Top 3-5 Most Important Feedback Topics:

  1. Exp debt is extremely punishing for tanks. no one plays tank
  2. it's easy to bait someone into becoming corrupted, such as training mobs into them or even placing your mount in their aoe damage
  3. game is too slow. processing and traveling take so much time for little reward.
  4. enable korean text for in game chat 부탁합니다~~
  5. nodes are unbalanced. being a citizen of certain weaker nodes makes no sense outside of roleplay. i feel like a citizen of every node, a citizen of vera. basically you're punishing players with a 3 day cool down for NEEDING to swap citizenships to stay competitive.
hollow cedar
#

Top 3-5 Most Important Bugs:

  1. as a newer player, not being able to delete or remove unwanted quest items, can't test quests if i can't pick up any new quest items due to quest inventory being full.
desert quartz
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. You can buy Journeyman Tailor's shirt, Tool Belt, Skivvies at the Journeyman Tailoring vendor. you can Not buy Novice nor Apprentice items at all (anywhere) so it is Either the Bug, that you can buy JM or the bug that you can't Buy AP or NV stuff at all. I like the "you cant buy em but have to craft em" better but the inconcistency is the Bug
  2. Freehold Storage Box does not give you storage AT ALL, you can interact with Item- storage but not Material storage but it changes nothing about amount.

Top 3-5 Most Important Feedback Topics:
1)This major merge my Client performance tanked really hard. I can not really play. Endless Loading screens. getting in combat with one enemy or entering a city i get regular up to 1 second freezes and (if i ever have) it also freezes the other programs i have open on my computer. If a audiobook, youtube or video, conversation over discord or even the task manager. This is unplayable for me. Got settings on low, tried updating drivers and reinstalling them for my machine, repair function in launcher, windowed or fullscreen mode, change resolution, changed quality settings, even with fixed fps to 24 it freezes often (not regularly) This is rly bad
2) New ZoI in the Lawless Zones are very interesting, some nice enviromental things and thank you for them, just as a sidenote: the Named Monster (except for the named Giant) do not drop any item/material/recipe for unique items like other named mobs do, wich was disappointing.
3) The PoI In the desert with the Event "cave entrance wave" had WAY to fast respawns, less than 10 seconds, with a overgeared group (all enchanted and optimized) we could not clear anything and the event didn't show up so we had to wait for it to finish before we could enter

woeful cradle
#

Doing my part 🫡

Top 3-5 Most Important Bugs:

  1. Terrain is starting to get seriously buggy, still seeing tons of people popping under ground including during PvP. I’ve also seen many environment areas losing their smoothness and having rivers and terrain with cut off portions.

Top 3-5 Most Important Feedback Topics:

  1. Certain professions are deeply underwhelming to the point the server has easily decided not to push them at all, not even sure that will change with additional nodes. The market has been deeply affected by certain resources being vendor available, not requiring any sourcing from the players. Here I am thinking particularly of excavation kits, elixirs, and food because they don’t have any gear to balance them out (like tailoring has craftable gear, even though basic profession clothes are available at vendor). Food being freely available, for example, has made current fish all vendor trash even with epic fish 😢
  2. The Tank Archetype needs a little love. I don't feel like the Grit ability, which needs to be managed, is easy for me to keep track of when to rotate it. I have so many other abilities and buttons to press to help me generate threat, that it's easy to miss spamming the ability to keep it active at the right moment. There are some cool abilities (like the chain), but Grit is really just another button to press. I have to move my UI around to keep the nameplate much closer to my field of vision, so I have an easier time watching for adds while monitoring Grit. There's already so many things for Tanks to keep aware of: current health, abilities being activated on mobs, opportunities for interrupts, stun immunity durations, their own health, party members pulling adds, positioning the mobs to avoid the rest of the party taking cleave damage. When tanking groups, I almost feel like I have to spam it to keep it up which means I can't spend the Courage on other things like Slam attacks.
slow jewel
#

Top 3-5 Most Important Bugs:

  1. Floating trees, Grass, Rocks etc
  2. Chopping Tees don't always fall over
  3. Standing on Mounts

Top 3-5 Most Important Feedback Topics:

  1. Need to increase Exp gain
    2)Need to increase Exp gain
    3)Being able to select how many items to craft instead of increments of 5.
neon peak
#

Top 3-5 Most Important Bugs:

  1. FPS stutter and long load times after last weeks patch.
  2. Bard flourish not resetting when using mesmerizing dance
  3. Bank bug not being able to rclick things in/out of it
  4. Trees being underground

Top 3-5 Most Important Feedback Topics:

  1. TTK, TTK, fighters 2 shotting people. As someone mentioned reduce damage for pvp like every other game. Ths goes for CC too
  2. Gathering feels bad
  3. Processing is horrible without being able to specify an amount
  4. Market place needs filters. Preferably a UI for global market that gives town/name of person
  5. Crafting is tedious. We also out level crafts and it makes no sense to craft lower level items. Except now due to enchanting
faint rain
#

Top 3-5 Most Important Bugs:

  1. TTK too low
  2. Delay on nodes/guilds wars and objectives like King of the hill and must last 2 hours max with a 12hrs CD and protection
  3. Gathering rarity system is not good atm

Top 3-5 Most Important Feedback Topics:

  1. Citizenship at level 10 is too low (killing low levels during war is not ok)
  2. We need more nodes
  3. Caravan interactions and participating in node wars should yield tickets node
mossy osprey
#

Top 3-5 Most Important Bugs:
1)Ground graphical bug, specifically in front of church. Ground looks like it has a bunch of square snow patches but it's not snow

2)When swimming under water on a mount, you get surface ripples around your waist when fully submurged

3)When harvesting, quite often both the progress circle and the F are not showing up.

4)Sometimes I am standing straight up on top of my mount in a show of legendary balance

Top 3-5 Most Important Feedback Topics:
1)A setting option for a HIGH CONTRAST CURSOR would be epic.

2)Ban mounts from towns, the lag is insane

3)Solo leveling is kinda rough for archs that do not have any kind of self heal

4)Give processing the option to run more then the 1, 5, 10, ect. At a time, I only have 2 rare, I want to run 2. Not 1 and then 1.

5)Make joining a guild account bound. Not character bound.

spark fractal
#

Top 3-5 most important bugs.

  1. Ttk too low.

Top 3-5 most i.portant topics.

  1. The election process needs work. Or citizenship. Padding elections with alts needs to be curbed at the least. I suggest a minimum citizenship time before you can vote. That is longer than an election cycle.
  2. People are still training mobs on people. Threat needs to be more defined. And not lost/gained because a mob runs near you
  3. Market search function or ease of use.
rustic coral
#

Top 3-5 Most Important Bugs:

  1. Inactive logging off - If you choose a large processing or crafting item that take 25 or 30 minutes you get logged off. You are not inactive! Either change to timer limit to longer than the longest process/crafting item time or change the code to recognize you are actively doing something
  2. Mini Map showing blacked out sections - This happens frequently were the mini map is showing blacked out sections.

Top 3-5 Most Important Feedback Topics:

  1. rework Mob level and HP - No Mob should have more HP than a player at same level. "stared" Mob should not have tremendously higher HP. There are Mobs level 10 and less that are so over HP than any player of same level that you end up dead 100% of the time
  2. Looting remains in PVE - Stop allowing any players to take your remains if you are playing PVE
  3. Stop PVP everywhere - The game has huge areas explicitly for PVP. Make the other areas true PVE. No more ganking in PVE areas!
lone lodge
#

Top 3-5 Most Important Bugs:

  1. players appearing underground after dismounting - makes targeting very hard in pvp/pve and is detrimental to combat efficiency
  2. guild wars that we are not a part of should have a different message setting “your guild is participating…”. The map aoe is fine to see.
  3. BARD BUG/EXPLOIT where 2 power songs can be played at the same time resulting in resonant stacks proccing twice (can result in 1-shots in pvp situations). I know a repeat exploiter using this bug and can fwd name if needed for log review

Top 3-5 Most Important Feedback Topics:

  1. PLEASE add a mount footstep volume toggle. Its way too loud and annoying with headphones on.
  2. not sure if bug but health regen on 3-started mobs is WAY overtuned
  3. Mage could benefit from a very small heal or small HoT on ward. This would give mages a 2nd breath every 45 seconds and would make mundane tasks such as gathering a lot less frustrating in some instances rather than being a helpless target that is forced to run away.
atomic atlas
#

Most Important Bugs:

  1. Riverlands nightsky flashbang skybox.
  2. Bugged out creatures not ever resetting.
  3. Enemy behaviors taking them inside walls or below ground. Famously oculars, but also Ravens.
  4. Many desert spawn locations result in bugged enemies.

Most Important Feedback Topics:
1+) The Tank class needs a name

  1. Godspike needs more compelling and impactful objectives.
  2. Gear/enchanting scaling, weapons too large of power spike
  3. Static gathering spawns
  4. Crafting levelling takes far too long compared to adventure leveling.
  5. Clerics need another button to press and do damage
unborn lion
#

Top 3-5 Most Important Bugs:

  1. The lag seems to have gotten worse. I do not know why. It is especially bad in towns.
  2. I freeze for a few seconds when I got past carphen.
  3. Random mobs sometimes become untargetable in a few different ways. They either become stagnant where they do not move and you cannot damage them. All mobs turn green for some reason so you cannot attack them but they can attack you. Very rarely mobs are invisable and can attack you and you have no idea where the damage is coming from.

Top 3-5 Most Important Feedback Topics:

  1. We need more content. There is a lot to begin with but it is now at a point where progression on the server is becoming stagnant
  2. Can we get some more variation with node spawns? Having the node spawns being randomized instead of static for 24 hours would make gathering an adventure. Instead of what it currently is where you set a timer and AFK at the node and whoever has the fastest internet speed gets it.
  3. Marketplace needs some more QOL systems. It is very annoying trying to find one item that you are looking for. It is a very big time sink.
  4. Guards Need to be more reactive. They take a little bit to attack somebody that has been flagged or to attack a mob that has entered the town.
fallen pollen
#

Top 3-5 Most Important Bugs:

  1. The Mage skill Aftershock is still not working.
  2. Right mouse clicking to move items between inventory and storage sometimes stops working
  3. Still some problems with caravans. Switching from rafts to land and vice versa is in some cases very buggy / strange.
  4. Visual settings: DLSS option is not saved and have to be set every time manually again.

Top 3-5 Most Important Feedback Topics:

  1. Mage in general:
    Make the skill set of the Mage more interesting, re-think some of his skills. There are too many cast time based skills with the effect, that the combat is feeling not fluid like for example with other damage dealer classes like Fighter or Ranger. Mage is feeling clunky in comparision and esp. after the introduction of the new Rogue class.
    Mage skills:
    a) Improve the Arcane Missile skill, so that in high levels there is a benefit to use it at all. For example add a negative Status effect on hit.
    b) Increase the damage of Ball Lightning. After the recent nerf, the damage is way too low for a 20 second cooldown skill.
    c) Decrease Magma Field cast time, it feels so boring and clunky at the moment. Or replace it completly for a more direct hit skill like a Meteor Shower.
    d) Add a skill so that a mage can heal a little bit. Fighters have some good possibilties to get some HP back, why not the Mage?

  2. You die too fast in PVP, please balance this out.

  3. Defenders of caravans should get some rewards after the caravans successfully has reached a target location.

  4. Add a simple function to use a /whisper command to a target player, like right clicking on a name of a players in the chat and then offer an option to "Whisper this player".

  5. The fixed, long respawn timers for resources and rare mobs should be reduced and randomized or other concepts should be offered as alternative ways for getting such resources. Make the gathering just more enjoyable for everyone and not only for the Campers 😉

worn glacier
#

Top 3-5 Most Important Bugs:

  1. PvP characters disappearing under the ground
  2. the launcher when updating the game continues to brick computers
  3. green mobs that can attack you but you can’t attack them

Top 3-5 Most Important Feedback Topics:

  1. Gathering Node Rarity System is absolutely terrible.
  2. PvP and TTK. Melee is useless there is no play or counter play. It’s just being insta deleted.
  3. node wars need a complete revamp. Why don’t the NPCs help? Why can people log in and insta die not knowing they are spawning into a war zone. It’s not very fun in combination with the the absolutely terrible PvP and TTK in the game.
robust blaze
#

Top 3-5 Most Important Bugs:

  1. mobs bugs
  2. gathering good bugged
  3. game runs so bad even tho u guys did the program where the game goes only by one program instead of 3 as u guys did explain and i understand its alpha but by that the game should had run so much better and not like dragon dogma 2

Top 3-5 Most Important Feedback Topics:

  1. having so difficult and time consuming the proccesing materials and crafting it takes 2 seconds
  2. Adjustable processing quantities
  3. Taking alot of materials to craft and getting so less xp out of it so u gonna be probably lvl 13 in gathering and lvl 2 in one thing of crafting
crude condor
#

Top 3-5 Most Important Bugs:

  1. Caravan flagging while in party not working unless you are leader
  2. Currently all harvestable nodes are static spawn locations and static rarity
  3. Caravan commodities are selling for 65% of normal price

Top 3-5 Most Important Feedback Topics:

  1. Static harvesting node rarity needs to go. Static spawns with random rarity is much better
  2. Guild leveling still seems overtuned and no one is utilizing it
  3. Node and guild war spin-up time implementation would be amazing
timid furnace
#
  1. time to kill in PVP
  2. 1 account 1 citizenship
  3. remove repair cost of pvp and give reward,

Top 3-5 Most Important Feedback Topics:

[1] To fix the time to kill it's better to have damage multipliers do 70% of their damage in pvp, this breaks down zerge play and means you have to learn your class which in turn brings skill to the game. I.E stagger skill into a tripe skill followed by a skill that does more damage on trip target 70% mod.
This will lower the overall damage on the range, which is also a massive problem in the game since the range Zerg meta is a massive problem.

[2] people make multiple char and then vote yes/no on a workshop or to grief vote people into power, this is just another form of gatekeeping and destabilization of the global economy on the server I.E doing maps not accepting Woodmil workshop and selling them mats to guild/friend and only accepting the wood mill workshop to be created when a strong guild has already achieved max gear, which then they can gatekeep not just pvp but every part of the game.

[3] we all know PVP is a placeholder like most of the game, But adding some reward for winning pvp fights would be nice, I also think the pvp repair cost harshly punishes the losing side, and gear loses durability but it's the death that applies most of the repair cost.
pvp could be rewarding not punishing and to have a motive that I am sure we have later on.
I also want to address the people switching sides middle of the War, I see this happen a lot in Ps2 games and although I understand it's a very old game with low pop, this ruins the fun of the game. I have never enjoyed alt on a game would be better if you had to stick to one character with the option to change class,
this also comes with a problem like meta class and bad match up but in the current state of the game Alts are mostly used to gatekeep, spy, switch side, vote people out of mayor ship, grief vote workshops and prob a lot more that does not come to mind.

whole remnant
#

Bugs.
1- There's nodes/harvestables stuck in rocks/inaccessible parts.
2- Sometimes when trading, the trade won't happen because it says not enough room when there is. Reloading seems to fix it.
3- Mount still freezes, like a carrousel, when you jump onto a rock or off a rock/high place.

Feedback Topics.
1- My opinion; but I think we need a new artisan skill/class to separate the tamebles from the huntables, let me explain:
A new artisan skill called "Animal Taming" which can interact with the already interactables we currently have. So they can focus on the riadeables/BoBs, mounts.
And move the "Hunting/Animal Hunter" skill to a new source that requires a different type of interaction via "animal trap".
This will ease and help the overcrowding on the huntables we currently have and represent something more akin to the namesake of "Animal Hunter"...
2- Add the option to crafters to be able to mix and match materials for different results on attributes for items created.
3- Create a new Artisan skill to research other items for better/different results/recipies.

surreal warren
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mobs turning friendly yet still ataccking us
  2. Caravans Teleporting still
  3. Guild war spamming

Top 3-5 Most Important Feedback Topics:

  1. Remove the static spawns on rarity gathering
  2. Remove the static spawns on rarity gathering
  3. ** Remove the static spawns on rarity gathering**
knotty peak
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. Lag hitch that never goes away, tried on 6x systems highest end 5090, 9800x3d, 128gb ram, ssd with 7,450 MBps / 6,900 MBps read/write and a 2.5g fiber ethernet connection. Get a literal "pause/freeze" every 30-45 seconds more often the more people are in the area. Happens on all systems mostly all different hardware and 4 different ISP's

  2. Teleport to Carphin randomly every time I run a caravan from and to anywhere.

  3. Players randomly disappear even when they are targeted and I am actively attacking them and right next to them not mages teleports or rangers using camo just gone from view and no longer targeted then reappear and able to target again a few feet away.

night carbon
#

Top 3-5 Most Important Bugs:

  1. Hunting Rarities - Had to hunt about 400-500 wolves/bullywogs before getting any tier higher than rare. Unsure if intentional, but would be nice to get this balanced with the other gathering professions
  2. Guild War Timers - Currently, Guild Leaders can suddenly declare a war without warning to kill a player without corruption. Also, the fishing derby mechanic does not work, only PvP gets points
  3. Hunting Food/Elixir Buffs - Not working as intended? Did 2 separate test runs. When using the food buff, I only got common drops. Without the Food, I got common, uncommon, and rares.
  4. Shift-Click to Transfer - Not consistent and will sometimes stop working. Best guess is that it has something to do with mounting/dismounting?
  5. Enemies Turning Ally - Enemies will be marked as "Friendly", meaning that we can't attack them but they can attack us. This combined with the leashing not always working can be a deadly combo

Top 3-5 Most Important Feedback Topics:

  1. Friends List - Currently does not show everyone, even when they're online. Not intuitive.
  2. Multi-Select Items - Would be nice to bulk-sell items to a vendor by selecting multiple stacks
  3. Freehold Ownership Decay - Currently can buy a freehold, then just have it but not do anything. Would be nice if there was some sort of grace-period or required upkeep in order to maintain your ownership, at least for Alpha. Would give more people a chance to test them, rather than leaving most freeholds in the realm un-used
  4. Quick Whispers/Invites - Would be nice to right-click on names in chat to invite tot a party and press a key-bind to quickly respond to someone's whisper
muted hedge
#
  • static resource spawn
  • tank grapple
  • commodities nerfed?
novel rose
#

Top 3-5 Most Important Bugs:

  1. Enemy pathing/AI enemies getting stuck in floors and walls, resetting back to full, or dropping out of existence from this corporal plain of existence.
  2. AOE effects going through walls, no wall collision. Multishot, lighting orb, etc should not go through walls and aggro enemies over in the next zip code.
  3. Caravans disappearing, teleporting while riding, conversions working properly from raft to cart, and caravans showing properly in the Caravan Master interface.

Top 3-5 Most Important Feedback Topics:

  1. Enchanting as it currently stands is horrible. +7,+8 etc to create a meta of lower level gear. Reform enchanting to make enchanting scrolls players can get for a 1 time enchant on gear. Should be something like +1,2, or 3 to a stat and end there. Example enchanting bracers to have +2 strength. Then its done, item is enchanted any other enchants over wright the last.
  2. Sheathing Weapons. It bothers me to no end.
  3. BDO style auto pathing. THe world is large, and you have to bounce from one corner to another all the time. I like the vision of no fast travel, but make it so we can navigate to the next town and our mount follows the roads and paths to the location selected. Example, I'm in Miraleth and want to go to Joeva. get on my mount, right click a spot in Joeva, click a confirmation for pathing, then I'm riding.
    And look into balancing after the stat squish, some monsters can 100 to 0 a geared tank should not be design.
magic valve
#

Top 3-5 Most Important Bugs:

  1. Lag / jittery screen seems to have gotten worse. Not sure the cause.

Top 3-5 Most Important Feedback Topics:

  1. Static resources / static rarity spawns create a horrible experience. Players being able to camp static resource spawns. This make it nigh impossible for anyone not camping to get their hands on these resources... i.e. Willow, legendary/epic minerals, etc. Please remove these and randomize within specific areas.
  2. The ranger needs a revamp. It currently lags behind all other classes unless geared and pretty much anything the ranger can do, a mage can do better for example. The ranger needs more to distinguish it. Perhaps allowing for combat while camouflaged unless damaged, giving it a better health regen
  3. echoing #2, with the introduction of rogue, it would be nice if all the classes received some form of update/balancing. I.E. melee is grossly weaker than range, perhaps giving the fighter a second rush or lowering its cooldown...
buoyant summit
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Out of event healing. The current solution allows for accidental corruption baiting now. Just turn it off. If you're not in the event you shouldn't be able to affect the outcome.

  2. I've run into a LOT of green mobs these days. It used to happen every once in a while but it's happening a lot now.

  3. PvP flagging in general is still wonky and used for corruption baiting. Yesterday, we verified that a low lvl flagging PvP on and off quickly can get hit by an auto attack bounce, get hit while not being flagged, and jump in to get killed resulting in the attacking person going corrupt. One particular guild is actively using this exploit to force corrupt people for the purpose of stealing gear.

Top 3-5 Most Important Feedback Topics:

  1. TIME TO KILL!!!!! This needs to be fixed. While we have a blast fighting other guilds, it takes almost no strategy. One guild specifically only recruits mages (broken aoe DPS), Bards (heals and shields), and Clerics (heals). Literally no other class matters in large scale pvp. TTK is completely broken and many high end PvPers find it completely boring to just jump in and 2 shot people. Put in 90% pvp dmg dampening and call it a day so you can focus on other high prio issues.

  2. I can't remember the last time I've seen a freehold being used. Put in some way to get these circulated back into the population that's still playing.

  3. If guild wars are supposed to have a 6 hour cooldown, as you guys said over a month ago, put in the cool down so we can have rewards again.

plucky prairie
#

Feedback:
Attack Speed Rating appears to be a weaker attribute than Attack Power Rating such that stacking Attack Speed Rating could be considered a trap.
Logic/Points

  • Doing the math on which is better for DPS, you would need 1k Attack Power Rating before Attack Speed Rating helped your DPS more than additional Attack Power Rating (ignoring diminishing returns)
  • Attack Power Rating does not appear to have diminishing returns (it gives a constant 3 Rating = 1 Power), but Attack Speed Rating does (It initially gives .1% Attack Speed per Rating, but then by 445 Attack Speed Rating it is giving an average of .069% AS per point of rating)
  • Attack Speed buffs (which are not uncommon) stack additively, not multiplicatively with Attack Speed from gear. But they multiply the DPS from Attack Power. Meanwhile there are few sources of flat damage which would by multiplied in value by increased attack speed.
  • Even considering DPS, Attack Speed only really has 100% benefit on Combo Attack which is gated by Attack Speed. If there is another resource cost (like Wallop), or a Cool Down, then Attack Power is going to benefit the ability more.
  • Edge case: Attack Speed did not appear to scale the .5s 'Channel' of Ranger's Barrage skill. There may or may not be more skills like that.

Without a much stronger Combo Attack or Weapon skill tree, any weapon which is skewed towards Attack Speed Rating is going to be subpar to the Attack Power Rating counterpart. This is already the case with Longbow vs Shortbow, and I worry it will be the same with mele weapons as more variety is added.

Related Issue:
The listed Attack Speed for the Shortbow combo attack appears to be per projectile not per Combo Attack. This makes the Shortbow combo attack take a base time of 6 seconds vs the Longbow's 4 seconds! The shortbow's combo attack is worse than the longbow's!

hollow hearth
#

Top 3-5 Most Important Feedback Topics:

  1. There needs to be a better way for players to form groups besides spamming "LFG" in General. Perhaps you could create a Group Finder function similar to WoW where players can list themselves and their group, leaving a comment to explain the purpose of their group. Groups could then invite players directly from this window or players could request to join already formed groups.
  2. The game doesn't do a good enough job of explaining to new players that crafted gear is going to be their main source of gear progression. The crafting tutorial quest chain should include a segment where players craft a 3-piece set of starter gear.
dark pike
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. BROKE MOUNTS - Mounts have been breaking their legs and having animations and sounds freeze for weeks now, after jumping over various terrain rocks and obstacles. It was cute for a while, but really wished this was fixed by now.
  2. GREEN HOSTILE MOBS - Hostile mobs turning green before and during combat. Frustrating to have to run away or log out to fix this while green mobs kick my ass about.
  3. TAXES - The taxes interface needs work. After paying my taxes (post rollback patch last week), the "pay now" button correctly greys out, but the text in the Node window doesn't change and still says something like "Taxes due in 4 days..." Once my taxes are paid for the current period, the text should also update to something like: "Current tax period paid covering next xx days" or "Next tax period's taxes due in XX days" Current interface is confusing.
  4. UNDERGROUND MOBS - Seems spiders and grems and gremlins often spawn or glitch under the terrain and can still hit me, but I can't target or damage them unless they "jump" slightly above the terrain. Didn't happen for me prior to the rollback patching last week.
#

Top 3-5 Most Important Feedback Topics:

  1. SEASONS - Would love to see seasons locked down from "prior/next" season influences for longer. We suffered winter weather for FAR too long starting with snow way too early in Fall. Maybe the last day of a season can start to show influences of the next season, but not in the middle. Your art teams have developed some incredible visuals for each season, and I'd like to enjoy those throughout the majority of the current season being played. FYI we are supposedly in "summer" as of March 3rd - but the icon in the top right shows the symbol for winter (a snowflake).
  2. MARKETPLACE - Please can we get simple search by Item name (with partial text matching - e.g. "copper" will return anything with copper in the name - from gear to ingots to ores). Would also be nice to sort the returned list by price hi/lo or lo/hi. It's a painful struggle to use the market especially as newer things are crafted and available.
  3. RESOURCE NODES - The current system of respawning timers and players camping legendary nodes for hours and days to have a monopoly and flood the market seems completely unreasonable. I appreciate that perhaps a mix is warranted. Some serious discussion is needed on this topic as currently I feel majority of players do not like where this is heading.
  4. CRAFTING - Please for the love of everything sacred, allow for a slider on the processing page as a QOL. Being locked in to 1, 5, 10, 25, etc. is crazy. If I have 4 of something, let me craft 4 of something with the appropriate time applied. Ideally for QOL the bigger the batch I put in, I should start to see some time savings at a small % (e.g. time to craft 1 item = 1 minute, but time to craft 25 items maybe takes 24 minutes)
cerulean plover
#

3-5 important bugs

  1. Sometimes rare resources get stuck in rocks and are not harvestable.

  2. Invisible walls meant to constrain the ocean are too aggressively placed towards the shore.

  3. Sometimes caravan cargo dupes upon turn in.
    ==================
    Top 3-5 feedback

  4. Enchanting gear makes high level gear completely unnecessary, therefore noone runs high level dungeons, or cares about crafting the highest level gear. Sometimes enchanting that high level gear would be worth it, but it's too expensive for most people.

  5. Noone runs endgame pve content at all. The rewards don't seem worth it, and people would rather farm for lower level gear that can be juiced to the moon for less money with enchanting. Therefore the only thing to do at 25 is to gank caravans.

  6. Caravans seem to be the best way by far to make gold. Which allows big guilds to print money, while making it impossible for everyone else to make money due to gank squads and no repercussions to caravan ganking. This drives the prices on everything else up to the moon, where your average player will simply quit when their hard earned caravan gets killed. These people don't have time to nolife the game, and join one of these huge sweaty organisations that has 20+ versions of the same guild.

  7. World bosses are unacceptable to 99% of the population, due to their spawn times, and only being available to people who no life the fame. Also, their loot is being sold at prices that noone can even dream to afford without RMT.

  8. It seems like we need a way to balance out some of the aspects of the game, that are currently being ruined by selfish sweaty players, which cause the bulk of your casual players to not play anymore, while still having rewarding challenging content for hardcore players.

fathom plume
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Green mobs that attack me but I can't defend
  2. Resources you cannot harvest or go into the ground
  3. Can't always right-click to add to bank. It bugs out after 1 or 2 times and then i have to manually drag and drop.

Top 3-5 Most Important Feedback Topics:

  1. Scarcity of Willow/Braidwood and the inability to get higher than green (with regularity) carcasses -- really Hunting needs to be overhauled so we can "skin" dead animals for carcasses, pet lives ones for taming at AH stations, etc. Just increase the trees 100-200% to help non-massively peopled guilds out.
  2. XP debt and Pinnacle levels -- get rid of these please. They're deterrents and not fun aspects of the game at all. While I think there should be some kind of risk with death -- I'm okay with some materials loss and repair bills, XP debt is too much. Pinnacle levels need gone. This isn't 1999 EQ.
  3. Artisan -- needs to be simplified some. At apprentice level I should still be able to mix quality of components to process things into Molds, Leather etc. for lower or higher quality depending on the mix. When using higher tier stations with the ability for multiple jobs, these need to be concurrent and not consecutive. The benefit is to have multiple jobs working at the same time. It's a terrible time sink having to wait all the time. Also, add that slider already so we can do "odd" amounts.
  4. GUILD BANKS, Account-wide banks, Ability to mail people items. LARGER inventories for items and also larger bags/banks. Please! The end game is inventory Tetris atm.
  5. Make guild rosters and friends lists based on an account not individual toons. Alts will fill up guild rosters and friends won't know if you're on an alt.
dusty galleon
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. all mobs turning friendly / green for no reason
  2. combat numbers not displaying / no damage done to mobs mid combat
  3. cleric hovercasting not working for all spells

**Top 3-5 Most Important Feedback Topics:

  1. predictable static resource respawns
  2. no reason to pvp - corruption system too punishing
  3. complete lack of archetype build diversity
patent zephyr
#

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

languid temple
#

Top 3-5 Most Important Bugs:

  1. Mobs turning green
  2. Party frames dissappearing or requiring converting to raid then back to party to fix
  3. Connection to realm randomly kicking from game

Top 3-5 Most Important Feedback Topics:

  1. Fixed node rarity, players find a quality node and keep that node on lockdown until server reset/node dissapears. This does not create PvP when no one knows this node exists
  2. Please tone down the regen on 2-3 star mobs, even you noticed this during monthly live stream.
  3. Please fix TTK and stats without affecting PvE. Only stats that matter currently are Str & Int.
sand mist
#

Top 3-5 Most Important Feedback Topics:

  1. destroying node building doesn't need vote. It's 1 click and instant. N.A. mayor just griefed the entire EU server. Nothing else to add atm
near yarrow
#

Most Important Feedback Topics:

  1. Static gathering spawns No PVP around this feature and kill the server economy
  2. TTK
  3. Crafting levelling takes far too long compared to adventure leveling.
  4. stop sell items that u can craft or make the craft better than them. There is no point to craft them.
  5. implement shared storage for a same account
  6. In general too many golds are generate (caravan, stattic spaws....) and in Alpha you can see some gold seller ( we have already see that in another MMo where cancer guilds sell the gold generate, to the gold seller against real money.
pearl ledge
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

    • when on caravans and travelling through woodland area or rocky areas, still getting teleported to carphin - why is it always carphin ????? at the very least i could sort of understand it if it teleported us to our home point or nearest emberspr, but carphin in some cases (tropics) could be the furtherest possible distance away
    • riding bug - still gettting the bug where mounts running animation stops or the newest one where my character fully stands up on top of the mount whilst its moving
    • mobs getting stuck in walls - pretty much every POI but mostly in carphin and highwayman. this makes it worse when you cant target or kill them but they can target and kill us.

Top 3-5 Most Important Feedback Topics:

    • Please give us more ways to Level - killing mobs constantly is insanely boring and i believe preventing people from testing new classes - from people ive spoken to, the levelling grind is awful. give us other ways to level, crafting (archeage gave great crafting xp) / gathering / processing, quests, events
    • Give us a way of travelling between nodes, its so annoying to have to run from one end of the map to another. id even accept a temporary solution of purchasing teleports from a vendor that have a long cooldown or allowing us to choose where on the map to unstuck to (again with cooldown timer)
    • crafting is still not balanced. some professions are almost pointless to take whilst others are incredibly useful
    • certain areas are still laggy as hell, carphin is one, the moment i get anywhere near the vicinity of the tower, my game freezes for a good 5 seconds and then continues to lag thereafter. i pretty much have to then to a complete relog once i get into carphin.
    • please fix the UI issues where it keeps resetting and even if you save the layout, and then load it when everything has reset - it doesnt actually return to the state where you saved it
thorn rock
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Static resource nodes
  2. Static resource nodes
  3. Static resource nodes

Top 3-5 Most Important Feedback Topics:

  1. It's sad that a casual or new player will never gather an epic/legendary Rividium, Iron, Tin, Oak, Willow, Larch, Spindlevine, etc since they're all farmed at 2am and then put on a timer and gathered on repeat until the next downtime
  2. The forever notification that I have stamina skill points to spend since there aren't 24 options
  3. The rarity system for hunting should be applied to all gathering professions. I'm not sure how you can have it work for hunting but say it can't work for trees/rocks/herbs. Can the servers not handle doing a random number generator for that many things?
balmy idol
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravans returning 50 reduction on gold, if this is a bug and not intended please fix if intended please communicate as many not sure if its bug or not
  2. Inventory right clicking sometimes working sometimes not
  3. Seems to be a slight increase in crash to desktops, I hit send on the send feedback each time on 3 occasions no feedback form appeared

Top 3-5 Most Important Feedback Topics:

  1. God Spikes appeared to appear in zones not involved in the war, if you can fight outside of the nodes Waring is this an intended PVE event?
  2. Godspikes on EU are in a better time, but could still be improved slightly
  3. Make some mechanics account bound as the testis becoming an alt/bot fest - Voting of any kind, Caravans, Artisans (i appreciate this last one may be less popular)
kindred sparrow
#

Top 3-5 Most Important Bugs:

  1. Hunting Rarity is broken - very few instances of rare+ where all other gathering is loaded with rare+ including legendary
  2. Static Spawns to don't change rarity
  3. CC'ing greens/ exploiting corruption loopholes

Top 3-5 Most Important Feedback Topics:

  1. Hunting Rarity is broken and feeds into the most systems - needs to be addressed to have accurate data in the economy phase
  2. CC'ing greens/ exploiting corruption loopholes: We have run into multiple instances of players CC'ing non-combatants to get them killed by mobs they are fighting. Steven confirmed this is meant to be removed but has not yet. Also, this is encouraging unhealthy player behavior because they attributed to the death of a green player but did not receive corruption for assisting in the death. According to the design philosophy Steven has repeatedly shared about corruption, if you are involved in a player dying while green, you should be corrupted. I would appreciate seeing this more highly prioritized
  3. Consider updating/ redesigning the rarity system to unlock rarity based on profession level rather than full rng. ie novice = common-uc, apprentice= +rare, JM = + heroic, etc.
    The current system feels too out of player control and increasing rarity to the new thresholds either isn't working or has such a small impact it feels pointless. I would love to see tangible benefits like this for pushing to new tiers of professions.
sweet sable
#

Weekly Feedback - 02/27/2025

  1. Fix hunting. Everything craftable item that needs hunting resources is currently bottlenecked by not being able to get above heroic resources...and usually only rare is attainable

  2. Make mobs more difficult and make them have to be crowd controlled, do away with being able to AE everything. Limit AEing abilities. This will also help in mass pvp.

  3. Fix hunting.

barren island
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Feedback Topics:

  1. We need more halberder spawns people are just sitting on them since there are only 3 spawn points. Same goes for other limited animal spawns but the most notorious example I know of is halberders.

  2. Can something be done about people being able to stun or interrupt an unflagged person it seems like open exploitation with no concequence.

3)That in mind we need guards in the upgraded zones of towns and there are spots where the walls can be jumped over without buffs or anything.

red ocean
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Corruption & hit by 'Green' - A lot of different corruption bugs seem introduced lately especially during wars. A few times people who appear 'green/friendly' are able to attack others; unclear if attacking back would make us corrupt or their flag status.

  2. Caravan commodity price bug

  3. Guild Wars [Functionality] - Fishing Derbies and Lumberjacking Wars very frequently do not count fishing or lumberjacking at all, especially when one guild is declared upon by multiple guilds at once.

  4. Guild Wars [UI] - Unable to tell which war is which when looking to surrender (multiple ongoing wars all show the same guild name). Wars are also not showing an accurate score. The fishing/lumberjacking box don't appear in the top-right.

  5. Mobs are turning 'green' more frequently

Top 3-5 Most Important Feedback Topics:

  1. TTK is extremely low
  2. Static Rarity
  3. Guild wars need a cooldown against the same guild or a higher barrier to declare. The same two guilds have redeclared wars 2-3X each in a 9 hour period to keep both of them 'at war' to keep a numerical advantage. Similarly, many guilds are only declaring war after surrounding or getting on top of another guild or at storage; both of which could be fixed by a 1 minute timer or warning.
minor timber
#

Top 3-5 Most Important Feedback Topics:

  1. Fix gathering, random spawn location, random spawn timer, random rarity.
  2. Crafting/Processing overhaul. Fix quantity needed, make recipes reasonable, make craftables practical within a leveling range.
  3. Marketplace overhaul, current system is horribly bad at finding anything.
halcyon flame
#

**Top 3-5 Most Important Bugs:

  1. Firebrand keeps resetting after flying away at the steelbloom spawn.
  2. UI keeps resetting saved layout. Always overlaps the offensive and defensive target windows and moves the raid/party frames.
  3. Seems to an issue with caravans runs. Gold return has been reduced for some reason. got 6 less gold on a run from Halcyon to desert, compared to earlier

Top 3-5 Most Important Feedback Topics:

  1. Make Alchemy relevant. There is currently no need to be an alchemist as vendors already sell health and mana potions. A fix could be to make Alchemy potions more relevant with more health or apply a special buff or being able to debuff the enemy with AA. Or alternatively get rid of vendor potions altogether so crafted are potions relevant.
  2. Currently it doesn't seem like gathering buffs such as increased quality rating on gear are working right. You invest a lot of resources into make high end skivies (10 raptor hides seems bit much, given the scarcity of high end hunting mats)
  3. More ways to level, use the lore to create some interesting quest and or quest lines. But the exp also have to reflect that. Currently the only to lvl is to farm mobs in the same areas.
  4. populate the world with NPC that also travel between nodes, makes the world make the world feel more alive. Allow nodes trading routes and watch NPCs trades between nodes, this could also act as taxi system for players to alleviate some of the time spent running all over the map.
hushed marlin
#

Bugs

  • Being unable to quickmove inventory between storage and your character and constantly having to log out and back in to fix it
  • Mobs/Gatherables spawning inside of terrain
  • All mobs suddenly turning green-named and "friendly"
  • People lagging underneath the ground constantly which breaks LOS. This was fixed in that backend test! Implement it already!

Feedback

  • Static rarity is absolutely horrendous and encourages the worst sort of resource camping possible. At absolute minimum, as a temporary measure, at least randomize the respawn timers.
  • Ultra-restricted spawns of certain materials combined with set, known respawn timers and guaranteed spawn locations does not feel good. Spawns need randomization, timers need randomization. Something needs to exist to prevent people just setting multiple alarms and camping a spawn. This is separate from Static Rarity, though combined, they both make the problem even worse.
  • Waterfall stats on gear feel basically worthless and contribute extremely little compared to just pumping primary stats and enchanting them. Gearing in general does not feel great.
  • The desert being a bucket full of level 25 scorpions isn't really content and it needs to actually get finished like it was said it was going to be by the end of last month
tidal drift
#

Top 3-5 Most Important Bugs:

  1. Guards are VERY slow to react to opt in pvp (not guild or node war) in nodes. Basically anyone can flag and kill you in certain areas with no guards to protect or counter them
  2. Enemies Turn Green/friendly

Top 3-5 Most Important Feedback Topics:

  1. Processing mats all have to the same rarity is pretty annoying, especially when stuff procs before hand and messes up the job sizes
  2. Same Spawns same Rarity of Gather Nodes (Wood/Stone etc)
trim harness
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. constant game freezes and crashes. ?memory leaks
  2. mounts keep becoming static while riding
  3. group/raid frames always breaking

Top 3-5 Most Important Feedback Topics:

  1. Make market stalls searchable by item names and not the names people have put as store front.
  2. leveling/exp is atrocious and makes me want to quit. There needs to be more alternatives to just killings mobs over and over or partying.
  3. adjustable processing quantities
  4. TTK in pvp is atrocious. There is no chance for counter play or to even respond to being hit half the time.
  5. Caravan drivers should not receive damage unless they exit the caravan or caravan is destroyed. With TTK where it is currently it allows people to just camp close to hand-ins because they only need to kill the driver in .2 seconds to make it an easy caravan kill.
humble kettle
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravan commodities are only worth about 30% of what they were last week before we jumped into our DeLoreans and went back in time.

Bug or feature?

Top 3-5 Most Important Feedback Topics:

  1. Static nodes do not provide the PVP confrontation that you are looking for. All one has to do is know the timer, hit a node they know produces a high-quality mat, and then log out and come back around the time and rinse repeat. That’s not terrible exciting nor is it very PVP confrontational.

If you want PVP, going with a node system that is random will produce that more since every node becomes significant.
2) Level 10 gear should not be better than level 20 gear. There is a lot of level 10 gear currently that is BiS or better than level 20, some of it before enchanting. Enchanting just adds another layer to an already existing problem.
3) Enchanting is broken, period. Anything with a stat increase on it becomes quickly overpowering when enchanting is added on to it, even at a 1 for 1 increase.

Personally I would rather see enchanting approve upon the quality of an item, improving it further if it is already legendary, and not improving stats one by one.

verbal wasp
#

As your support team just informed me via email that this is apparently a fully released game and not an alpha test, here my feedback:

  1. There is a shit ton of promised features and content missing? im sure that would qualify as false advertisement
  2. The performance, freezes, etc. are way too unoptimised for a full release
  3. its really weird practice to randomly for a few hours switch servers to a completely fresh test build and then back... kinda like ... idk something you would do on in alpha tests maybe?
  4. knowing that there will be at least one full wipe in the future doesnt really ... feel right for a full release, i mean hey we all payed to play this fully released game right?

now on a serious note, as im sure you agree that that was a misstep on your part. there are bugs and issues you got reports for over 2 months by diverse people and they somehow are neither fixed nor even listed as known issues, like sure everyone sees different priorities of what to fix first but shouldnt that at least be listed as known issue so people know you are aware of it and will take care of it at some point?
Some examples:
when typing in chat or the bug report window you do all actions bound to those keys.
healing and damage abilities might execute and go on cooldown but without dealing damage or healing
when you enter certain numbers in the trade window they all tick down by 1 e.g. 5.50g turns into 4.49 and so on

sacred river
#

Top 3-5 Most Important Bugs:

  1. Remove the static spawns on gatherables! For example, any gatherable, especially Weeping Willow
  2. I have multiple bug reports on this. Mobs will spawn as huntable only. This greatly increases the speed of the Hunting profession.
  3. I have submitted a bug report on this. In the type "Processing". There is no sub-type for Tanning in the /bug report window interface.
  4. Slider for Job Size.

Top 3-5 Most Important Feedback Topics:

  1. Remove the static spawns on gatherables! For example, any gatherable, especially Weeping Willow
dry cliff
#

Top 3-5 Most Important Bugs:

  1. Beetle's attack animation. Non-channeled flying attack registers as a back attack on when they fly over tanks blocking.
  2. Zombie's vomit animation. In Gravepeak there's extreme difficulty separating the green vomit from the grass on ultra high graphics.
  3. Cam mode. While in cam mode randomly the arrow cursor shows and is only eliminated through a series of movement inputs (left + right MB). Some areas tab feature does not shift between Mobs as fluent as others. Such as Carp, gravepeak and some of pocket dungeon Mobs in the desert (one above AZ).

Top 3-5 Most Important Feedback Topics:

  1. There seems to be a massive bottleneck on the processing side of things where leveling passed apprentice is only achievable through novice building. The apprentice items (willows, etc.) are either not found or rarely drop. Some form of lighter easier to farm apprentice processing item should be created for each processing job to make it easy to level, but either costs a slight bit per craft or doesn't sell well on the market/vendor.
  2. Static nodes are becoming a huge issue for smaller/mid size guilds without the resources or man-power to counter. To develop this randomized (smaller number of nodes) should generated throughout the map. The risk is time, reward is a small number of potential resources. If players want the larger number of nodes they'd have to challenge for them.
  3. UI/Guild Feature - Guildmates should pop up on map without having to form a party and we should be able to utilize the see or not see option for them.
manic solar
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. action combat implementation: example vision range to see enemy health bars and classes is 30% compared to clicking, also u cant attack another flagged player when they are not already combatant aka force pvp is activated but you need tab targeting to be able to attack.
  2. item transfer between inventory and storage getting bugged when you move an item and it doesnt fit. after that you can move anything for a while.
  3. bugged abilities: example Reflect canceling itself immediatly, not tripping nor mana return or damaging enemies

Top 3-5 Most Important Feedback Topics:

  1. replayable gameplay loops like gear degradation
  2. incentive for caravan defenders link: https://forums.ashesofcreation.com/discussion/comment/496578#Comment_496578
  3. action combat implementation: example vision range to see enemy health bars and classes is 30% compared to clicking, also u cant attack another flagged player when they are not already combatant aka force pvp is activated but you need tab targeting to be able to attack.
round vigil
lusty turret
#

#Top 3-5 Most Important Bugs:

  1. basic mechanich do not work
    1.1) Servers cant handle the load
    1.2) players stats and skills are broken
    1.3) simple world interactions are broken(ex Treasure maps)
    1.4) complex world interactions are broken - caravans

#Top 3-5 Most Important Feedback Topics:

  1. teams are incopitent: the produced bugs are the result of the team with big issues
    1.1) bad managment?
    1.2) not enough knowledge/experience?
    1.3) Inconsistent requirements?
    1.4) etc
    etc... Till the teams/workflow will be reorganized - there will be nothing to test -_- since there nothing new in the game(new areas etc cant be called new cuz everything has same broken base, so we have to w8 till the base is fixed )
marble fern
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. mounts (especially newly implemented ones) have less hp, and their animations tend to glitch more often which causes for unneccessary deaths
  2. the last few weeks there have been more SFX visual linings from development that shouldnt be in the game
  3. Gatherables not spawning correctely into the game. alot of animals (huntables) spawn either floating or in the ground or in rocks

Top 3-5 Most Important Feedback Topics:

  1. Please remove enchanting. It is bad for the game and bad for the development. A lvl 15 with + 8 can 2 shot a lvl 25 in full 25 gear. it does not make any sense. Not only does it remove the enthusiasm of testing pvp, it has no benefit for the game as people dont see a reason to enter any dungeon as they are stronger with 10 gear. I understand that there is a need for some progression but this ruins the pvp for anyone that isnt maxxed out. Even a 3+ loses instantly from a 7+ its not PvP its Wallet V Wallet..... I doubt this is the approach ashes was supposed to take
  2. Implement corruption on lvl cap. you can kill anyone 2 lvls above or below you. if you go beyond that you get corrupted. this makes for more fair pvp as people wont grief low lvl players anymore and it also makes sure that pvp is balanced... right now yes a node war is fun to run in and kill everyone but there is no strategy, no thought process its just mindlessly running in and killing anyone on sight who isnt frmo your node...seems a bit "simple" in the thought out game ashes of creation is aiming to be
  3. make wars fair for everyone. New world had the same issue where wars were basically fun for 1 of the 2 sides as its was soo much easier. its the same within ashes of creation.... you can group up, declare a war, run in, kill everyone unexpected, win and run out again.... there is no tactic or strategy...its boring and defeats the purpose of pvp and the game
  4. Make cleric fun... RN its random healing but no rotation 😦
worthy finch
#

Top 3-5 Most Important Bugs:

  1. Nameplate bug - Prior to most recent changes, couldn't see nameplate of anyone in my guild nor any vendor but could see other's. Now i can only see nameplate of party members and sporadically nameplate of those in some sort of PVP mode. Even if I target person, can't see what guild they are in. It makes PVP very difficult as I am at a disadvantage of not knowing who's standing next to me. Tried modify every setting to off and back on, reset options, and repair. I also tried reinstall and no joy. I am happy to help diagnose the issue if you need anything in particular.
  2. raid frames, difficult to see who is nearby vs too far away
  3. War decking needs lots of help. Counts not accurate and difficult tell who is doing what. Can't tell where you're supposed to chop trees, etc. Fish doesn't work. Timer ends but then restarts to an hour but then ends a minute later.

Top 3-5 Most Important Feedback Topics:

  1. Not sure the dev intention on resources but the static spawns are a problem. Lots of people spawn camping alts.
  2. War declaration in general needs work. As many mentioned previously, the advantage is to the group declaring war. Many guilds and nodes have resorted to 'scheduling' the attack with the attacker to make things a little more fair but less interesting. Some thought is needed on how to keep it interesting and at least reasonably fair.
  3. Caravaning... welp, want to do it but the big guilds own the server so, unless you want to run at 2am, it's too risky. Smaller guilds just get wiped out and larger guilds win every time. Not sure what the end strat is here...maybe it is to only have all mega guilds. Lot's of frustrated people not wanting to even run them due to the risk.
kindred surge
#

Top 3-5 Most Important Feedback Topics:

  1. some mechanism to transfer items between characters will be nice
livid goblet
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Launcher takes 20-25 mins to get set into game. Optimization needed.
  2. Regularly kicked from Game to Toon selection, due to "Error: Timing Out".
  3. Player visuals not showing while mounted moving in game, many mobs glitched.

Top 3-5 Most Important Feedback Topics:

  1. Don't forget about the slow playing low level people as to not get left struggling.
  2. ROGUE.!
  3. Optimizationally increase and randomize Resource Spawns.
gray thistle
#

Top 3-5 Most Important Bugs:

  1. Group targeting is favored over Enemy targeting when using ranged weapons, I've barely been able to attack mobs when in a group (even if it's just me and my friend) because my reticle is locked on group members. I've tried enabling/disabling various settings, nothing works. Zooming in all the way is a slight fix, but it's really for only a couple mob kills
  2. After closing the combination vendor screen and inventory tabs, both Player Ability 3 bar and Mount Ability bar are stuck on the screen, enabling/disabling those options in the settings doesn't work, only fix is a relog
  3. QUEST INVENTORY ITEMS NOT BEING ABLE TO BE DELETED

Top 3-5 Most Important Feedback Topics:

  1. Tank needs more skills that help pull aggro in a team/raid. I personally play a Ranger, but the fact that I can pull aggro away from Tank multiple times when fighting mobs has been a huge issue in our team comp
  2. Add an option to disable group targeting in settings, or add a slider to adjust the range between group member and where reticle is pointed
  3. Follow distance and attack range should be decreased for mobs/a bit more forgiving. I shouldn't be miles away and still die from a flying rib.
  4. Please add some sort of Health/Mana potion my character can consume while active. Only being able to eat rations while sitting is torture
dreamy token
#

Feedback:

  1. mitigation has diminishing returns and power does not, causing ttk to plummet. Enchanting changes will only superficially touch this issue
  2. the removal of the bard circle of buffs is a bad sign for design converging toward boring. Please don’t remove interesting design choices, but rebalance them instead. That was a fun ability.
  3. mobs have uber regen, give player regen a fun buff, please. Another build type (regen or lifesteal or high mitigation or high evasion or dot or hot or debuff or cc) that is not available. Only burst damage is a reasonable build.
proper basin
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. tab target switches to pvp flagged (purple combatants) targets when you yourself are not targeted. This force flags you as you start attacking the player abusing this

  2. bosses (namely firebrand) bug in to terrain and buildings making the loot inaccessible.

**Top 3-5 Most Important Feedback Topics:

  1. the desert expansion is looking amazing and I cant wait for the tropics

  2. please let the desert node towns come up so we can work on the journeyman buildings without having to destroy tool buildings which will scuff the incoming phase 3 player base and new phase 2 players from being able to test properly. Even if they are placeholders til the actual node towns are complete on your end.

  3. Please make it so processing bench crafting slots run simultaneously or make it so they're delayed by 5minutes by the one in front of it. i.e the 3rd slot would be delayed by 10minutes due to the two in front of it. this way people don't have to queue up 10hrs+ of processing time chewing up their testing time as they go through the 3+ stages of processing

  4. the new updated combat system is a sight to see after soo many out of event healers. Few more tweaks and she's golden. Good job here.

  5. looking forward to the gear and enchantment rework. Hoping that scribes can play a bigger role here.

  6. certain guilds and players are actively and openly admitting to griefing testers to the point that they quit the alpha testing entirely. The players actively doing this need to be dealt a heavy hand or there won't be anyone left to test the alpha

  7. 1 vote per account and per IP for mayorship and any building decisions.This is gamebreaking

  8. voties and citizenship need to be locked to just one account or ip even. would prevent a lot of the calamity going on in node wars and votings to steal nodes from guilds who previously got it legitimately

torn thunder
#

Top 3-5 Most Important Bugs:

  1. NPCs turning unattackable/green
  2. Falling into or through the ground
  3. Login error code 32->33->34

Top 3-5 Most Important Feedback Topics:
All of these I think contribute to the main problem of being casual unfriendly. This game is brutal to newcomers right now and the population will not be stable.

  1. Static Resource rarity. As you already know, funnels the best mats to coordinated groups with no counterplay (just wake up at 3am like everyone else?)
  2. lvling is miserable solo, and too group-dependent. There needs to be better questing, or some other ways to help induct new people into a good gameplay progression.
  3. PvP is crushing. You will be instantly deleted by the hardcore players that have the best enchanted gear. Sure, you can mostly avoid this system... (and ignore most of the game) but have to give up the main gold source of caravans.
  4. Caravans are too risky and very winner-take-all. When there are no safe routes, no outside incentive to protect them, heavy penalties for failure, and no pity system, it means they are completely inaccessible to newcomers. I have only very rarely seen people actually be mercs for protection duty. It is so much easier to just be a bandit, or do a different resource grind. The bottom of the economic ladder is bare.
    And most of the fun is in doing caravans! There should be all sorts of incentives to get people to run them, so the PvP players aren't so hungry to attack anything that moves.
    As for 'winner-take-all', I mean that in the sense that the big guilds can easily create and field fast 4x8 or 4x10 caravans and quickly run them. They can be profitable enough to economically field 5+ guards and run fast enough that with even the bare minimum of guild response team support you can get away.
  5. Mail/dropbox for items. This allows trading to alts. Supports delayed crafting chains by mailing to/from friendly processors. Helps people not waste so much time waiting in town.
sour silo
#

Top 3-5 Most Important Bugs:

  1. Green names - randomly name and all mobs names go green
  2. gatherables not flipping - mining and nodes and tree nodes do not change after n number of hits
  3. Caravan commodities selling for half
  4. Artisan recipes relook - Alchemy is missing recipes, weaving and carpentry has wrong recipes inputs
  5. skinwalkers hunt-ables do not drop anything

Top 3-5 Most Important Feedback Topics:

  1. Artisan Loop - gear needs to break
  2. Time To Kill -Tank need major buff, Rating scores feel pointless and unimpactful
  3. node wars need to last longer
  4. More PvP force flagging zones/events - more risks VS rewards. pylons and world bosses should force PvP flag
smoky edge
#

op 3-5 Most Important Bugs:

  1. enemy npcs turning green
    2)caravans getting to 0 hp and becomming unkillable/ incorrect caravan values.
  2. hitting nodes and then the cast / animation ending and it not giving you any material. some nodes are still broken and on a legendary its infuriating if you farming it statically.

Top 3-5 Most Important Feedback Topics:
1)pve /pvp - everything right now is a zerg fest. whoever can zerg harder can kill pve bosses with no challenge/ other players. there is no skill to this game right now- the harder you zerg the faster you do things- carph, forge, world bosses, wars. name it .
2)tanks- you broke this class- noone is playing it much anymore and its making it hard to get groups together, they die multiple times trying to save a group and get res'd they get like 140k exp debt in 3min, they suck at solo play, farming named bosses for drops they cant compete with because they cant do as much dmg as other classes... make them viable. or change the way the tag / loot system works to include mitigation or another component. look at your stats of active players playing tanks, i bet you its low... are any dev's playing tanks lol?
3)static node rarity- its dumb that you have to sit a node to get 35 legendary tin which is worth right now like 150g , that is INSANE to get to one player sitting afk. it has broken the economy. if you dont find the nodes right at server reset you miss out. dont forget the scarcity of coal limiting crafting right now hard....

sage relic
#

Top 3-5 Most Important Bugs:

  1. Random teleports to Carphin when doing caravan activities
  2. Game crashes when doing caravans in very big convoys
  3. Unable to join Caravan event while in group-raid

Top 3-5 Most Important Feedback Topics:

  1. Gathering is heavily spawn camped right now and most of epic-legendary materials are acquired by guilds or hardcore nolifers, casual payers do not have any chance to get these materials and contribute to the economy. It needs to change to be more unpredictable, like all mining nodes should respawn randomly every 30-60mins (so that if you want iron, you have to mine basalt and hope, that in 30mins better nodes will spawn, etc.) or there should be raw material quality upgrade possibility (for example combining 5-10 common resources would produce 1 uncommon, 5-10 uncommon -> 1 rare etc.) In either case, hight tier-rarity resource distribution would be more even between elite players and casuals.
  2. TTK is way too short, maybe Strength and Intelligence power scaling decreased by 33-50% would help to solve this issue, still providing meaningful enchanting results
  3. As a guy working in development myself, I am still fascinated with your work output both speed and quality wise, you are doing great guys, keep it up!
ashen wedge
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Make sure all crafted materials keep rarity when claiming in different nodes.
  2. Keep hunter nodes from being moved by world monsters.
  3. Monsters turning friendly preventing you from attacking them.

Top 3-5 Most Important Feedback Topics:

  1. Rework artisans and artisan UI to be more engaging.
  2. Death is to punishing, loose half your stuff, prioritizes rarer materials instead of commons, only recovers a third of it back, loose xp, other players being able to take what you had, recovering is less rewarding because you are not rewarded for skill of beating what killed you, being sent to a emberspring that is not close and takes many minutes of travel.
  3. Shared storage between nodes. ( or at least have option for paying for it with gold. )
orchid estuary
#

Top 3-5 Most Important Bugs:

  1. Gathering Node rarity bug - the gathering now for LumberJacking/Mining/Herbalism is currently completely broken
  2. World Boss Respawn occuring alongside the reset's
  3. Some Elixir usage are not working properly

Top 3-5 Most Important Feedback Topics:

  1. Votes being character and not Account bound
  2. Current way to gather Coal does not work properly
  3. Tank gameplay is currently not fun and many players are swapping class due to it.
shy harness
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Corruption in caravan events
  2. Game client enemy model display and/or AI bug, when fighting enemies with Server Worker border between you
  3. Random kicks from the server

Top 3-5 Most Important Feedback Topics:

  1. Gold inflation. There is not enough gold sinks. Enchanting in it's current form seems to not be enough
  2. Lyneth Economy seems to be in shambles with large disparity between materials of different quality and people having multiple hundreds of gold on them. I blame caravanning.
  3. Lack of Coal deposits and alternatives to apprentice/journeyman wood need hurts me the most atm
fathom stag
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:

  1. Combat needs work.
  2. TTK needs work.
  3. Gear and Stats need to be rethought, Gear and Stats bloat the rest of the game.
obtuse cipher
#

Top 3-5 Most Important Bugs:

  1. fighter whirlwhind randomly stops.

Top 3-5 Most Important Feedback Topics:

  1. Ways to trade between alts instead of using a 3rd person.
elder token
#

Top 3-5 Most Important Bugs:

  1. weapons intermittently become invisible when initiating combat directly after gathering a huntable creature

Top 3-5 Most Important Feedback Topics:

  1. dont make the tab for gear switch to the materials tab in the marketplace when it's empty, switching tabs manually is tedious
  2. add a storage tab accessible and shared by alts in the same town in order to allow item sharing between characters without the need of another player
  3. locations with specific farmable mobs are heavily populated, currently empty zones should be populated with a mob variety which spreads out these farmable mobs over multiple locations
lunar obsidian
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Servers restart spawning world bosses. World bosses are not fun because of it now. It's a race who logs in first by spamming the client and who attacks it first. There is 0 challenge to it.
  2. Make building deconstruction / war declaration a vote. Citizens needs to be able to stop the griefing mayors
  3. Massive performance regression. For many people game is literally unplayable now due to stutters and it includes 4090 based systems.
  4. Fix crafting recepes. After months of fixing recipes 1 by 1 you should approach the problem of base materials being in quality materials column systematically rather then fix 1 by 1.
  5. Fix item set bonuses. After months of fixing items 1 by 1 you should approach the problem of items missing set bonuses from their weight class systematically rather then fix 1 by 1.

Top 3-5 Most Important Feedback Topics:

  1. By far the most important one. Punish griefers. A guild on eu decided to quit the game and take server down with them by demolishing the building nodes. They only log in to demolish building or flood elections with alts to stall the nodes progress. This actually makes hundreds of players on eu server quit.
  2. Change shrine respawn. Right now pvp is dead in all scenarios as even if you win enemy will be back in 30 seconds at most. There are many options for it.
  3. Static material respawn is not fun for anyone. I get what you are trying to do in the future but game is nowhere close to where a system you imagine could work. Remove static rarity increase gathering roll. The hunting rarity is the correct template.
  4. Please nerf enchanting combination with waterfall stats e.g. int. Make it give intended 2% each level instead of +1 each level.
  5. Please buff defensive stats massively. Right now pen is so overpowered no amount of mitigation is worth anything. This is the biggest issue with ttk
idle cosmos
#

Top 3-5 Most Important Bugs:

  1. Mobs turning green.
  2. ( unsure if this is server or my delay ) mobs with charge abilities will charge in a direction away from me and ill still be hit for example: Desert Beetles, Giant Wolves anything with a charge ability.
  3. a lot of mobs are still running on air ( elemental golems, goblins rolling ) also added a lot of mobs underwater.
  4. jumping on a mount while still " in combat" and then leaving combat keeps the combat music until you "reset" ( enter combat kill, wait till your not in combat then jump on mount.
  5. Caravans are still being exploited, They need to not be able to spawn in a town, i thought you had to be out side of town but i've seen heaps inside, you can block gates with them.

Top 3-5 Most Important Feedback Topics:

  1. Strength and Int Raw Stats are the only 2 important stats as it gives you the other stats anyway, they need to be scaled down or make Raw Stat increase only Jewelry and have the armors give only the Mentality or wisdom ( its being abused in enchanting ) *would also like specific resists like Radiant resist or Bleed resist for PvP stuff
  2. As others are probably saying TTK is low, i am getting 2 shot by a Cleric with a wand? sure i am a mage but i have 3 heavy armor the rest light, i should be negating some magic damage.
  3. Mob Respawns are way too quick, and this ties into TTK too i feel a bit PvE TTK is too long and PvP TTK is too short, I would actually like to walk all the way into a POI and fight our way threw without being crashed on from behind after just 2 mins. ( Otherwise its just going to be static groups exp farming the exact same way as it has the last 2 alphas, Sit in one spot and pull, I assume that is what the mini dungeons are for right? )
  4. Not going to touch on Crafting and such since there is an overhaul planned so instead some professions need to be shown early in the game like enchanting or even Potion making as Novice scrolls are essentially useless after you get level 10 gear, no one even knows about Enchanting until they get to a node and look around properly, for the Power enchanting has, it needs to at least be brought up early game with the rest of the crafting quest in Lion hold/ Samia's hope.
  5. caravans give way too much gold for the distance they are travelling, and this is only the riverlands, i cant imagine the gold that will be spewed into the economy from people just going bottom of Jundark to the top of the Dunzekell mountains later on, and the fact is, most caravans are unattackable even with 6 people and hardly worth the time unless you and your party are enchanted fully to +4 or 5 on each piece, On the topic of joining caravans as defense, you get nothing out of it? no gold, no exp, its only risk, that is why people only join a caravan train if they are taking produce or commodities somewhere so they can get something for the trip.
coarse latch
#

Top 3-5 Most Important Bugs:

  1. Movement getting confused and having to toggle into and out of combat mode.

Top 3-5 Most Important Feedback Topics:
1)Static nodes - Intrepid has paid developers a ton of money to create this beautiful world, however once a node of a certain rarity is identified it is camped non-stop. Additionally this makes it extremly frustrating for people that have invested time and resources into better crafting gear only to be unable to obtain higher rarities from random nodes in any consistent manner when an alt with nothing can be gueranteed a Legendary every time. Please make this a priority so that crafters can get an idea if their contributions will be at all valuable or if the game will be dominated by people who can set timers with Alexa or Siri.
2)Artisan Bottlenecks - I love every bottleneck concept in the game, however as a GM miner with Epic+ gear I have yet to get epic or higher coal. That limits every upstream ability requiring Steel.
3)

eager hemlock
#

Top 3-5 Most Important Bugs:

  1. Tab targeting seems to target random enemy not the closest

Top 3-5 Most Important Feedback Topics:

  1. Make guards in nodes help citizens either in guild or node war
  2. Mele has such a big disadvantage in pvp. Is so easy to dodge a mele swing just from the distance and super hard to dodge magic spells. Also nerf cleric instant heal from 0-100
  3. Make mobs lootable more engaging. I would like to see some ore, plants, ingots, fragmets, pouches of gold, trees, etc. Like the flowers can drop you flowers and the djingo drop limestone. Add more variety to have some incentives to go out and farm
astral python
#

Top 3-5 Most Important Bugs:

  1. There's still placeholder text in some places, for example in the Territory Control event portion of the Node Relationships tab of the Node window during Node Wars.
  2. Item set bonuses seem to be randomly not applicable to certain items, like "The Brace of Balm" light gloves not contributing to the Light Armor set bonus.
  3. Rarity increase/rating seems weaker than intended; at 400+ lumberjacking rarity rating, I see an increase of Uncommon woods over Common but no rarity increases over 76 lumberjacking rating. At just under 300 lumber milling rarity increase rating I'm getting less rarity increases than I did with 30. Tested with over 300 processes and about 200 trees at this time.
  4. Mobs being "friendly" targets that I cannot damage with targeted abilities (AoE works still, which is odd)
  5. Caravan events cannot be manually joined by party members, though the game auto-assigns them one of two icons which aren't explained and make no sense.

Top 3-5 Most Important Feedback Topics:

  1. War declaration needs to be reigned in somehow. A corrupt mayor yesterday declared war on every other node and then vanished, making the game unplayable for every player under level 25 (Lotharia server). Suggestions include:
  • Make node declaration a citizen vote; not the best because zerg guilds will overrule this.
  • Limit a node to 1 outgoing war declaration at a time.
  1. I know your tank player stats have, well, tanked. The latest changes to tank make playing the class a pain in the ass. I would like to meet the designer who decided tanks don't need a toggleable aggro stance when fighters have 3 stances to flip between, and introduce him or her to any other MMO.
  2. I'd like to see a system developed for caravan defender pay-outs. It's a 1-2hr endeavor with no guarantee beyond word-of-mouth that the caravaners will pay the defenders upon successful completion. Please consider the awesome mercenary playstyles that will emerge and shape the game when a solo player can join a caravan defense with the assurance that he or she will get a share of the proceeds - or make it so that a caravan launcher has to front the gold for defense, with a limited ZOI where defenders can join the event.
  3. Please, for the love of all, give us a mailbox or shared storage ASAP. Even if the mailbox has limited functionality to begin with, let us send items to our alts. Steven claimed the game would be alt friendly, so make the Alpha test equally as advantageous for solo players.
  4. You guys and gals are rock stars, keep up the amazing work ❤️
vivid grove
#

Top 3-5 Most Important Bugs:

  1. NPC/Mobs turning Green (not attackable)
  2. Profession Tools Rarity not working
  3. Hunting Rarity too low % on high graded loot

Top 3-5 Most Important Feedback Topics:

  1. Change the Static node Rarity, maybe have a fixed roll % on this (example: 50% Common 30% Uncommon ..% Rare ..%Heroic and so on, then add equip rarity % on higher rarity)
  2. Reduce the Spawntimer of Willow and braid to 2h and maybe add some more nodes
  3. Add a Coal node (maybe only desert so the desert gets more relevant)
  4. TTK rework
  5. Just do a wipe for p3
autumn patrol
#

Top 3-5 Most Important Bugs:

  1. Unkillable Green Mobs
  2. Sometimes unable to heal bug
  3. Mount animation bugs

Top 3-5 Most Important Feedback Topics:

  1. Resource node randomization.
  2. Rework targeting group hotkeys. I use hotkeys to target group members to heal. Make the keys correspond to the group tracker UI. Also being able to reorganize it would be great. Ex. I move our groups tank to "F2" slot so they're easier to heal.
  3. Hotkeys for targeting people in a raid, outside your group. "F1" - "F-8" for group 1/your group. "Alt-F1" - "Alt-F8" for group 2. ect.
rotund remnant
#

Top 3-5 Most Important Bugs:

  1. Moving between the nodes in the desert randomly removes all buffs and they cannot be reapplied till relog
  2. Lots of gatherables unobtainable from being inside rocks and walls etc
  3. grem bite range still sucks
  4. Outside of combat tracking people is easy but the moment you both flag, the enemy seems to be lag teleporting about, even under ground in some instances making them hard to see or counter.

Top 3-5 Most Important Feedback Topics:

  1. Rarity on my gear isnt affecting out come of the gatherables due to the static nature (which sucks as i pilled a lot of time and gold into a JM alternate rarity pickaxe and see no reward for the effort)
  2. Make characters ( account wide ) so same guild, same roles within guilds (guild leader etc but allow for sub ranks like gatherer, PvP etc ) , mayors are mayors on all characters,
  3. when mining veins is implemented, think about having them as PvP zones with a max cap of people who can mine at its resource (say 2), high risk high reward kind of deal
  4. Y'all are doing an amazing job! Thank you for blessing us with this vision!
stuck cairn
#

Top 3-5 Most Important Bugs:

  1. Mouse drag for either camera or move direction sometimes results in Z-axis flip, either reversing the player's direction or pointing the camera at the sky. Tested with two different mice, including one brand new one. This is the only bug which almost makes the game unplayable: leading cause of frustration this week!
  2. Multiple client crashes, including taking down the entire PC on some occasions. This is much worse since the previous patch. I note several areas in the tropics while driving caravans that will reliably cause this.
  3. Tank courage sometimes stops generating, seemingly at random.

Top 3-5 Most Important Feedback Topics:

  1. Static rarity node spawns. Really an economy killer.
  2. Reduction in caravan cargo sell values. Also an economy killer, and reduces PvP activity.
  3. Please fix tank grit. I've never met a tank who thinks this change was a good idea.
  4. Thank you for all your hard work during the post-patch outages. I know first-hand how stressful this can be on a team, and we appreciated your continuous and prompt communication with us while this was happening.
timber hollow
#

Top 3-5 Most Important Bugs:

  1. Ranger’s Scattershot consuming the second use on the first use
  2. Mats not being properly consumed for large processing orders (100-250)
  3. Being Teleported to Carphin while driving a caravan

Top 3-5 Most Important Feedback Topics:

  1. The node markets are nice, but not being able to search for items by name is rather tedious
  2. Rarity increase from tools and clothing not working at the moment makes gathering high-end mats a nightmare due to resource node competition
  3. Processing Mats currently takes forever due to being locked into using set amounts, which we often don’t have enough for. A slider for the quantity would be great.
candid ruin
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Commission Boards
  2. Town buffs
  3. AH timers running while server down.

Top 3-5 Most Important Feedback Topics:

  1. Commission board bugs
  2. Town buffs dropping after resets
  3. AH timers running while server is down.
patent merlin
#

Static resource rarity and timers above all else

Bugs

  1. Caravan Stability and Commodity pricing
  2. Mobs turning friendly/unable to be damaged. Seem to only have this issue when fighting near my mount.
  3. Cannot start new treasure maps. RIght-click causes message "Treasure Hunt Limit Exceeded"
  4. Right click functionality in bank<->bag move situations stops working
  5. Broken quests - Put to rest,again; Burnt Ends;
  6. Mounts getting frozen - Minor
  7. No permanent option to stand while mounted - Major

Feedback

  1. Static resource rarities and timers
  2. Coal is too rare
  3. Adjustable processing quantities
hard pike
#

Top 3-5 Most Important Bugs:

  1. sometimes, when submitting a bug report, the game freezes. This can also end up crashing the game.

Top 3-5 Most Important Feedback Topics:

  1. the marketplace search function needs attention. At the very least, doubling the store description to 100 characters would be a good short term solution.
  2. We need some way to easily figure out what profession stations are at which nodes and at which level.
karmic jacinth
#

Top Bugs:
🪂 1) Falling Through Map when loading into the game.
🐎 2) Mount Visual Bugs.
⚔️ 3) Player Visual Bugs. IE: Weapons, facial hair.

TIME WASTERS:
⌛ 1) Travel Time: Too many reasons to need storage, means frequent trips, and less playing the game.
👀 2) Looking for Group: Wasting long periods watching the global chat window.

frigid ivy
#

Top 3-5 Most Important Bugs:

  1. After a time you lose the ability to move things in and out of storage with right click until you re-login
  2. Occasionally you lose the ability to see status effect text on enemies until re-login, doesn't happen as often as p.1 but still annoying
  3. Tank's Reflect going into CD without doing anything if cast during another animation. It should queue.

Top 3-5 Most Important Feedback Topics:

  1. Food should really, REALLY be removed from vendors. As it currently is renders the entire profession irrelevant. No one's complaining about it because no one does cooking.
  2. Tanks are severely underpowered in every aspect. It's the most sought after class, yes, but that's because no one wants to play it.
  3. Node wars is just high level players from both parties going to the other party's node where they just get scores by one shotting low level / undergeared players uncontested, and people ending up just feeding them kills to end the war sooner
plucky pine
#

Top 3-5 Most Important Bugs:

  1. Falling through the map on a caravan
  2. Caravan commodities sales been cut in half
  3. Steel Bloom doesnt drop steel bloom gear anymore/sewers are closed so we cant reach content
cyan bridge
#

Top 3-5 Most Important Bugs:
1)skinwalkers not dropping carcasses from hunting.
2) various recipies broken or needing wrong materials to craft.
3)**

Top 3-5 Most Important Feedback Topics:
1)a way for the mage shell to be reduced in cooldown. All other classes have some way to heal, a mage shell makes sense, but our group had the idea that if you cast shell and don't take the full damage of your shell by the time the cast runs out, it could reduce the cool down until another cast. Adding a layer of skill/risk/reward to the spell, while staying thematic with a mage not healing. Obviously would need balance but it... feels wrong that mage can't even semi self sustain
2)
3)

unique venture
#

op 3-5 Most Important Bugs:

  1. Mobs still turning green to players randomly, yet still able to attack. Big problem
  2. Caravan players still teleporting to Carphin randomly

Top 3-5 Most Important Feedback Topics:

  1. Please change the static node rarity. This system is horrible. There's no way to contest static nodes. Even if you change timer to dynamic it's won't work at all
lusty sun
#

Top 3 bugs

  1. trading a lot of resources with another player cannot be completed even if they have enough room when the first bag (sanctus bag) has items in it.
  2. Spawns cannot be seen because they are under the terrain or inside a rock, but still capable of hurting the player.
  3. Green mobs

Top Feedback Topics

  1. Freeholds are all owned, but many users are not utilizing them at all because the functions they want are not in yet. Set up a system that allows them to change hands so others get a chance to test them. Perhaps a tax system that if not paid because a player is not on or utilizing them it kicks it back to purchaseable.
  2. Weeping Willow spawns are laughably few. This means that those with freeholds can corner the market by farming them greatly slanting the game towards those capable of playing it constantly. Not to mention making the cost in game high.
  3. Static resource spawns
  4. Caravans just do not have enough reward to merit the risk especially in the current build. Maybe once the map opens a bit more and the physical space widens...
arctic sparrow
#

Top 3-5 Most Important Bugs:

  1. Suddenly standing on my mount when riding. It is hugely distracting and dismounting, dismissing your mount and then recalling it is time consuming. You can ride standing long enough to go back to the seated position but it takes a while.

  2. Mobs that are not attackable. I am not talking about just the ones stuck in rocks either; there are random mobs, most frequently nearer nodes, that just stand there and refuse to lose more than a point or two of health. The only upside is that they don’t attack back unlike those stuck in the terrain.

  3. You can’t consistently right click and transfer items. Having to drag and drop everything is time consuming and frustrating.

  4. While I can see the point of static nodes they should never be on a set timer nor should they ever produce anything over the uncommon quality item.

  5. Broken Mayoral quests. There are ones that you can’t turn the items in for and there are ones that don’t even register that you are collecting the items (fish) for.

Top 3-5 Most Important Feedback Topics:

  1. The ability to adjust processing quantities. Maybe add a slider. The current options are much to limiting.

  2. Please add a decent search function to the marketplace; the current one has some serious issues.

  3. Global chat has so much LFG, WTB, WTS type of chatter that questions and other chat is getting lost. It would be great if we could get a channel for buy/trade/sell and one for looking for group or even just another global general chat so people can talk about the game without their comments getting lost in the other chatter.

  4. When you login to the game and your Node is at war you should be given an on screen notice and a 20 or 30 second timer to log out again. During this time the enemy should not be able to attack you and you should not be able to complete any transactions or move about. It is terrible to log out of the game thinking that when you log back in again you will be safe as you are in your home Node only to be instantly murdered and your body looted.

  5. Give us more ways to level solo characters please. Right now the grind for solo leveling is gruesome.

fast hollow
#

Top 3-5 Most Important Bugs:

  1. it should not be possible to target the driver of a caravan and kill him in three shots
  2. pvp flagging is wonky... still

Top 3-5 Most Important Feedback Topics:

  1. storage ... storage... storage... Need account level storage; apartments; some way to transfer things between alts.
  2. hunting is very place holdery; impossible to get blue or above animals
  3. crafting is impossible with the current node limits
ocean flicker
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Location warping. When respawing sometimes I'm spawned 1/2 way across the world, maybe to someplace I haven't been in days.
  2. Can't trade survey pylons (maybe intended?)
  3. Friend list frequently wiped out

Top 3-5 Most Important Feedback Topics:

  1. Treasure hunting should be an artisan skill with mechanics instead of making it based on the players eyesight and graphics to see a chest. Perhaps after traveling to the circled treasure area a "scan" is performed to determine direction and distance to the treasure. Lower treasure hunting skills would result in this a larger margin of error in the results while a GM treasure hunter would get more precise measurements. Maybe a graphical arrow to point the direction, short arrow means near, long arrow far. This works with the system today and could be expanded upon later with ocean treasure hunting etc.
  2. Caravans: While fine today. In the future they should somehow incorporate player crafted goods for transport. Similar to the Archeage packs. Provides an outlet for crafted goods other than just trying to sell to other players.
  3. Keep up the good work! Most serious bugs squashed minus some networking/performance stuff.
frigid osprey
#

Top 3-5 Most Important Bugs:
1)it takes two times to summon your mount a lot of times.
2) the sweat of your brow glitches on the tree gathering part. Not great for a very important starting quest.
3)

Top 3-5 Most Important Feedback Topics:

  1. not being able click on a resource and see what it is from a distance is quite annoying, especially when some of the stone looks so similar.
  2. not having a sliding scale to just process as much as you want when processing is just crazy. I just want to process my whole stack and not have to gather until I get to the an arbitrary amount is annoying.
  3. being able to buy from a node but not sell at a node seems odd. You are economically throttled. Why not just be able to sell at the node for a steep tax?
violet egret
#

My current Top 3 - 5 concerns:

  1. Economy: At the moment it does not really work. Everyone just wants to buy the legendary materials and sometimes epic. Lower rarety materials do not sell at all or only for absolut dumping prices.
    While this will be played down by alot of current testers it becomes a huge problem when the game gets released. Once the economy reaches a certain point new player will not have alot of chances to make
    money to skill or level up their Artisan profession. Only the first players that started early will have the advantage of decent prices or make alot of money. Players that come at a later point wont have this chance.
    The economy needs to be revamped completely.

  2. Tying into 1. the rarety system is also not working properbly. It should not be possible to receive heroic, epic or legendary materials from the beginning. There needs to be a a certain skill criteria for a chance to drop heroic, epic or legendary materials. Heroic, Epic and Legendary materials really should be very rare. Right now they are to common and as such everyone is only looking for legendary materials to craft stuff. This causes lower rarety materials to be completely ignored. Which in turn causes prices to plumet for these materials.

  3. Marketplace: The marketplace needs to be revamped. Right now it is absolutely not helpful. It needs general search parameters set by the game instead of having players set them. As such the search could be streamlined and would result in better search results. In addition the setup fee for materials should be based on the rarety of the material and the amount of material instead of a flat fee for everything.

  4. Again economy. Selling materials to a vendor should provide different amount of silvers for different rare materials. Right now regardless of which type of material you sell to an npc you always receive the same base amount.

  5. Crafting: The processing amounts need to chance. Players need to be able to enter their own amounts for processing materials so you can for example process 14 items or 8 items or 6 items.

crisp carbon
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Sometimes while playing in action combat mode a bug occurs that causes you to lose control of your character unless you cycle between tab and action

Top 3-5 Most Important Feedback Topics:

  1. Combat feels like it lacks meaningful reactionary input, such as dodging and blocking being mostly meaningless
  2. Dodge animation goes way too far, the motion values need to be toned down a lot, and if you do a short hop at the end you can go almost the same distance twice if there is any variation in elevation from the start to the finish
  3. Fighter and Tank need to both be tankier, respectively, and the cooldown for Blitz needs to be a quarter what it currently is
lusty meteor
#

Top 3 bug

  1. you can be citizen on may node with your alts, that allow many exploit
    2)sometime mobs are green and can be attacked (but they attack you)
  2. guard attacking there own citizen during node war with no reason
  3. you can't use the citizen cloak if you abandon citizen, you you don't want to have all the cleric in one town, all the fighter in an other and all the mage in a third one (cloak should be tradable, and use be anyone)
unborn girder
#

Top 3-5 Most Important Bugs:

  1. Caravan's commodities paying less gold per run
  2. Caravans disappearing is still the most frustrating thing during the alpha. Seeing friends losing theirs for bugs makes me not want to interact with the system
  3. Mobs disappearing from their spot until next reset. I've seen players bugging mobs on purpose to deny access to enemies or just for the sake of trolling
  4. Flagging for PVP by just pressing "F" instead of "alt + F". It has caused some accidents before, as well as seeing people purple when they are not
  5. Roads not buffing speed. The world is too big and I spend hours going here and there just to buy items. I miss any little speed increase

Top 3-5 Most Important Feedback Topics:

  1. Fix the Corruption System. The current version is turning the PvX into PvE
  2. World boss could be a PvP zone sometimes, so we don't need to declare 4h Wars in 3 different guilds just for fighting 15 minutes
  3. There could be a way to see the items selling in the market of a different node, even if you can't buy them from distance. Going from city to city just to do a price survey is not a fun gameplay now that we only have a few nodes, I can't imagine how it will be in the future
misty wren
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. Road buff. It would be great to see this return, providing a risk/reward choice of predictedable routes vs faster travel.

  2. Broken gathering quest turn ins.

  3. Tank Reflect canceling itself far too easily, I've had it cancel itself instantly when triggered mid auto attack animation.

  4. Node buffs disappearing on reset, should persist and be on a 12/24/48 hour timer.

**Top 3-5 Most Important Feedback Topics:

  1. Static resources need to change. Timers, locations, and rarity should change with every spawn. To promote conflict, static veins or clusters of resources could exist with faster respawn timers. Possibly as an event on the map with higher rarity chances, possibly even as the only way to obtain the highest rarities

  2. Processing should be able to use different rarity items and average the outcome, similar to crafting.

  3. Crafting and processing recipes should have more generality in the resources required. It could be interesting to be able to mix and match ingredients for a quality and/or rarity decrease or increase depending on the relative tier of the items.

  4. Similar to 3, Currently many materials are borderline useless while some are very over represented in the available recipes.

gilded garden
#

Feedback

  1. remove static gathering nodes
  2. Add a slider to amount of mats to process, instead of making us choose set increments
  3. Hunter profession is a bottleneck to the entire crafting system. It's relied on for most items and it can't keep pace with the other gathering jobs. It's seems near impossible to get higher than a blue carcass.
weary ivy
#

Top 3 Most Important Bugs

  1. In action combat mode, some actions (Like moving between server workers) cause the mouse cursor to appear and you cannot move your camera with mouse movement or attack with left click but you also can't attack with Q
  2. Fighter's whirlwind cancels its animation. Most of the time you can work around this by blocking before pressing whirlwind but that doesn't always work. I think this can by only allowing whirlwind to be cancelled early by pressing the whirlwind button again or using another skill. Not by blocking or auto attacking
  3. Monsters spawn inside of mountains or walls but can still attack you. Pretty self explanatory
    Top 3 Most important Feedback Topics:
  4. ADD 2H MACES AND AXES. I know in the dev livestream Steven said the team was working on axes, but from what I've seen already there appears to be a lot of Maces already in some branches of the game. It would definitely be nice to have other 2H melee weapons available since a lot of other weapons have multiple varieties to choose from
  5. Increase drop chance for coal. I don't think its intended for coal to be so rare that you get 10 or 20 levels of mining experience before you get enough coal to make one weapon.
  6. Reset the freeholds that belong to banned players! I know the freehold system is getting overhauled soon but it seems like 3 or 4 lines of code will fix this problem..
    if (player.name in banList):
    if !<unordered_map> freeholdOwners(player.name)
    freeholdOwners.erase (player.name);
mental spoke
#

Top 3-5 Most Important Feedback Topics:

  1. Node wars - town node should be fairly safe, guards should engage players from enemy nodes. When enemy node declares war it should have at least 1-2 hours timer before start to let everyone organize and prepare. Right now it is just slaugter of crafters inside node.
  2. static gatherablers are just bad for economy. We need more randomization to get sense of exploration
  3. We need storage/trading system between alts and extra player slots would be nice. It is 4th month since start of phase 2 and we could use more than 5 slots especially with rogue coming soon
spare ibex
#
  1. GUILD STORAGE PLEASE
quasi owl
#

Top 3-5 Most Important Bugs:

  1. Enemies becoming green, preventing attacks.
  2. Caravan stability. Getting launched out of your caravan seat and teleporting multiple nodes away.
  3. Please fix the VFX on Bard Melodies. If you have a Melody running when you get on your mount the colored ring is stuck until you relog. Probably the single biggest reason I relog frequently over a longer play session, and has multiple times led to me thinking my Melody was running when in fact it had dropped due to a CC / forgetting to turn it back on after dismounting.

Top 3-5 Most Important Feedback Topics:

  1. I know you guys are getting a lot of flak around static gatherable spawns. I agree that some variance in respawn time is necessary (i.e +/- 5% RNG on timer). I've been thinking a lot about this and I think concerns would be alleviated for a lot of folks if you could provide some clarification on the intended Surveying experience. The wiki states:
  • "Surveying can also identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in."
  • "Surveying can help uncover hidden resources that are not visible to the naked eye."
    If the intended Surveying feature allows you to see rarity and respawn timers for nodes that have already been harvested, then I support your intended vision as I think that will create the friction you're looking for. If not, I'd agree that the static node spawns need to removed and involve RNG at the time of respawn. If I know a Legendary Giant Bluebell is expected to respawn in an area in 10-20 minutes I'd actually stick around and wait for it, which would put me into conflict with whoever harvested it 4 hours ago and has a timer set.
  1. Please no winter for a while. I love winter, but that was so much winter in a row and it's winter in real life.
devout gorge
#

Top 3-5 Most Important Bugs:

  1. Right click to move things between inv/storage constantly breaks
  2. Water not being flush with terrain on sides/missing in several areas
    3)When gathering, the 1 second wait between being done harvesting and the actual material breaking and being gathered is really REALLY annoying
    4)Mobs and materials being stuck in terrain
  3. Getting citizenship>buying a 3rd tab> renouncing citizenship gets rid of BOTH tabs. Should be just the 3rd, right? You should still have two but you'll lose both.

Top 3-5 Most Important Feedback Topics:
1)Static material spawns are terrible and boring for everyone involved, even if you're the one gathering a legendary node, its not exciting after you find it and set a timer.
2)Market UI is terrible to find items to buy, and even if I cant buy it directly from one node's market, id appreciate being able to see whats listed elsewhere in other nodes so I know if I walk across to the other side of the map, its worth the trip(i would argue for prices to not be displayed, just the item).
3)Notifications for when world bosses spawn.
4)A LFG and trade channel, probably a recruitment channel before beta as well. Along with being able to rightclick names in the chat box to whisper/add/invite
5)Guild storage, pls.

strange flicker
#

Top 3-5 Most Important Bugs:

  1. new Carph event makes healers not able to heal unless they are in combat mode/pvp flagged
  2. if you jump off your mount to gather wood, do pvp or anything it sometimes gets "stuck" and you cant remount unless you call the mount back and spawn it in again
  3. enemies becoming friendly/mounts where you have to relog to be able to fight them
  4. using your node storage sometimes bugs your right click to not auto fill and you have to relog up to multiple times to get it working.

Top 3-5 Most Important Feedback Topics:

  1. make war decks have a set timer 1-2 hours so people cant spam them. aswell as that it would be nice to see a time limiter like 5-6 hours before you can war deck again. my popups are nothing but polar, nova ordem or envius that are fighting
  2. memory leaks happen to often when in high populated areas or areas like carph and forge.
  3. fighter class seems like the bottom of the food chain when it comes to pvp unless you invest 100's of gold into gear scaling. its all about ranged combat where a fighter cant use abilities.
  4. gathering high rarity materials like wood and ores are not possible when the rarity spawns arent dynamic and every big guild just has a timer and an alt standing at high rarity spawns.
  5. having guild storage added aswell as giving guild storage perks trough leveling the guild would make it more enticing to actually leveling the guild.
muted spoke
#

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

Top 3-5 Most Important Bugs:

  1. Continued lag around Oakenbane, Carphin, and Steelbloom. (i9 9900K, 7900XTX, 64GB RAM, 800mbps)
  2. NPCs become green-name and unattackable for no apparent reason, requiring a relog to fix.
  3. FPS is severely degraded during large PVP battles.

Top 3-5 Most Important Feedback Topics:

  1. The scarcity of high grade coal and silk are massive, unbalanced bottlenecks.
  2. Need to be able to attack/defend a caravan without dropping group or passing lead.
  3. All resources should be random spawns. Making resource spawns predictable does not typically generate PVP/content, because no one knows about the spawn except the person who found it.
  4. Buff icons are difficult to read. They should be resizeable, and separate from the health bar.
  5. We need more hotbars, please!
    ======================
steel trellis
#

Zynthrall's Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. Spawning layer/plane (resources and mobs spawning below/above ground). Still locks out resources and makes mobs unkillable death machines.
  2. Water/swimable area not spanning fully to riversides. Noticeable in Halcyon, makes it impossible to go across the river one direction.
  3. Caravans lost when converting between land and water over nodes. Very disheartening and unnecessary risk to already high-risk gameplay**

**Top 3-5 Most Important Feedback Topics:

  1. Maybe give an option to start in desert area instead of Ruins of Aela. It would help spread people out when rogue comes out.
  2. Let players give up a freehold, regaining their 100g when they do. It would help reset/clear bugs and issues found during Alpha.
  3. Add /roll XX to roll a random number from 1 to XX party chat. It would let Master Looter be managed easier, and let people Deathroll (gamble)**
worn atlas
#

Top 1-3 feedback:

1.) change static rarity spawns
2.) Guild storage to allow for better coordination of economic growth for your guild
3.) allow shared storage across your account
4.) update on how the “revamp” of professions would be greatly appreciated as a “mostly” solo player looking to find a grindable side activity (like farming materials) that is meaningful.

lyric canyon
#

Top 3-5 Most Important Bugs:

  1. I renounced Citizenship and lost everything in my second storage slot. I had paid for the three additional storage slots, and before renouncing, I removed all of the items from the bottom two storage units (since I know you don't get those as a non-citizen). I had lots of items in the first two storage slots. After I renounced my citizenship, Everything in my second storage slot was gone. EVERYTHING! No warning I was going to lose these items. Nothing. If I had paid for four storage slots, and renounced my citizenship, I should only lose access to the bottom two slots. Worst case scenario, at least give me a warning I will lose those items. I tried logging off and back on and the items didn't reappear. This needs to go into the known issues category so other people will know about this.
cursive hemlock
#

Top 3-5 Most Important Bugs:

  1. Inactive/stuck mobs, ESPECIALLY casters. I've noticed a LOT of mobs spawn on structures or get stuck in them and sort of "Evade" and reset hp. Casters are a big problem and the only way to even kill them is to get everyone fighting it on top of it to kill it, but then it just respawns there again.
  2. Friends list? What even is the point of it when it just gets reset every time I play? I have resorted to taking physical notes of names of people I play with and even then, I can't see if they're online until I try to add them again.
  3. Treasure maps being used but never showing a circle or quest area to search for it, then locking that character out of ever doing maps even if they abandon the quest.
  4. Quest inventory full of useless/repetitive items with no indication of how to use them or get rid of them.
  5. Sometimes my party frames disappear, they do not reappear when I relog, I have to be kicked from the group and re-invited to use them again. Additionally sometimes some party members cannot be targeted, as a bard that means I cannot buff or heal them.....

Top 3-5 Most Important Feedback Topics:

  1. The Fluidity of Action combat mode. It feels good to play in, but I don't want to use it because of the menu. I have to switch out of it to even use or interact with anything and it feels bad.
  2. Solo play is almost impossible, there needs to be an easier way to retain solo players, or make it easier to find a group for something. Not necessarily a LFG queuing option, but maybe a chat channel or window specifically for finding groups?
  3. I don't like handholding and I'm all for having players figure most things out on their own, but maybe more of a tutorial on systems in the game? Such as "This is how you flag for PvP" or "to even be able to dig up a treasure, you need the equivalent level digging tools"(That last one I spent way too long trying to figure out...)
honest field
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Some quality video settings don't save after logout

Top 3-5 Most Important Feedback Topics:

  1. Like everyone before me, static resource nodes. It's unfun and totally goes against the whole quality system that you guys have made for the artisan gear. Make gathering gear actually useful and have other server wide events that spawn static resource nodes to support competition.

  2. Flying mounts being to impactful. In some situations, flying mounts give such an advantage to the majors that it's not even fun anymore to compete as a normal player. We had this happen with our last resource race where the server unlocked JM lumberjacking. Every time a node finishes a higher rank gathering building, a resource race starts for all gatherers of that specific profession. It's a fun event that happens because most of the time, these higher level nodes have already spawned in the map and everyone is racing to get their piece of the pie. Having major's use flying mounts in these kinds of races is just straight up unfair. It destroys the whole idea of the resource race as they have the fastest mounts available. They had such an insane lead that when anyone was even able to get to the biggest area with t3 tree's, the whole forest of braidwood was already completely gone. These were more then 30-40 trees while some people used death quick travel to the area to get there as fast as they could. It just ruins the whole fun of these events.

  3. T2 and T3 trees being extremely hard to find + constantly farmed by a player that has set a timer. A possible solution would be to change a great portion of all tree nodes from their static and pre decided wood type to variable nodes. Give these nodes the chance to spawn T1, T2 and T3 trees having a % chance for each tier. Possibly add a pity system that adds increased chance for a T2 or T3 chance after each time that a T1 tree has spawned on the location.

thick hemlock
#

Bugs

  1. HIDE ALL CARGO LISTING FOR PLACES THAT HAVE NO CARGO! This will kill the deadly Clicking Lionhold / Samia's Hope kills your current node's caravan storage bug by hiding it them forever.

  2. QUEST INVENTORY IS GETTING FULL OF ITEMS I CANNOT MANUALLY DELETE OR TURN IN AGAIN. On my main, it is raven eyes that Hruk won't even take from me anymore, and for my alt, it is erroneous Caravan Equipment (or similar) that the goblins are dropping, and well as the non-stacking trash items they won't accept anymore. I've heard Hymn 7:7 (7:8?) has similar issues.

  3. TREASURE MAPS ARE OFTEN BURIED OR OTHERWISE INVISIBLE. Being partially or completely underground, being under a decorative object or structure, and effectively only discoverable by sheer luck, is quite a problem.

Issues

  1. HIDE ALL CARGO LISTING FOR PLACES THAT HAVE NO CARGO! Seriously this is a big deal, I lost all my top rarity journeyman materials that were stashed for later use and I accidentally clicked Samia's in Cargo when I meant Storage a couple weeks ago. I put in a ticket but it has been a month since people lost stuff to the race condition and they're just now being contacted about getting stuff restored so I get the feeling this "known issue" loss of mine will not get restored. Alpha's be alphas, but we shouldn't have two "please wreck my cargo" buttons in the first place, and its been long enough that ANY solution beats the hell out of leaving in self-sabotage buttons.

  2. PTR needs help. It was a well-oiled machine in P1 but in P2 it has been hit-or-miss. We've never been able to equip the journeyman tools so we can never really test the artisan system, generally I'm not aware of any villages being set up with facilities so players can engage in journeyman artisanry regardless. The tests are too short to thoroughly try out what's being tested, and they aren't focused enough to help head off issues like the recent treasure-sized drops from mobs in the desert that required a rollback. I appreciate the time and effort that the team puts into them, but I feel like a bit more work and coordination can make every testing session far more valuable to the team.

  3. I'd like to retain my gathering progress for up to a couple minutes. This way when a player CCs me off a rare resource, I can get back on it when the CC wears off and still have a chance to grab it. That doesn't resolve the pesky issue, but at least it gives players a fighting chance to finish a gather they almost completed before being hit by the CC.

lyric yarrow
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Auto attack randomly stops working need to log off and back on to fix
  2. randomly cant steer mount need to dismount and remount to fix
  3. random harvesting stops just before finish need to restart

Top 3-5 Most Important Feedback Topics:
1)
2)
3)

viral abyss
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:
world map not displaying party members at max scrolled out distance.

Tank Wall ability has mobs walk right through it.

The target of target is linked to target's name plate in the UI, it seems unintentional.

**Top 3-5 Most Important Feedback Topics:

Attacking someone who is tagged for PvP should reset tag time, bards are too strong at harassing and running away

Not setting specific amounts for processing,if it's a programing issue allow use to do stacks of 2, 3, 4, 6, 7, 8, 9, 15, 20, etc it's not fun to clean up inventory 1 minute at a time.

Increase time allowed on market. It'd be nice to only have to spend 3 hours traveling from town to town doing auctions only once a week. Instead of twice.

Tank archetype wall ability should allow for mouse scrolling to rotate wall.

Stacks od grit are too short (or too expensive) and there needs to be a better visual indicator to show stacks falling off, also stacks shouldn't clear it should go for stack of 2 to 1 instead of 2 to 0. As a Tank I have a lot to look at and the small icon under my name is hard to track

Mounts are getting faster and faster so when you click on a player their target should be their mount and their mount should be targeting them so it's easier to select what you mean to click.

blissful relic
#
  1. Caravan return is %50 less then normal
radiant fractal
#

Top 3-5 Most Important Bugs:

  1. FPS drops to 10-30 in the city. In the mass PvP its impossible to play.
  2. Grapple (chain) doesn't work in PvP (Tank)
  3. Resources respawn in one time and one rarity. 2 hours metals, 4 hours wood
nova whale
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. camera movement doesn't exit chat input in action mode (i have to literally send the message to leave chat input and control camera, which causes a lot of death)
  2. camera often doesn't work in action mode when auto-running, opening map, then closing map (only fixed with a relog)
  3. lagging (especially carph, gravespeak, wars, etc)

Top 3-5 Most Important Feedback Topics:

  1. if you're going to ban casually rude words against men in the chat (like "simp"), ban actual gendered slurs against women (like "bitch")
  2. randomize rareness of materials to avoid camping
  3. caravans give way too much gold. its the get-rich meta and super boring that no one can really compete in the game at all unless we do them all of the time. the 2 times i tried, i had my storage tab cleared 3 times before i even took off (everything vanished and never came back), so i'm not personally interested in testing that one particular feature anymore
small grotto
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Trading. Specific bags do not count a free space when you try to trade with someone. The trade will say "full inventory" and you have to do smaller parts like 6 or the size of your normal inventory.
  2. To place the clerics "circle of healing" on an uneven terrain (like stairs) is hard and sometimes not possible.
  3. Horses loose the animation after certain jumps and or float like a wet bag around.

Top 3-5 Most Important Feedback Topics:

  1. Purge (2 things) is fine. Not to much not "nothing". There are some poisons in the desert that are not possible to be banned. Is this correct ?
  2. The "bless weapon" could need a light effect to look even more "godly" or to have a small light in darkness.
  3. The desert looks great !
light dew
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mobs turning green and I'm unable to attack them.
  2. Changes to Chat settings revert after relogging
  3. Mobs getting stuck and not resetting

Top 3-5 Most Important Feedback Topics:

  1. Materials should move around more to promote more dynamic engagement and so specific people can't cheese it for others to not get any.
  2. Buff icons hard to read/see, especially when there a count on them. Size and position should be more customizable.
  3. Give us filters for the chat channels or at least a trade / LFG channel to move that off the global chat.
manic gazelle
#

Top 3-5 Most Important Bugs:

  1. Mounts always breaking.

Top 3-5 Most Important Feedback Topics:

  1. Couple more City nodes
  2. Static Rarity Spawns
  3. Willow feels super rare considering there used in everything
  4. Slider bar on crafting or increments of 20 to match how they stack (doing 25 is super annoying)
clever lintel
#

Top 3-5 Most Important Bugs:

  1. Bag transfer
  2. pylons + trade
  3. mount mobility with rocks

Top 3-5 Most Important Feedback Topics:

  1. only one T2 tree
  2. too much people farming the same named
  3. need a commercial chat
  4. need a guild bank or something to share items with alt
  5. hunting rarity increase
opal egret
#

Weekly Feedback - 03/3/2025

Top 3-5 Most Important Bugs:

  1. caravan goods sell for 0
    2)mobs running through walls and get stuck
    3)caravans still cant be attacked/ or randomly get teleported to carphan emberspring

Top 3-5 Most Important Feedback Topics:
1)please please PLEEEEASE make gatherables at least random instead of static !! at the bery least!!
2)add more hunting animals!!! even if its lower tier rarity why are there like 20 spawns for otters and only 2 are static rare rarity WHY STATIC... more willow and braidwood trees!!! i get its an alpha nad they may not spawn in this area normally but man the amount of possible trees and whatnot in the world is horrible!!
3)my only complaints aboce about what should be focused on this week or so, your doing great guys!! kep it up 😄

indigo igloo
#

Weekly Feedback - 2/27/2025

Top 3-5 Most Important Bugs:

  1. Higher rarity availability of hunting materials due to Hunting nodes only spawning at common starting rarity (fat/hide especially)

  2. Node Buffs being wiped on server restart - This is making it very difficult to maintain any node buffs on EU due to the timings of restarts/hotfix patches

  3. Bear Carcasses are very hard to get due to the drop rate being 20% of hunting drops.

  4. Mayor Herb/Lumber commissions are currently unable to be completed as you are unable to hand the materials at the mayor depot chest.

  5. Tank grapple is very flaky.

Top 3-5 Most Important Feedback Topics:

  1. All materials required from hunting are significantly lower supply than all other material sources. Higher rarity resources especially.

  2. Processing should work like crafting. Allowing us to mix rarities while processing would make overcoming some of the the supply shortfalls in the economy less bad (hunting mats).

  3. Offensive stats (str/int) are scaling far better than defensive stats (con/resists) and player health. This is leading to TTK being way too low and will only continue to get worse as Player gear level slowly increases.

  4. Tanks are not tanky enough in PVP. We have 0 damage but our defensives are also not great either. We should be tanky with lots of CC but currently in PVP we just get one shot the same as anyone else.

  5. The game is based around a player crafted economy. There is FAR too much artisan crafted gear on vendors. This is hopefully just for testing, but it invalidates a lot of the main game loops when you can buy, artisan clothes, bags, enchanting scrolls, gear on vendors for very little gold.

spark glade
#

Top 3-5 Most Important Bugs:

  1. NPCs getting stuck in walls and stairs and such really sucks when playing. Tends to ruin exploring maps.
  2. AOE and shots not being stopped by walls. You should NOT be able to shoot NPCs through walls. Should not be able to anything to them through walls and the floor. Same for them to us. They should not be able to blast people through walls.
  3. Combat mode swapping half working sometimes. Getting stuck in keyboard movement during combat swap and having to do an action to break it from mouse control. This happens everywhere. This feature for control needs to be fixed.

Top 3-5 Most Important Feedback Topics:

  1. Player group controls. You should be able to click a persons name in chat and control features like whisper, invite so you don't have to root command a prompt line for it every time.
  2. Auction house sucks to search through. Why are we searching peoples descriptions and not the actual items, or better yet. I don't care who is selling it, just list the items i search for. All of them in that town and let me pick best price. This will help keep the mark more competitive.
  3. The memory leak that appears to be happening over time playing the game. This is crazy annoying to have to reset the game every couple of hours or play with dramatically reduces FPS.
brazen badger
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Standing on your mount while the mount is still going
  2. Sometimes Reflect on Tanks will not animate and will do nothing even when pressed/ if it goes off and does block a hit nothing happens either/does no damage returned to mob
  3. some hits not registering while attacking as a tank ( basic Attacks) and then sometimes mob attack register from way too far

Top 3-5 Most Important Feedback Topics:

  1. rarity among gatherables stays with node until reset. wish it was all random so when you would get an item it would mean something
  2. A Rarity glow system similar to albion online they do that well and there is always pvp for those resources
  3. a salvage system for goods wether that be items made, found, or stolen. and for animals as well get something even if its soemm glint or money or mats like a chance at it anyways.
  4. Make curio coins useful by having player dungeons appear around or join a dark faction that lets you become a dungeonLord or dungeonmaster protection your dungeon and levelling that way.
  5. Proffesions need some love or like a way to be slightly more meaningful than their current impact. need a way to make them special like selection your main focus of the game wether that is exploration and gathering or crafting and proccesing or just straight out combat either pvp or pve. can get like buffs for that specific playstyle and if you break your style of play it becomes a debuff
boreal scaffold
#

Feedback: We need a sprinting ressource bar for the mounts like in every other Game (ESO for excample), it feels bad in the actual state that u can press a sprint button only like every 30s and than u can only sprint for like 10s, especially in a game without fast travel its important to quickly travel with the mount from A to B. Add the possibillaty to increase the mount speed and stamina (like its done in ESO) in AoC it can be done via artisan maybe. 2.: the Word Mini Map needs love: look at the mini map in Skyrim etc.. needs to be in 3D and interactive. The minimap can look like this at 3:24: https://youtu.be/EG9UqwqS2ug?t=204 3.: rightclick in chat window on a playername and be able to whisper / invite to group etc..

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mossy owl
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Node buffs wiped on server restart, they should persist through a restart.

Top 3-5 Most Important Feedback Topics:

  1. Need more open world PvP events and objectives.
  2. TTK is too fast and enchanted gear is really powerful.
  3. Gathering nodes should leave something that indicates when and where you can fight over it. For example indicate a rarity level glow on the ground and have the plant or rock get bigger then have it only gatherable when fully grown. Gathering nodes also need to not all spawn on server start-up and should have random spawn timers after server resets.
main lotus
#

Weekly Feedback - 03/3/2025

Top 3-5 Most Important Bugs:

  1. Treasure map limit exceeded bug. It sucks that players can't experience parts of the game right now.
  2. Server grids being more intuitively drawn with respect to POIs. Desync-ing is okay as you work out server meshing issues, but not sure why you had the server lines go right through some POIs. 4th floor Carph as an example
  3. Fixing carcass/animal rarity for hunting

Top 3-5 Most Important Feedback Topics:

  1. Static rarity resource spawns results in perverse incentives and should just be changed to random (adjusted by a characters rarity rating) until something more compelling is done with the system. Static spawns is contributing the most to a broken economy and folks burning out because they cant compete with organized large guilds.
  2. Find a better way to limit the incentive for alt accounts. It goes against the spirit of the game if someone can 3-box to basically do everything. I respect that someone that gives more in-game effort and takes on more risk should be more successful in game, but this probably not what you had in mind. As someone that multi-boxed in Archeage, this is a problem worth tackling.
  3. Somewhat related to (2), but restrict alts on an account such that all alts are automatically a part of the same guild (count them as 1 account instead of 1 character) and lock the artisan professions by account as well. This will drive more collaboration and network effects for the game.
  4. Building on (3), strongly reconsider your decision to restrict the # of professions across all profession types instead of within that type. A character/account should probably be able to grandmaster at least 1 gathering/processing/crafting profession. Your current restriction just incentivizes profession alts.
  5. Give mayors the ability to restrict caravan attacks in the node by using up some valuable city building slots and reducing returns on caravan runs.
silent marten
#

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

  1. Static spawns for resources are terrible. They are contested for 5 seconds every 4 hours. You can literally find it, set a timer, and walk away from the game every 4 hours. I believe the static spawns need to be a round robin, like any tree can possibly spawn any tree, some more than others in certain areas, like willows near water closer to creeks etc., or braidwood near water, old castles, freeholds(*also when are they getting fixed for crafting?).

  2. Caravans - these are great, but even i can't usually get one across the map without escorts, and the distance between 2 nodes is sometimes impossible unless you are in an elite guild who won't attack its members, the Braidwood / willow is (above in 1. an issue) it takes 80 willow to make one caravan with armor... finding it and crafting it is almost impossible to upgrade it... the other option is maybe condensing 2 common into one uncommon and vice versa like the glint??????? just an idea.

  3. Crafting - please please please, can we set our own stacks for crafting, there is soooooooooo many things we would like to craft more than one at a time, 5 at a time, i have 18 pieces of oak, but only can craft 1, 5, 10, 25... let me pick??? OHHHH -------> Can we please make the STACKS in BANKS # LARGER so us with small monitors can read the 4-point lettering?? lol

THANK YOU for fixing the space in the lawless zone to be further SOUTH, that path was terrible for caravans and running between nodes!!!!

muted gyro
#

Weekly Feedback - 02/27/2025

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

**1) **Mobs get aggro'd from their spawn location, then get stuck elsewhere. Mild annoyance, but I do not think that was an intended consequence.

**2) **When accessing storage tabs, switching to different cities will automatically open the corresponding tabs that you were currently viewing. It does not feel intuitive to use personally, as I often do this to compare content between two tabs, which may not be in the same order as each other.

3) When looking at storage outside of current city, the darkened interface makes it hard to see the number and rarity of items. This feels counter-intuitive, as the purpose of looking at storage at other cities should be to facilitate this.

**Top 3-4 Most Important Feedback Topics: **

**1) **Enchanted Runes should have the function to be upgraded upon being right-clicked, like Glints. Makes it easier to gather the runes required for enchanting scroll recipes, as well as incentive to gather and/or trade them among players.

2) Different Paper recipes for different Journeyman attribute scrolls feel like a feature over-design. Having the required wood type at different tiers mean some classes would have access to their tailored stat scrolls while others would have much higher difficulty in acquisition. On top of that, the materials required are WAY too complicated for a SINGLE piece of paper. There needs to be some sort of conversion ratio where multiple stacks of paper are created out of a single log. It also makes more sense, as it feels ridiculous to only be able to create a single piece of paper from TWO logs.

3) Similar to the issue with Paper, having inks - and by extension gems - of different tiers being required for specific attribute scrolls mean some classes would have access to power boost much easier than others.

boreal harbor
#

Top 3-5 Most Important Bugs:

  1. Seeing a lot of mobs still stuck in the environment if a group runs from an engagement
  2. Mount getting stuck in animation or player model standing on top of mount
  3. caravan stuff

Top 3-5 Most Important Feedback Topics:

  1. Would love to see a LFG feature with auto invite. I tend to spend a lot of time LFG instead of playing
  2. Cant wait to see what the stables will look like for AH
  3. Better search features for the node markets would help a lot
near mica
#

Top 3-5 Most Important Bugs:

  1. Commodity Prices - If its not a bug then I believe it needs to changed back. Not fair for the people who are already struggling.
  2. Rarity increase in tools not effective at current percentages
  3. Performance Decreases over timed

Top 3-5 Most Important Feedback Topics:

  1. Gear is overpowered. It is 95% of people's power and not the 50% like previously stated.
  2. Remove Enchants replace with augments. Its a unfun system, nobody enjoys this type of enchanting in other games.
  3. Take away anti gravity from bard and give it to mage. Its a magic spell not music. It will give mages more supporting features by doing this. Bard is can already run away fast, they don't need gravity
wanton jungle
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravans currently give 30+% less gold, and any commodities bought before the rollback sell for 0.
  2. Ancient Dunzen Wands and Focuses use Weaponsmithing rarity instead of AE rarity, despite being AE crafting. I assume the bows do not carpentry.
  3. Divine Infusion makes Resurrection not having a cooldown

Top 3-5 Most Important Feedback Topics:

  1. Static Gathering is not a good idea. It does not yield player interaction, players just log off on top of them and mine them instantly. It gives an extreme power advantage to zerg guilds who have the manpower to camp multiple nodes 24/7, and it skews the player base's opinion about rarity. Legendary items should be rare, but when you camp 40 legendary in a single day and can produce 2-3 legendary items they stop being rare.

  2. I am worried about server population. It is hard for new/low level characters to level as there are far fewer leveling groups and the concurrent playercount feels like it is getting low.

  3. Static rarity makes gatherers not want to mine random nodes. It is not worth mining for uncommon and rare, when you could be camping epic/legendary. Beyond that, spending a lot of high quality materials to get very high Gathering Rarity feels bad when you know that somewhere, someone with a common pickaxe and no artisan clothes is camping a single epic node and getting more value than you are.

  4. Node wars should not be instant. It does not give the defending node time to prepare. The attacking node can have members in the target town ready to attack instantly, already in raids and voice comms. There should be at least 10 minutes warning. Ideally a war would give 24 hours head up so players can adjust their schedule to be there and participate. Guild wars are the answer for instant war, not Node wars.

  5. Thank you for fixing a lot of the annoying QoL bugs. Not having to mount/dismount to be able to loot glint, being able to reliable use our bank, etc. The game is a lot less frustrating to play and feels a lot better.

heavy night
#

Top 3-5 Most Important Bugs:

  1. Ranger dps ( Scatter Shot ) cant hit target on hills 50% of the time. Also Barrage dps is very unstable.

  2. Caravans not multiply payment when doing +3 or 4nodes trip

  3. Video settings The Alpha sets ( RTX 4070 super ) the game in Super Resolution ( VSR) to AUTO by default to AUTO makeing the alpha runing GPU-load at 90% an CPU at 70%. an you cant set Frame Rate Limit, when Super Res. is on Auto. ( this need to be off be default) Let the players pick the settings the want ! ( atm the alpha have a way of set settings back to default = ignoring what the player want )

  4. Guards ignoring Red players in node war.

Top 3-5 Most Important Feedback Topics:

  1. i play alot as solo in this Aplha, we have zero content for lvl 25 all i can doo is farm on lvl 19-20 mobs around a node area to get Glint for Caravan runs ( only takes 3-4h to get anof glint ro doo two runs !!) I know you want this to be team base play, but keep in mind we cant hold hand 24/7 in a mmo !

  2. Static Gathering is a BAD idea. It does not yield player interaction, players just log off on top of them and mine them instantly. It gives an extreme power advantage to zerg guilds who have the manpower to camp multiple nodes 24/7, and it skews the player base's opinion about rarity. Legendary items should be rare, but when you camp 40 legendary in a single day and can produce 2-3 legendary items they stop being rare.

  3. Node wars should not be instant. It does not give the defending node time to prepare.

  4. Make a storage bag that is = to your Jourman bag's Soo we can move a Stack of 85 to 1 slot in storage.

  5. Let's us have a New bag tab that holds Crafting/Gathering/Processing Gear Only. 🙏

Make MMO's Great again 😉

thorny kestrel
#

Top 3-5 Most Important Bugs:

  1. As a late attendee to the alpha i have observed that many quests have issues in submission. Also speak to npc quest are very cumbersome as sometimes npc do not interact.
  2. at times all characters/npc disappear only mount shows. Resolves on signing out and relogging in
  3. a lot of quest items still in inventory even after completion of quest.

Top 3-5 Most Important Feedback Topics:

  1. better demarcations for quests like collection quest/speaking to npc quest.
  2. if possible let new comers try character's at max level so they can invest in their required class. This has happened before with dedicated servers launched for it and that needs to be there for longer periods for check.
  3. increased capacity for holding inventory
  4. maybe add a fast travel feature
gray niche
#

Top 2 Feedback:
1 Keep singular guilds from holding power over a nodewith 0 term limit, guilds just the the nodes as there personal guild tools.
2 Unblock Steel Bloom Sewers, there are no lvl 20 mobs out there to get gear from anymore

whole timber
#

Top 3-5 Most Important Bugs:

  1. Static Ressource Spawn
  2. Mob Glichting
  3. Mount is stacked in Animation

Top 3-5 Most Important Feedback Topics:

  1. Character Jumping Animations need Adjustments. Characters jump to high and it shouldnt be possible to use Abilitys while jumping this leads to everyone is just jumping in PvP
  2. TTK is to low, Stats on Gear are to strong compared to Character stats you get while lvling
  3. Enchanting feels way to strong. Enchanting should be a way to change an Item, like make a sword deal fire damage, or change a dex stat to str stat. Using Enchating to just make Gear more powerful feels bad in my opinion.
dapper crypt
#

Top 3 Most Important Bugs:

  1. Caravans being immune on server restart and unattackable outside of that with the recovery beacon bug is economy breaking please dont let issues like this fester as it bricks the game very quickly and rampant inflation sets in
  2. The infinite flourish bug from bards needs to be removed from the game they are zooming around the map at 300% and can do it forever
  3. Release DLSS 4 for UE 5 so that it sharpens the game and doesn't look like an oil slick, add driver support with NVIDIA / AMD

Top 3-5 Most Feedback TIps:

  1. PVP XP DEBT from town wars should be zero, incurring mass war xp debt is not a good game design mechanic which encourages more pvp this can also be said for the war deck system
  2. There should always be a lawless zone where you are flagged to get into the Desert or exit the desert. The desert should be more rewarding (more random resource spawns and faster respawn rate) as it is more risky there should be a sense of danger from going in or out of the place be force flagging you on the way out or way in.
  3. The voting system should be one vote per HWID regardless of alts and if people leave the node who voted for the mayor then the person should fall out of mayor ship due to no longer holding the majority of votes
  4. Please for the love of god remove the static spawns of high value resource nodes, the idea is a good idea in practice to encourage PVP around these Trees/flowers/rocks but it doesnt play like that in real time. People are using a litteral stop watch and moving alts onto the node and logging out and in on the exact spawn timer and spawn location. This is removing any type of conflict / combat over the high value nodes. They need to appear on the mini map and at random times with a way of identifying which nodes are worth fighting over if you wish to implement this system correctly.
rocky portal
#

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. Ranger disengage rubberbanding/wrong direction/hitting invisible walls in air
  2. Hunting rarity vs all other gatherable rarities
  3. ranger mounts blasting charged shot out of their mounts when crossing server workers

**Top 3-5 Most Important Feedback Topics:

  1. Please make RP walk match caravan speeds when guarding.
  2. When family system comes out please allow political marriages. e.g 2 family heads marry to combine into a 16 person family
  3. We need group storage in the game sooner rather than later
sacred latch
#

Top 3-5 Most Important Bugs:

  1. Performane has seen a major hit in the past few patches. FPS has gotten lower and lower, big performance spikes, especially around nodes the performance just lags massively, and also several spots in the desert are very painful for lag.
  2. There is a freehold (or some freeholds, I am only aware of 1) that is just straight up missing, has been for several weeks now and there's been no indication what happened to it and why. Seeing as it took a lot of effort to try and get it quickly, and with a full desire to test many things about it, it is frustrating to see it just being taken away like this.
  3. Bag space seems to get calculated in a weird way, very often when 90% of the bags are empty, and you are trying to trade with somebody, the window will say you have no space while there clearly is more than enough space available in the bags. From testing it appears to be that the sanctus resource bag gets checked first, and if some threshold of space is passed, it kind of gets stuck in thinking that all bags are full because the first one is. But that's just guessing.
  4. Many crafting recipes being broken, and taking a long time to fix. Some recipes just not existing, some recipes giving another item etc.

Top 3-5 Most Important Feedback Topics:

  1. Mayors being able to destroy buildings without real notice, giving 1 person full control over the progression of the whole server without any real interaction from anybody else.
  2. TTK is very low, gear progression is still currently with the enchanting system just overall a bit sad. I would like to be looking to grind for level 20 gear, and get meaningful upgrades by doing what would currently be considered "end-game" content, but at the moment I'm better off not doing that, going for far lower level content, and enchanting that to get the highest stats. There's less reason to run Forge or Carphin because the best gear does not come from there, which is counter-intuitive.
  3. Node wars and guild wars being instant is just not fun, a countdown in some capacity would be very nice so people can prepare/decide what to do/band together even. Having had node wars where the other node has prepped and is just waiting around the node, just to run it entirely over with 2 full raids, while the people in the node are low levels, crafters and people just AFKing, after which the "winning" node declares supremacy over what is essentially just a bully beating up a helpless group of players.
  4. In addition to the node wars being instant, currently there is also 0 safety within the node, which feels counter-intuitive as all hell. While there are singular players of the opposing node just inside the hostile node, they can just move around freely, while both nodes are at war, being able to pick off low level alts, or just low levels in general. Which again, just feels counter-intuitive, why do we have guards then? A singular player should not be able to run rampant within an enemy node. If they have a full raid, sure, they can just run it over and that is all fine, but not a singular player or honestly even 2 to 3, at least not this easily.
lapis narwhal
#

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:

  1. Node wars make the game unplayable, especially for low-level players. Many will now have given up their citizenship, which will cause further problems in the game.
  2. The Marketplace Vendor urgently needs to be properly expanded. Otherwise no real trading is possible in the game.
  3. Weeping Willows are required for too many recipes in the game, which limits crafting.
random bluff
#

Top 3-5 Most Important Bugs:

  1. One-shotting should not be possible, neither in PvE, nor in PvP (TTK issue). Must be a bug with stats and encahnting?
  2. Tanks should not be punished in group content. IE repair cost and loss of items should be minimal in dungeons and raids and at world bosses (area buff maybe?)
  3. Riding through low level mobs should not give aggro on you. Adjust the aggro table to, IE 10 levels under your own, and mounted = no aggro. Lots of trains of mobs is due to simply transporting yourself around the map and not due to griefing.

Top 3-5 Most Important Feedback Topics:

  1. NODE WARS: When logging in, in the midle of a node war, give 1 min grace time before you can be attacked. Also, a node wars should only be possible one city at the time, and not New Aela against all other cities simultainously like this week.
    When node wars happen, it should be a feature to accept to participate and low level players should be auto-boosted to max level. If not accepting you could still be killed ofc. But as it is now, a lvl 10 player in Winstead does not help at all in a node war.
  2. STATIC SPAWN: When a mega guild controls the resources, small guilds cannot level artisan. Resource war is a part of the game, and it's fine, but favours members of huge guilds. Small guilds will loose players because of this, because you would not dare figth for resource agains a mega guild member.
  3. A "looking for group" tool is needed! The global chat is overflowing with trades and LFG messages.
bronze veldt
#

Weekly Feedback - 02/27/2025
Top 3-5 Most Important Bugs:
1.Caravan Bug. Driver can be attacked and killed with no (or very little) protection buff from caravan/raft.
2.Some maps are spawning in inaccessible places.
3.Lighting is way worse in buildings then before

Top 3-5 Most Important Feedback Topics
1.Fixed respown times for resources feels terrible, it destroys entire artisan system
2.Alts should not have a vote in a node. It only makes zerg guild even more zerg.
3.I used to think that hunting rarity materials is an issue. After weeks of playing i belive that all other rarity is an issue and hunting is the correct way. It makes gathering relevant and reduce overgearing.
4.There should be some kind of mentoring system - lowering character level by choice (and power level) so that we can help low lever characters and also experience low level content
5.Riverlands and desert looks better and better, keep the good work.

vestal gull
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Driving caravans randomly teleport you to Tower of Carphin.
  2. Not all cleric spells work with mouse over in raid.

Top 3-5 Most Important Feedback Topics:

  1. Static resource respawns push camping to another level. It is harmful to the game, smaller player groups and the economy.
  2. Endgame loops get boring as they are way too repetitive.
  3. The vendor/marketplace still is a nightmare, we definetly require a working search function and filters.
  4. It is horrible that due the level border that activates or deactivates drops from monsters high level characters cannot farm recipes on lower level spots we all require. Reduce loot for big level gabs but still give us at least a chance to get at least a few drops when we are too overleveled.
lament yarrow
#

Top 3-5 Most Important Bugs:

  1. Caravan drivers being occassionally teleported to Carphin. Feels really, really, really bad.
  2. Clicking on Lionhold under "cargo storage" deleting all your cargo storage. One misclick and you wipe all your cargo storage, which is terrifying.
  3. If your mailbox reaches the cap of 100 messages, receiving any more makes you entirely unable to view or interact with your mailbox.

Top 3-5 Most Important Feedback Topics:

  1. Static resource spawns. The current static-rarity, static-spawn, static-resource gatherable system for mining, lumberjacking, and herbalism feels extremely bad. I don't want to have to come back to a single location every 2 or 4 hours like clockwork to be able to gather high-tier resources, but I have to because if I don't, someone else will.

  2. World boss respawns. Currently, as soon as servers come up after a patch/restart, or immediately after a relevant server worker crashes (in the case of Tumok), world bosses respawn instantly. This is both stressful and actually reduces competition to some degree. It's stressful because if multiple guilds want to compete over a Tumok kill, they need to be logged out there before servers go down and be logging in the second servers come up to have a chance at getting the kill. If they don't, another group will, and they lose any chance of winning the drop. This also means that logging in to a contested spawn is a frantic effort of people logging in and trying to form up a raid as fast as physically possible. It also reduces competition because if you don't have the ability to have an entire premade group there as soon as the servers come up (or as soon as Firebrand respawns every few hours) you are guaranteed to lose any chance for the kill, because you have no time in which to gather people. There was a time on Lyneth where there were three to four groups all vying for Tumok kills on server resets, and the boss would die in less than a minute. It became a question of "who can invite the most people in the shortest time to form a raid to get kill credit before the boss dies" instead of any actual question of skill or coordination or strength. It would be far better if those respawns were at the very least delayed by 5-10 minutes after servers come up, so that groups vying for a world boss kill have time to log in and form up. Even better would be if they have variable spawn times, so that even smaller guilds have a chance of getting world boss kills if they are vigilant enough.

  3. The lack of Node War/Guild War spinup times feels really bad. While surprise attacks should definitely be possible, it feels extremely unfair to have the possibility of a node war being declared and then instantly have a full raid or more of people farming randoms in town for points before you have any ability to form a defense, or a guild war being declared against a guild who has most members offline and no time to gather them before getting relentlessly hunted down. You can't do much to anticipate either one unless you see something obvious like a large group of people from the same guild gathering up. One thing that I think may help with this is if during node wars, respawning was restricted to your own node's emberspring. That way you don't have a group attacking a node and endlessly respawning right next to it, so that every kill matters.

plush scaffold
#

Weekly Feedback - 02/27/2025
Top 3-5 Most Important Bugs:

  1. Caravan parked in Windandsea got deleted after rollback.
  2. Inventory should be extended to view all bags simultaneously as the max length of the inventroy is already determined by the slots.
  3. Raid markers are not visible on death, making it difficult to locate the people that have been marked for resurrection.

Top 3-5 Most Important Feedback Topics:

  1. Bosses in dungeons have little to none challenging mechanics and their rewards are unsatisfying.
  2. Static rarity on gatherable is not a good design choice, it doesn't encourage contesting but rather people having dozens of timers that they run across the map for. Randomizing the respawn range of static nodes will not solve this either; just like with rare-mob-respawn-randomization people will just be at the spot from min range. Rolling the rarity on gathering has been a tried and true system that is equal for all and encourages improvement of ones equipment.
  3. The respawn of world bosses on server upspin should be delayed to give people equal chances.
  4. Change the model of either Moonbell or Bluebell in both the world and inventory; it is extremely difficult to differentiate them visually.
midnight skiff
#

Top 3-5 Most Important Bugs:

  1. Tab target mode issue where if you have modifier key binds with mouse clicks, your character gets stuck moving forward. For instance, in the attached clip I used an ability on shift + left click and you see my character get locked looking forward only. I also like to use MB4 for my auto attack & there has been many times where for some reason my auto attack just WILL NOT work. This also happened in the attached clip.
  2. In the other clip I am showing a bug where if you are in action combat mode, if you are sprinting, your soft target is hard locked on whatever mob you had soft targeted when you clicked sprint.
  3. The HUD always resets itself. I used to deal with it and edit it every time I logged back onto a character or switched characters but I eventually got tired of doing that so I keep it default now.

Top 3-5 Most Important Feedback Topics:

  1. Do something to make the game more enjoyable for new players and people that don't want to dedicate their entire life to your game. I am still stuck at level 8-9 on all my characters after having been playing since the beginning of January and that is only the case because every time I log on, I can't ever find people to play with. My suggestion would be to actually incorporate quests and make them interesting. For instance, I would LOVE to see some sort of quest as soon as you create a character where it's like "QUEST - ENTER A PARTY OF 4 & GO TO KORRA LOCH! GRIND FOR 60 MINUTES" or "OBTAIN THIS ITEM" or something that's interesting and unordinary. The group play in this game is amazing and definitely is the strong suit, so make it easier and almost required for new players to learn this truth ASAP in YOUR game. Keep this going throughout the entirety of the game.
  2. I really like FF14's use of the scroll wheel, where you can choose to have shift + scroll up be a way of scrolling up your party frames, or maybe ctrl + scroll up as a way of scrolling through your "aggro" list of enemies. I'd be curious to see what you guys think of this in your game. Also I would just like to be able to use scroll up and scroll down as hotkeys XD. I usually use those as openers or maybe stuns
  3. The game just feels dead already. I think its because people no lifed the game and are either max level and are doing artisan stuff, or they just already moved on to other things, but the game needs more players. I think this game isn't getting new players because the gameplay loop just sucks. This is kinda going back to my first point of feedback but I need to reiterate that the game isn't enjoyable in its current state, at least not if you're a casual solo player like me. The current gameplay loop for me has been: Grind goblins for the repeatable quest at the start, Turn in the loot, Search for a group to party up with, Find no one, Go back to grinding goblins or just log off and try again later.
    Refer to feedback point 1 for what I think might be fun, but I could understand the concern being that eventually there won't be enough players to create some mandatory grouping quest line. What if you incorporated some sort of world boss specifically for new players only? And maybe that world boss starts at Lionhold but after it drops to a certain health percentage, you have to run towards Gemspring, then to whatever that other place was called with the bears... and then along the way there's mini bosses that will get in your way and progressively get harder as you level up. And to get other players involved, you can incentivize them somehow (maybe artisan bonuses or something idk)... SOMETHING
viscid jay
#

Top 3-5 Most Important Bugs:

  1. Fix Ressources, stop gating Crafting through broken Ressources (for example: Animal Fat, Loads of WW for Ligth Armour, etc.)

Top 3-5 Most Important Feedback Topics:

  1. Don´t dream over massively complicated and refined System ... start to build functioning Systems, that reward Players and not punishes them for Testing
    2)Make Tanks great again (no i´m no Tank 😉 ) ...

unreal cradle
#

Top 3-5 most important bugs:

  1. FIX Static node spawns!!! it’s bad design.
  2. Somehow people just “know” where these spawns are like they have some internal guidance and divine knowledge.
  3. All mats should be one color when harvested and rarity determined in the refinement process the skittles bags are maddening
  4. Consignment boards should offer more rewards to incentivize - more xp rewarded for the effort
  5. Fix the lawless zones there is no reason to go there now. The way it was between aith and Myra it was risk/reward. now it’s so far out of the way and no reason no rare mats no good poi no pass though. Just meh.
    BONUS stop extending the testing periods when there is no real content to test you are perpetuating burnout.
faint yarrow
#

Top 3-5 Most Important Bugs:

  1. creatures turning "green", whereby you can't attack them, but they can attack you
  2. harvestable items still spawning underground and in rocks
  3. when trading, items still dont like to "trade" into empty bags unless the top bag is empty. even if bottom two bags empty, for eg

Top 3-5 Most Important Feedback Topics:

  1. need some mechanism to switch goodies between alts on same account.... maybe an account specific storage chest available only in each town? that way toons still have to run to do stuff
    2)please make ALL harvestable/gatherable items have a RANDOM timer (not a set timer) AND maybe a random location? .... you know its bad when an alt is logged out at one location... logs in on exact timer, farms the item, then logs out again to go play on the main
vale owl
#

Top 3-5 Most Important Feedback Topics:

  1. Static nodes are ridiculous and needs to go away. Static nodes don't incentivize pvp or conflict (unless you want to go corrupt), and detract from gatherers exploring the world, rather encouraging them to babysit a single gathering node all day. It absolutely makes no sense (though I do like the idea of things like caves containing more stone/gems but make it DYNAMIC as to what and where!)
  2. Large scale PvP (Node wars) are a lagfest and need fixing and optimizing asap
  3. Guild banks need to be implemented sooner to take the strain off of alts and guild quartermasters.
dark turret
#

Top 3-5 Most Important Feedback topics:

  1. Please improve communication around these posts from Intrepid. I agree with a lot of things the other posters say - mostly around artisan and gathering issues. It would be nice for Intrepid to gather the top 8-10 items from these posts and do a news update about them to let us know status. Even if you're not working on them right away or they aren't a priority - just give us an update to let us know that we're being heard. I did a long post last time that was in-line with what others were saying and it's like my words went into the void. Been dead silence from Intrepid on any of it since then. (Note that passing comments in an hour+ long video is not a news update).
latent nacelle
#

Bugs:
1 - Teleported to carphin mid caravan
2 - Storage was deleted and never recovered 5 weeks ago.
3 - Mount get stiffed
4 - Mount boost gets disable and force to recast mount
5 - Mobs turning green and cant be attacked
6 - City guards allowing mobs into Aithanar

Feedback:
1 - Comodities were nerfed like 30%
2 - The inventory window is to small
3 - No more huntable scrorps in desert
4 - If JM mounts cost more, then the experience should be way higher
5 - Chat improvements: Rightclicking a name "Send Whisper"
6 - A tab in chat exclusive for whispers
7 - A friend list that actualy works

abstract agate
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Static gatherables
  2. Server worker exchange failures
  3. Forge craft tables QR bonuses not syncing with artisan type used to craft

Top 3-5 Most Important Feedback Topics:

  1. Make all craftables tradeable - Specifically pylons. WTF is the point of being able to make these if as an AE I can't pass them out to the homies. Similarly I think tools should be equippable/removable and tradable. It feels bad that on top of having static node spawns, the tool is a resource sink no one else but you can use even after you out level that tool
  2. It seems the team has been lazer focused on the desert to disprove the blowout from Narc, just stop. Focus on what's important, like fleshing out all the placeholder systems
  3. The soft lock of certain gatherables (coal and animal petting) behind a triple roll does not feel good. please revisit this.
sinful herald
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Unable to delete quest items from Quest Items tab. Cannot delete items for quests already completed or starters from non-repeatable quests.
  2. Some quests are not completable if you die/flee during a quest step, since whatever mechanic that controls that step will no longer trigger events. Ex: "The Last Moot" After speaking to the elder, attackers begin to spawn. I accidentally AOE'ed the mob and hence friendly mobs as well. I ran them off and now the attackers will not spawn to complete the quest and I cannot initiate this step by talking with the NPC. Game relog and server resets did not resolve the problem.
  3. Mayoral voting is broken again. Window displays a message like "Voting open until |Timestamp|". Current mayor cannot initiate buy-order or commissions during voting process. But I guess it's ok, since building upkeep costs do not seem to be implemented at this time.
  4. Trade window was deleting items yesterday. Window allowed more items to be traded than the receiver had space for without the window blocking the trade from occurring. I could confirm what items I received in a screenshot of my log were lower than the items traded to me in a screenshot of the other person's log. A bug report was submitted.

Top 3-5 Most Important Feedback Topics:

  1. Desert nodes should be able to complete buy-orders and mayoral commissions with desert materials.
  2. Where are the desert freeholds?
  3. All freeholds should have upkeep. This upkeep/taxes should go to the node the freehold is in. Many undeveloped but purchased freeholds dot the landscape (most likely owned by people who no longer play AoC).
undone coral
#

Top 3-5 Most Important Bugs:

  1. Fix our ability to click items into our storage. It never works anymore.

Top 3-5 Most Important Feedback Topics:

  1. Fix node spawns and rarities. It has to be based on percentage chances, not static rarities. The ONLY time that matters to gather is right when servers start on Thursday. After that the legendaries are camped. If you work when realms open you are permanently locked out. Legendary items should be almost impossible for someone with common gear. It should be the natural progression of a gatherer to upgrade their gear more and more to unlock higher chances of getting higher lvl resources by devoting time to gathering.
  2. All gatherables should be default common. The chance of getting higher rarities should be dependent upon gear, the danger of the region, consumables, and surveys. Getting rare should be an exciting thing in the early game, and that first legendary should be a cause for celebration!
  3. Surveys should scale massively at higher rarities and high rarities should have larger diameters circle of effect. Investing serious resources into surveys should be a gamble(risk/reward), that can have serious payoffs.
  4. Surveys should speed up the spawn rate of resources in the effected area, with faster spawning buffs to higher rarity of surveys. Surveys should be destroyable by flagged players. Surveys should have visual cues about rarity so players can see if a high lvl survey has been dropped, and perhaps even a chance for dropping some rare resources when destroyed. Surveys should be an optional mechanic that has big rewards but add serious risks.
  5. Higher lvl gathering tools and gear should increase the amount of player XP received from gathering, as well as being effected positively by higher rarities.
  6. The hunter survey should be called "Bait" and should speed up respawn rates of huntables, as well as buffing rarity chances.
little gyro
#

The market place should be more buyer friendly. Finding items to purchase is so cumbersome.

vocal dove
#

Top 3-5 Bugs:
1: I am seeing odd lag and it looks like it occurs when I cross server workers. I will momentarily speed up greatly and then resume normal speed.
2: more mobs seem to be caught in walls and other terrain. I have seen it in the new pocket dungeons in the desert, in carphin, and around the riverlands.
3: I am seeing more holes in the terrain. A small bug, just ruins the immersion. Mostly where the terrain makes some sharp turn or elevation change.

Top 3-5 Feedback topics:
1: TTK in PvP is rough. Whether in group or solo, getting targeted then deleted does not allow for both groups to play the game.
2: is there a way to incentivize defending caravans that are not yours? At the moment, you have more incentive to attack caravans than run them. Could you get node currency for protecting caravans that make it out of or into your caravan that have seen some PvP action?
3: non-PvP griefing (training mobs) is still a form of passive aggressive interaction. If you don’t like a group or individual you can train mobs on them in hopes they die or even flag and cc them to take a gatherable. Retaliation could cause you to go corrupt. It puts the parties involved on an uneven playing field.
4: sliders for processing and crafting. Pretty self explanatory.
5: long bow love. I am contractually obligated to ask that the long bow get some boost to make it as appealing as the short bow. I suggest a range increase.

odd jungle
#

Top 3-5 Bugs:

  1. Caravan giving 60% of inteded payout / Caravans disappearing. I'm so poor because I can't run vans QQ.
  2. Friendlist clearing out, and deleting all of your friends.
  3. Enemies turning green.
  4. Graphics settings resetting after every login / memory leak resulting in having restart game every couple of hours.
  5. Not being able to see your party members on the map. Having to check uncheck the eye icon to see them for a split second and it turning off.
  6. I should be able to right click items to and from my bag to storage.

Top 3-5 Feedback topics:
1: Static rarity for trees. Why am I building lumberjacking gear for rarity if it's all set before I get there? I've never seen a lego tree ( I started a month ago, 600 hours playtime in that month, and roughly 10,000 trees). Top guilds players are building spreadsheets, selling locations, and hording resources.
2. implement /r for a reply so it goes to whisper and not raid, implement /inv for invite.
3. Give us either a travel road buff or a way to trade between alts. Traveling from Aithinar to New Aela can take 30 minutes.. So i'd rather do it faster or not have to inconvience friends/guildies to sit there while I trade everything back and forth.
4. Make buffs bigger, more readble. There is currently no option for this.
5. MAKE QUANTITY NUMBERS BIGGER/CLEARER. Somtimes I have to go to the milling stations and select 250 just to see how much of an item I actually have in my bag. I don't even wear glasses. It's way to difficult to read the quantity.

Bonus:
6. Make 15 a drop down number in the refining process.

grim sedge
#

Top 3-5 Most Important Bugs:

  1. The new PvP Event Status icon on player nameplates shows up the moment you launch your caravan at a caravansary. This allows people to camp a caravansary until people come to pick up their caravan and simply follow them from that moment onward. There is Zero uncertainty to whether that player is about to start an event or not.

  2. Cannot Join as Attacker of Defender in a caravan event if you are in a Party/Raid and not leader.

  3. Tank charge is very broken currently, allowing for speeds above the server limit and bunny hopping. (see tank related /bug reports)

Top 3-5 Most Important Feedback Topics:

  1. Stat bloat and lack of Diminishing returns on stat-stacking - This is exacerbated by the current state of Enchanting, but regardless of enchanting this remains an issue. Attack speed has small Diminishing returns, Attack Power Rating has ZERO diminishing returns. Abilities all scale off of Base Damage directly which basically means each point of main stat is more valuable for your Big-hitting abilities. This means that the only smart choice is to pump all gear stats into your Main stat and in order to have most stat point-to-damage value it will ALWAYS lead to a one-shot combo meta, especially since gearing for Defence pales in comparison.

  2. Static resource rarity - Please turn this away from being a pvp-incentive for normal resource nodes. By all means, there should be large "vein" nodes that take a while to farm and cause pvp to happen, but for normal resource nodes this "PvP incentive" will never actually happen. People will log on after a Server patch, find a node, mine it, and no one will ever know what rarity it is if you mine it every 2 hours on the dot.

  3. World Bosses spawning reliably every Server Restart feels very bad. This promotes a log-off-at-spawn meta which just messes with the feeling of the game, and also means that the group with the faster internet/computers will update more quickly and get the boss every time.

  4. Damaging and Friendly Status effects are in a strange spot.

  • Some Friendly effects like Bard Pensive Melody stop you from summoning your own Mount even while not in combat.
  • Offensive effects such as Burn stop you from eating and keep you in combat, allowing for someone like a Mage or Caster mob to kill you with a fire DoT, even if you killed them first and are completely safe otherwise. IMO Rations should be consumable during combat, just make them have a Ramp-Up effect on healing, or make the first healing tick delayed so this cant be abused during combat.
pastel inlet
#

Top Issue:
- Static gatherable rarity
Feedback:

  • Mobs respawn too fast. I know the opposite can be frustrating too, but currently the game encourages groups to sit in a corner and farm the same three or four packs rather than clear out an area or attempt anything challenging.

  • Markets / Player Stores are hard to use, though I'm not sure how to fix them. In theory I liked the idea of looking through player stores and finding the best deal, but in practice I'm realizing it's much less fun and more tedious than expected.

  • The desert has mixed low level and high level mobs everywhere. It's cool to have a rare high level creature to look out for in a low level zone, but currently it's unclear who's meant to be adventuring there.

hollow plank
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. NPCs turning green (unattackable) and some enemy players only be selectable as a defensive target. Heals over times were being incorrectly applied to enemy NPCs while fighting them.
  2. Caravan commodity value bugs
  3. Game crashes and EAC kick issues

Top 3-5 Most Important Feedback Topics:

  1. Static rarity gathering nodes and named mob spawns/timers are still an issue. The most effective econ players find/timer legendary materials so that other players will never see those nodes again. Remove static legendary rarity and predictable respawn timers.
  2. Market postings don't last long enough (let us pay more to add more time to a listing) and listings are not easily searchable
  3. There is still a single global chat serving as a trade chat, LFG chat, and random banter chat. It would be nice if there were dedicated chat channels that can be filtered or focused.
  4. Consider making the pvp force flag automatically cause a player to get purple swords and become a pvp combatant (add a strong coupling to pvp force flag and purple pvp combatant status). Currently players can pvp force flag and start casting combat abilities on other players without actually becoming a purple pvp combatant. This means a ranger can be actively casting a snipe to kill you, while also being unflagged and giving you corruption if you try to fight back before they get their kill shot off on you. Very easy fix - you force flag -> you are a pvp combatant.
  5. Make the blinking pvp flag (exiting combatant status) last at least as long as the longest bleed/burn so that players are not accidentally corrupted from damage over time abilities

↓ PvP combat is not complete trash. PvP felt really good on the server test gear sets. The enchanted gear giving people 600 magic power is game breaking for the limited context that we are testing within.

dense tulip
#
  1. PvP Combat is complete trash atm due to how strong the ofensive stats are compared to defensive stats, power creep is insane and theres no point in building skills and builds if you die with 3 hits. We need a massive overall defensive stats rework or a PvP dmg reduction mechanic.

  2. rescource rarity spawn ruined the economy, meta is to relog at a rescource on timers and farm infinite legendary stuff, same for world bosses, meta is log out at world boss and a race to login Quick after server restarts, same for named mobs - timers are extremely bad

  3. corruption is extremely punishing even tho you often go corrupt due to bugs, losing 3-5 ITEMS that you put 100s of hours in because a bug made you corrupt is game breaking - this also kills open world pvp and creates a "war deck" meta

teal harbor
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Static mineral spawn rarities are not working out like the team had envisioned, and needs to be changed.

Top 3-5 Most Important Feedback Topics:

  1. I currently do not enjoy testing the alpha as I miss meaningful tasks to perform
  2. My character at lvl 22 feels totally weak against lvl 25 characters due to mass enchanting lvl 10 gear
zenith mango
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)** Tower of Carphin is way too laggy and buggy, despite the gear and drops its rarely even populated now. the ranged attackers back up into walls and get stuck, the leash range on all mobs there is the entire tower, and there's a mechanic that requires you to stand still spamming F for ages to get to the next floor, might be 3 seconds might be 30 minutes! who knows! **

  1. seemingly randomly, all mobs become green named and green health barred, making you unable to target or attack them, even when flagged. but they can hit you back. only way to fix it is relog.

  2. Storage bags don't work correctly, you can dedicate them to wood or to mining resources but it just shrinks the size of the storage and doesn't increase stack size despite saying it will, this is specially bad with hunting bags because they only increase stack size of tameable mounts, whilst carcasses despite being the same size are forever limited to stack size of 20. which makes no sense. if anything it'd be the opposite.

Top 3-5 Most Important Feedback Topics:

  1. Hunting needs to be changed. everything having a 30min+ respawn time has severely nerfed how much income you can generate with it. as it stands you can only roam around in the hopes that you can find something. grems or ravens you can farm their mobs to make spawn but everything else you just afk or roam hoping something spawns, and then its an incredibly low chance of anything but white or green rarity, the prices people guy them for reflects this, white is trash and nobody buys them, green is also trash tier and nobody bothers, but then suddenly blue is 5 gold and everything else goes up massively! that might be good for release with more systems active but right now its a pointless grind for very little reward.

  2. Animal husbandry also needs to be changes. Right now as soon as the new level and new fastest mount becomes available everything else plummets in price, and its a buy once and never again expense. Even though it is by far the most expensive artisanry to level it has by a massive margin the least reward, specially with the limit of 3 days on markets then you lose your money, and that adds up to a SIGNIFICANT amount!! (plus the fact that mounts sell to NPC's for ZERO copper is frankly an insult. at least let us get some money back when we can only do 1 at a time and it takes 30 mins!

  3. Marketplace expiry time is a good idea in theory, but having it be 3 days is insane, specially when so much of the things people sell are high value, theres little to no hope to sell a rare or high value item without spamming in global waiting for people to see. People have resorted to making marketplace discords just because the ingame marketplace is essentially pointless unless selling en masse next to the crafting stations for fodder to level up with.

azure quartz
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Top 3-5 Most Important Feedback Topics:

  1. Would like lower tier mats to be useful throughout the game, even as you get to higher levels. For example, if you want to make something that uses mainly slate, maybe still have it use some basalt so its not completely useless after a certain point or maybe make a different process to convert some basalt to something else that can be useful at higher tiers. Also, i think there should be an upgradable rarity, for example maybe 20 common can be turned into 1 uncommon.
  2. Some sort of home teleport without dying. I know yall dont want fast travel, but i think having 1 method to get back to our home town shouldnt be an issue. You could even add a cooldown to it if needed and make it so it cant be used during certain times, such as starting a caravan.
  3. Glint is essentially another currency. As such, it should be treated like gold, in the sense that its not a material taking up bag space unnecessarily. If you still want it to drop some upon death, you can do it for both glint and gold. But make it so they can both be deposited into the storage without taking up storage space.
  4. Stop having static mining nodes and everything else as the same location as the same rarity. People are just farm camping these and its not fun.
  5. Bags need to be bigger. they fill up way too fast, especially for mining because of all the different rarity and different types of rock it is.
open nexus
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Top 5 Feedback Topics :

  1. Sometime mobs become green and can't be attacked (but they attack you)
  2. Guard attacking there own citizens during node war with no reason
  3. You can't use the citizen cloak if you abandon citizen -> all the mage will want to be in one town, all the fighter in an other, etc... (cloak should be tradable, and use be anyone)
  4. Sometime unable to interact (mount, storage, loots and ashes...)
  5. The sale price of caravan commodities has fallen too much for the transport risk to be profitable.
dark plinth
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Top 3-5 Most Important Bugs:

  1. Monsters frequently turn green for me, when I mount/dismount/change server workers. They can still attack me but I can't attack them. Relog required. Please fix.
  2. Weird areas in the world where water replaces the air and I swim for a few meters (east side of the starting area is one, there's an adult willow in a tiny lake)
  3. Healers are sometimes healing enemy players in pvp instead of their groupmates

Top 3-5 Most Important Feedback Topics:

  1. This is a ranged game. Melee PvPers get wrecked. I know you have rock-paper-scissors in effect, but there are currently no situations in which it's preferable to be a melee in group PvP.
  2. Running caravans is high risk high reward. Attacking caravans is no risk, high reward. It's completely unbalanced.
  3. Having too few building sites to have all the journeyman processing and crafting buildings up makes it hard to test. More towns, or T4 towns, or both, please.
  4. Declarations of war should need an actual war declaration, not a fishing war declaration or a lumberjacking war declaration. Fix the fishing and lumberjacking war declarations please. Either constrain them to a specific area as intended, or remove them until you can fix them.
vagrant latch
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Tank Pull/grapple: still doesnt work half the time. Need to spam to pull some one in.
  2. Going into the ground still happens and is frustrating for pvp.
  3. Tank wall: Still goes invisble half the time. Especially during large scale pvp.
  4. Tank Reflect: Does not work half the time. It blocks but does not reflect.
  5. Tank Reflect: When auto attacking it does not work. Auto attack takes priorty over reflect, and uses the ability but keeps auto attacking.

Top 3-5 Most Important Feedback Topics:

  1. PvP combat: Battles to short 5-10seconds especially if you are 300+ power. Armor does not provide enough mitigation compared to the effect power does. As a tank 5.5k health, 400power, 50% mitigation i still feel like paper. The PvP is more like nuking game. Who can burst the fastest and hardest.
    2)Corruption: Attacking a red first should flag you purple. Infuriating that if red, basically you can’t fight and you just need to run and hide. Such devastating consequences for being red and you can’t even really defend your self or you go more corrupt.
    3)Lawless Zone: was such a good idea to have between nodes. Once removed so many people left testing. Having either small lawless areas between all nodes or a large one some where between nodes. If anything having a lawless area but making it a point of interest. The moment the lawless zone removed from Aithnar and Mira. So many people left due to the drastic drop in pvp content.
    4)Tank, not actually tanky: Wars, tank are just paper shields only use is grapple if it even works. 1v1 it’s who Nukes first and harder. Con needs to give way more health and armor needs more mitigation.
    5)Tank effects/visuals: Need more cooler abilities. Update visuals to be more flashy but fit armor/weaponry theme. Everyone, streamers, in game guildies all agree tanks abilities look lame and least interesting class. Even Fight has sick earth effects.
rapid forge
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Top 3-5 Most Important Bugs:

  1. Monster auto attacks in the open world brake, I don't know if it counts as an exploit to farm the enemy's when that happens so I stay way from Monsters that have a habit of this happening
  2. Monsters Not leashing back to their spawn points. There are often many monsters that stand on or near roads far away from the initial spawn point. I see this most in Halcyon with the skeletons and bears, as well ass windsted with the same skeletons
  3. Willow and Braidwood tree spawn rate seems low or not enough spawns for the Lyneth server population. It is becoming much more difficult to find the higher tier trees out in the open world. For one hour of tree farming I might might 1 willow or braid wood even when hunting for it in less traveled areas. This issue is not pressent with mining nodes. I find tons of higher tier metals and gems very easy all over the map, as well as high tier herbs are ever where.

Top 3-5 Most Important Feedback Topics:

  1. I would like there to be a shared account storage or mailing items to my other characters, that would really help stream line the crafting and gather loops for the crafters in the game. As they would be able to us more characters to test game play loops.
  2. Most of the Possessing profession have an early way to level very quickly with easy to find resources in the open world. Right now Metalworking is very difficult to level 1-10, with our only options is to smelt zinc and copper that are both not very plentiful in the open world even as the world has mostly progressed pasted the need for it. I would like to see charcoal moved down to novice level Metal working as an early way to level a characters Metal working skill.
  3. The apprentice level Alchemist pants do not have any stats on them.
gloomy coyote
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Top 3-5 Most Important Bugs:

  1. Display the icons of the group's players on the map.
  2. Transferring items from the inventory to the warehouse and back, sometimes normally, sometimes the right mouse button does not transfer items.
  3. Respawn resources in places where they cannot be collected.

Top 3-5 Most Important Feedback Topics:

  1. It would be nice to put an NPC that gives out level 10-25 and basic things for classes, such as on a private server. In my opinion, leveling testing is no longer relevant and this would allow for more detailed testing of pvp and other mechanics.
  2. Search for items in the market by the name of the item, not the name of the player's store.
  3. More level 3 cities are needed to test all professions.
oak lantern
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Top 3-5 Most Important Bugs:
1)Please fix dash/mobility abilities of enemies either they are point and click/bluetooth connect to players or they are way over done bug the monster like flame elementals and firebrand into resets.
2)Moving items from one inventory to another with rightclick just doesn t work sometimes which is really annoying if you move 30-40 stacks of something.
3)Mounts beeing frozen having no animations is really annoying.

Top 3-5 Most Important Feedback Topics:
1)There needs to be a voting on destroying a building either that or remove the vote for building aswell.
2)Shorter afk timers some people just have the game on the second monitor play something else and sit on huntables of which are 5 available on the entire map for hours on end. Only option to compete is to also afk, not really an option in my opinion.
3)Either remove the cap on Artisan masteries or remove multiple characters for one server. There s just no reason to have the limit if people just make 5 characters anyways and it s not really hard to lvl currently maybe when 50 is max but that just prolongs the issue imo. Same for storage yeah you need another person to transfer but that s not really hard. Same with voting.

lone pebble
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Top 4 Most Important Bugs:

  1. Non-leader party/raid members can't join caravan events.
  2. Players may wear a node's cloak after dropping citizenship.
  3. Being too close to Citadel of Steelbloom makes the game run really poorly. Entering Citadel of Steelbloom has resulted in a blue screen too many times.
  4. Having too many caravans on screen at the same time (6+?) makes the framerate drop down to near 0 FPS. It is worse the more caravans there are. While looking at the ground or away from the caravans, performance is normal.

Top 5 Most Important Feedback Topics:

  1. Gathereables have static spawn locations, timers and rarities. All should be dynamic, and chances of high rarities lowered. Currently, once a high rarity gathereable is spotted, its spawn is camped until it is depleted or its rarity changes. One lucky find snowballs into great riches without any risk or a chance to be contested.
  2. Epic and legendary items are far too common. For some gear, even legendary is the minimum acceptable rarity because of how easy it is to craft - all lower rarities could be removed from the game and the change would go unnoticed. Either remove redundant rarities or make high rarity items actually rare.
  3. TTK is too short. Some archetypes can even one-shot others. Skill in PvP has little relevance compared to gear. Skill should have greater relevance.
  4. Stat scaling is terribly unbalanced, especially when factoring gear enchantments. Having physical/magical power scale linearly while all others don't can never work.
  5. Players have one vote per character rather than per account regarding mayoral elections and other node decisions. There should be only one citizenship and one vote per player.
steel estuary
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Top bugs:

  1. mobs going green, requiring one to relog just to continue to fight.
  2. treasure mounds in the desert spawning under ground(persistent problem in specific spots in the desert)

Top feedback:

  1. hunting rarity stat seems to have little to no impact on rarity(getting a blue or better feels next to impossible)

  2. lack of choice to forfeit out of node wars(polar attacking joeva daily has been anything but fun)

3)trying to contest named mobs whom have a single spawn location, is unpleasant when having to try contest a party of full kitted zerg guild members.

  1. give us back access to basement of steelbloom. So we can farm mage/cleric items
half wolf
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Top 3-5 Most Important Bugs:

  1. Random crashes, since a couple of weeks ago I get UE4 crashes too which is new.
  2. Last week I had occasions of poor stuttering/netcode worse than previous builds, it still feels jittery though less bad than last week.

Top 3-5 Most Important Feedback Topics:

  1. Endgame loop - there's not a very compelling reason to me to get on the gear treadmill / play to get more resources to get BIS gear and enchant it. Found myself playing less as there's no 'striving to get endgame X' (whether you have +8 or +4 gear doesn't really feel like an achievement or that it makes a difference to my gameplay).
  2. Crafting balance is still whack, i.e. craft novice recipes for xp, then lvl 10 gear for enchanting, rest is kinda pointless or not rewarding.
topaz pollen
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Gatherable mats spawning insides rocks and terrain
  2. Guild wars and node wars are declared then take effect instantly
  3. Not being able to right click to move items into or out of storage

Top 3-5 Most Important Feedback Topics:

  1. Static node rarity needs to be removed. In the development livestream an argument was made that it promotes conflict and this is not the case. People just log in seconds before the node appears, then log out. No one even sees the node to contest it.
  2. Weeping willow is overused in recipes. Please replace some of the weeping willow ingredients with something else (not braidwood) in at least 50% of the recipes in which it is used. Could be that there need to be more JM and AP trees. Look at how many JM mineable mats there are.
  3. Make gathering rarity and quantity rating have a larger impact.
fresh karma
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Hunting rarity seemingly on a bell curve; reduced both under and past a certain "increased rarity threshold"

  2. Untargatable Mobs:
    a)Hostile-NPCs with neutral-NPC tags making it possible for them to attack the player and be non-combat targets for the player
    b) Mobs that spawn inside rocky terrain/cliffs

  3. There's a seem between Miraleth, Aithanar, and Sun Haven where the desert lawless zone was which will still flag players as if they were in the lawless zone as they cross zones.

Top 3-5 Most Important Feedback Topics:

  1. Set rarity spawns for lumberjacking, mining, and herbalism feels bad. Players just find a rare spawn, record the location and set a timer to come back when it is likely to respawn. There's no counterplay to this at the moment.** A possible solution: have the appropriate gathering Pylons highlight the rare "nodes" on the map with a color that shows if the resource is present, recently harvested, or soon to respawn.**

  2. Current Animal Husbandry system could really use an option to slaughter mount and Beasts of Burden animals to create carcasses for cooking/tanning professions; that or some other reason to use/trade the under-desired resources.

3)Lack of processing/crafting friendly material bags; Currently a player is noticeably hampered by not electing to level a gathering profession that will expand their carrying capacity

These are the critiques I can pull from the top of my head;
I'd like to add that the Devs are doing an awesome job with attention to detail and rapid turn around in the patches. Verra is expanding and coming to life before our very eyes; So exciting! 😁

ionic zodiac
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Top 3-5 Most Important Feedback Topics:

  1. Static resources are not creating friction, as a person who has benefited pretty heavily from locking down static resources there has only been 1 time that I experienced friction. The system right now just generates resource logging once a series of nodes are found. I would like to see randomized resources, to generate friction I think the resources could glow with their quality on the ground and our bags should glow with the quality of resources we have so every one can see if we are rushing back to the town with something juicy. Randomizing the resource quality a bit would make people pick common stuff so something better could spawn rather than just logging on and off to grab a resource.

Example: all yesterday I was able to lock down a 5x legendary rividium, it was behind a rock, not a single person saw me farm it all day. When the rividum stopped spawning i did 1 loop and found a 5x legendary rividium again. If I wanted to I could have locked this down and had 2 days of legendary rividium with a 1% chance of any one even see me get it.

  1. Server wipes or creating a new server while leaving the static resources would be pointless. Starting a fresh server or doing a server wipe will mean only the zerg guilds will have geared rogues. If the servers are wiped or a fresh server is started then it will be 90% rogues. There is also not enough time to fresh start after rogues before P3 starts to get any kind of real data other than "every ones playing rogues neat". Id like to see what geared rogues do against other geared classes and a fresh start after rogues are released will not give us enough time for that to happen. A lot of people would NOT come back for a fresh start in P2 when P3 is so close.
fresh crater
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Top 3-5 Important Feedback Topics:

#

As a solo player and crafter im always broke, I was wondering if announced in advance for everyone if we could have a free no cost crafting day.

cyan sand
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Top 3-5 Most Important Bugs:

  1. Can't right click items into storage.
  2. "Lag" (choppy, stuttering, fps).
  3. Party members not visible on map / mini map
  4. Mounts are gliding again

Top 3-5 Most Important Feedback Topics:

  1. Static node rarity is terrible. It's whoever can get to a good resource right after an update or Thursday when the servers come up who wins, no one knows its there except them and it's farmed on timer until it de-spawns fully. Everyone who knows they are static does this, and anyone who's not there and ready to run the second the servers come up is SOL. We need random spawns with random rarity. If PvP is an argument, maybe add a slight visual cue so if more people see the resource and go for it, pvp happens. Now there is none at all.
  2. Not important, but a suggestion. It would be really great if it was possible to separate the compass from the mini map. Having to glance over to the corner you have the mini map in to call out targets in pvp is not the best.. Personally i would place a compass middle top. Markers should show up compass. Would also be nice to have more markers with different colors and an option to add text in the future as well.
  3. Fall is not winter, spring is not summer. If unsure how seasons work, ask someone outside California 😂
  4. We need the Tanks to come back!
  5. Adjustable height/width item inventory tab
  6. On Lotharia, Joeva was in war against all but one node. When the first war was done the godspike event started. From then on until the last war and godspike event was over took two irl days, and only ended bcs someone cheesed them), every time i died, I'm forced to spawn Oakenbane. Having to run back to Joeva, or to another node far away every time is too much of a pain. Terrible.
  7. PvP zones between nodes would be great (like there was in desert before they were removed)
fresh crater
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Top 3-5 Important Topics-

#

We need more Willow trees please

charred condor
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Weekly Feedback - 27/02/2025

Top 3-5 Most Important Bugs:

  1. Caravans currently give 30+% less gold and commodities bought before the rollback sell for 0.
  2. Dunzen Wands and Focuses use Weaponsmithing rarity instead of AE rarity, despite being AE crafting.
  3. Divine Infusion makes Resurrection not having a cooldown

Top 3-5 Most Important Feedback Topics:

  1. Static Gatherering isn't working as intended nor i believe it will. It does not yield player interaction, players just log off on top of them and mine them instantly. It gives an extreme power advantage to zerg guilds who have the manpower to camp multiple nodes 24/7, and it skews the player base's opinion about rarity. Legendary items should be rare, until you camp 40 legendary in a single day and can produce 2-3 legendary items.
  2. I am worried about server population, we have watched a steady decline in tester numbers since Dec 20th, which is normal for testing phases but I thought it would have plateaued by now. I know you are hesitant to wipe but I truly believe a wipe or a fresh start is needed before phase 3, around the time Rogue is released.
  3. Thank you for fixing a lot of the annoying QoL bugs. Not having to mount/dismount to be able to loot glint, being able to reliable use our bank, etc.
slim wave
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:
1)Static node rarity and respawn time
2) fps dropping a lot I mean a lot
3)The flags for stealing other people's stuff go away too quick

Top 3-5 Most Important Feedback Topics:

  1. Processing and crafting takes too much time I do not even want to craft anything anymore...it is pain..
  2. The game is designed just for hard core gamers . A man who spent 4 hours in a day cannot do anything other than walking or leveling. If I put something on processing I have to spent my whole day to wait.
  3. I am here from the first day from the first phase and I can say that I love the game but right now it drains me. I start to think give a break and come back p3.The game is more exhausting then real life itself.it is overwhelming..
green eagle
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Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. I think the tab in and out disconnect that happens when playing is an important fix that also deals with the server to PC communication.
  2. The static resources are a problem would love a developer forum to go into depth about ways to let all random generation still give a competition between players
  3. The UI not saving between sessions seems unfavorable especially since text size isn't adjustable so some things aren't usable is certain ways.

Top 3-5 Most Important Feedback Topics:

  1. The storage needs the bases of an overhaul or at least some extra space and use somewhere
  2. A different use for lower rarity materials since we gather so many compared to higher rare mats. honestly the static spawning forum could ask a question about how to use lower rarity materials
  3. a right click on name in chat to respond needs to exist typing names to invite and respond sucks
unborn swallow
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Weekly Feedback - 02/27/2025

Top 3 Most Important Bugs:
1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues

3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time

Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently

3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree

warped cedar
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======================

Alpha Two Phase II Feedback

Top 3-5 Most Important Bugs:

  1. Gathering nodes are not random rarity. This causes the economy to be exploding with higher rarity materials. In this same vein, hunting rarities are too low, and some gatherables such as Spider Cocoon are extremely rare to come by. Maybe make this one be a byproduct of Spider Carcasses so that they have a utility.
  2. Many artisan stats seem to not be working correctly or at all. Need some clarification as to whether what we currently have access to is too little to make a difference or if it's simply bugged. Apprentice Alchemy Skivvies don't even have an artisan stat.
  3. Boss exploiting and bugging and inconsistent respawn timers (respawning on server restarts, mesh crashes, etc).
  4. As it is a known bug, putting as an extra: caravans are undoable sometimes. Too buggy, too laggy, and currently literally undoable.

Top 3-5 Most Important Feedback Topics:

  1. Corruption system and PvP - The game does not feel like a PvX game, as PvP feels like it's greatly discouraged due to the unbalanced Corruption System, whereas griefing and constantly CCing healers till the opposing party wipes, or simply fighting for mob tags and only PvEing, are more effective strategies. The game feels like a PvE game with Griefing. This also include out of party/event healers that are not in the guild or did not join as attacker/defender. They should be flagged/included in the flagging system upon interacting with a flagged player.
  2. Storage system not being fully implemented makes it feel really awful to gather a lot of materials,
  3. Being able to vote in a single node with alts or in many nodes at the same time by having multiple characters is causing some very weird interactions in terms of server population/control.
  4. Camera max zoom out is too close, the distance it is during caravans is perfect.
  5. Node Wars should have a preparation time, same as Node Sieges are supposed to have.
  6. Betterment of the raid manager. Swapping player spots inside the group without having to move members between groups, as well as creating groups inside of the raid without needing a minimum amount of players.

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

magic remnant
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Top 3-5 Most Important Bugs:

  1. Static node rarity and respawn time
  2. Caravans are giving less money, so no one is running them. I want more caravan pvp. Please fix this bug.
  3. Fix the war scorekeeping to reflect actual score, not stuck at 0.

Top 3-5 Most Important Feedback Topics:

  1. Farming camped gathering resources and bosses on timers isn't fun. I would much rather farm something with multiple spawns and that respawns quickly with a low chance of getting the drop, then to sit around and wait 40 minutes between each kill and either have to get the tag first or bully others out. Or wait 4 hours for a willow tree to respawn. Terrible mechanics.
  2. Remove EVERY eastern larch tree and replace it with weeping willow. Weeping willow is used in too many recipes for them to be as rare as they currently are. Also remove static resource rarity and fix crafting gear stats.
  3. Farming camped named mobs on timers isn't fun. I would much rather farm something with multiple spawns and that respawns quickly with a low chance of getting the drop, then to sit around and wait 40 minutes between each kill and either have to get the tag first or bully others out.
hollow mauve
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Weekly Feedback - 02/27/2025

Top 3 Most Important Bugs:
1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues

3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time

Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently

3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree

wheat tundra
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Top 3 Most Important Bugs:
1 - Dragon and Tumok are still respawning on every server restart or at random times when the mesh crashes and the event starts

2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues

3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time

Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses being loot pinatas and not being PVP zones makes them meaningless unless you get the first hit(tag)

3 - People join/drop guilds whenever they want because the daily restart resets the timer somehow(this also works for citizenship btw), we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree

novel night
#

Top 3-5 Most Important Bugs:

  1. Caravan payouts seem lower then they were by about 50%. Nobody is running caravans.
  2. Getting kicked after logging back in the game after a crash, or even after a relogging - which you have to do from time to time, because of virtual memory buildup
  3. Not being able to right click materials from your inventory to storage. Also a Ctrl/Shift + Right Click to sell items to vendor would be amazing.

Top 3-5 Most Important Feedback Topics:

  1. Nodes spawning with same rarity is incredibly bad for the game. People sit and farm the same node over and over again and it create a huge divide between those who actually roam around trying to find more resources and the campers. Also, the discrepancy between the people who already have gear and those who are trying to craft/acquire it grows with each node camped.
  2. Processed materials can only be stacked to 20 in their specific bags. This makes no sense and makes it more of a hassle to move it around or even recover it from the processing mill. Also, a count selection would make the crafting process much more smoother and enjoyable (especially when leveling up crafting).
  3. Either add a small bubble stating each profession/processing tier when hovering over a node, or make the icons more clear (add a legend or something for how apprentice/jm icons are shown)
manic folio
#

Feedback / Bug(?)

  1. Just the Lumberjack thing... static rarity ruins everything. Right now on EU theres a camper on every spot and its kinda discouraging.
compact tree
#

Top 3-5 Most Important Bugs:

  1. You need to be force flagged in lawless to attack back with the wrong pvp target selection, this leads to green enemies and other glitches happening
  2. The driver can disconnect and remove themselves from a caravan event meaning to kill them is corruption
    3)Currently Ally targetted skills like intercept or healing wave can hit enemies I'm guess in lawless in relation to bug 1 but both sides are flagged, makes the issue more complex.

Top 3-5 Most Important Feedback Topics:

  1. New player experience, with rare t3 nodes or huntables being able to proc in low level areas, you have high level players (potentially even a blight alt to just kill new players eventually) hogging new player areas or mob training running through for nodes. Also the best mount in the game is in a low level zone so its farmed off cooldown, imagine a new player looking for the mob to just see a 25 blow it up every time.
  2. Damage is way higher then defense right now, a full proc'd 65% magic mitigation tank with 8k hp with buff can be blown up by a mage proccing their one-shot combo. The way penetration + damage + crits melds together with crit power being an un-countered stat (where you have a stat + counter everywhere else)
  3. Static respawns currently is not an enjoyable experience. Having one node always be legendary is fine but having it respawn in the same location at a predictable time is not.
  4. Tanks are currently the weakest class, only best at threat generation or single target assassin, give the class some love.
  5. Gathering being the most important job at endgame is weird, parties form up to do pve more for content generation over maximum efficiency, should look into making it beneficial to party play over everyone not having time to party to gather.
plain pollen
#

Ashes of Creation Suggstions
Bugs

  1. Monsters turning friendly but attacking players and we can’t fight back
  2. monsters in rocks and other solid terrain
  3. More clarity in skill tool tips what do they do exactly and how are they supposed to perform. Also what interrupts them as in what priority do they take for key strokes. Example: will moving cancel it? Will blocking cancel it? Will casting another ability cancel it?

Suggestions

  1. Introduce a class separation between combatants and artisans by implementing a shared skill tree where both combat and artisan skills require the same pool of points. This forces players to make meaningful choices—whether to specialize in battle, crafting, or a mix of both.
    • Pure Artisans would gain greater mastery but require protection while harvesting from the “veins” mentioned in the February update, creating organic player-driven economies and cooperation.
    • Dedicated Combatants would rely on artisans for superior gear, making each path valuable to the other.
    • Hybrid Players could exist, but at the cost of not fully mastering either craft or combat, ensuring balance.

Natural skill progression should remain, but to advance to the next tier of mastery, players should be required to spend a build point, reinforcing investment in a chosen role.

One of the issues in games like ESO is that everyone can be everything at once, which dilutes player identity and specialization. True class separation adds realism, depth, and immersion, making every player feel like a distinct and valuable part of the world.

  1. Untie guild creation from node dependency, allowing players to form nomadic clans and raiding parties without requiring a mayoral seal. This would enhance freedom, support piracy on the seas, and create dynamic, non-traditional guild structures that aren’t tied to a fixed location.
    • Nomadic Clans & Warbands could operate independently of static nodes, thriving through raiding, resource gathering, and mobile warfare.
    • Pirate Crews would benefit from this, forming fluid, seafaring factions without needing land-based governance.
    • Guild-Node Relationships Would Still Be Incentivized, ensuring traditional guilds have reasons to align with nodes while also allowing alternative playstyles to flourish.

A nomadic node system could be designed differently—rugged, mobile, and adaptable—perhaps growing through raiding, mercenary contracts, or barter systems, instead of the traditional civic development model. Requiring a mayoral seal for guild creation feels restrictive and unnecessary, given that guilds should be built on leadership, loyalty, and shared purpose, not bureaucracy. The game already has strong incentives for guilds to align with nodes, but allowing an untethered, nomadic path would expand player agency and roleplay opportunities.

  1. Introduce Colosseum-style dueling arenas, player-built and operated, featuring an official ranked ladder system for structured competition.
    • Arenas would be constructed by players, allowing for regional hubs of combat sports, with guilds or individuals acting as arena lords or sponsors.
    • Entry would be official, requiring registration and ranking, fostering competitive PvP and prestige-based progression.
    • Spectators must purchase a ticket to enter the stands, adding economic value to arena battles and encouraging player investment.
    • Once seated, spectators experience a first-person viewing mode, allowing them to zoom in, turn their heads, and fully immerse themselves in the contest. This system would enhance PvP culture, create social gathering points, and establish legendary fighters whose names carry weight across the world.
unreal mesa
#

Top 3-5 Most Important Bugs:

  1. Having to fix my video setting every time i log back in the game.
  2. Whirlwind ending within the 1-2 sec as soon as it starts for no reason.
  3. Mobs back stepping and having to position them until they are dead but sometimes they can get bugged out in to walls and despawn.

Top 3-5 Most Important Feedback Topics:

  1. Tank and Bard became extremely non fluid rotation and not enjoyable/undesirable to play since the nerfs.
  2. we need more character slots so we can play all of them , having only 5 slots is not enough.
  3. Caravan Attackers should have something to lose other then the risk of dying.
desert creek
#
  1. Crossing server workers at peak hours is a recipe for crashes. Crashed 5 times goes from Miraleth to Joeva
icy bramble
#

Top 3-5 Most Important Bugs:

  1. Maps barely drop rewards anymore. Glint does not drop hardly from them anymore
  2. Glint sells for very little in caravans.
  3. Since phase 1, crafting clothing got bugged and quit working properly and that was never fixed. Quality rating on clothing barely matters.

Top 3-5 Most Important Feedback Topics:

  1. Static nodes are not fun. Rarity should be RNG and based on the quality of clothing you have at a chance to proc it, but you can go sit at a node and farm the same legendary mat all day. This is boring.
  2. It is almost impossible to make any high rarity leatherworking gear at the moment.
  3. Hunting needs a lot of work.
primal adder
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mount animation getting stuck
  2. Long load time
  3. Unable to interact with stations NPC or mounts after first log in (fixed after relogging but happens every day)

Top 3-5 Most Important Feedback Topics:

  1. Static resource rarity is not fun.
  2. Resources in general should be more common. Base quality of resources should be set low and should be greatly increased through gear and consumables.
  3. Miraleth declard war on Joeva and New Aela. I died in Miraleth and was resurrected at the war camp in Daragal Estate. Unsure if intended but was not a fun time.
void yoke
#

Stop allowing people to log out while corrupt

serene acorn
#

Top 3-5 Most Important Bugs:

  1. Connection to realm randomly kicking from game, including EAC kicks
  2. Party frames dissappearing or requiring converting to raid then back to party to fix or moving between raid parties.
  3. Mobs turning green when in groups, seems to be when people join or leave party.

Top 3-5 Most Important Feedback Topics:

  1. Fixed node rarity, players find a quality node and keep that node on lockdown until server reset/node dissapears. This does not create PvP when no one knows this node exists. It will not be impacted even if you change it to random timing, because nobody will know for sure which ones are quality that we want to fight for.
  2. Please tone down the regen on 2-3 star mobs, your group had significant issues with this during monthly live stream.
  3. Please fix TTK and stats without affecting PvE. Only stats that matter currently are Str & Int.
lament basin
#

Top 3-5 Most Important Bugs:

  1. Mobs becoming friendly/green
  2. Party frames disappearing or requiring converting to raid then back to party to fix
  3. Randomly getting kicked for connection to realm

Top 3-5 Most Important Feedback Topics:

  1. Fixed node rarity, players find a quality node and keep that node on a timer giving others no chance to get rare resources until the node reset/dissapears. This does not create PvP when no one knows this node exists.
  2. The regen on 2 and 3 star mobs feels like too much, this was noticed by your team during the livestream.
  3. The TTK is hard right now as the first person to attack is usally the one that wins the fight. Although with this the pve ttk feels good and should not be changed
cloud turtle
#

Top 3-5 Most Important Bugs:

  1. Iron recipes requiring bronze and other mismatched recipes
  2. Everything that's been reported about Caravans and hasn't been fixed yet.
  3. Bard song gfx not ending when getting on a mount
  4. Node guards are passive during node wars.

Top 3-5 Most Important Feedback Topics:

  1. Static rarity + static location + static timer = shitty gathering gameplay. Introduce some variance to at the very least respawn timers (+/- 30 min range).
  2. Carvan experience favors attackers far too much in the risk/reward balance.
  3. Insta node/guild war declarations are stupid.
sullen thorn
#

Gathering is broken, the loop now involves finding a high quality node after reset and camping the spawn to milk it. Makes rarity stat worthless and has made a lot of people not want to bother gathering. Please fix this soon.

humble crater
#

Weekly Feedback - 03/04/2025

Top 3-5 Most Important Bugs:

  1. Static nodes really need to go !! -- not just an increase of spawn times on SOME trees. All nodes need to be generated randomly.....
  2. Caravan still not balanced - attacker heavily favored - two shoot driver then destroy caravan -- soooo wrong
  3. Marketplace needs complete update - 3 days for the fee is destroying the seller.

Top 3-5 Most Important Feedback Topics:

  1. Selectable primary weapon please. So wrong to be logging in with melee weapon when character is a ranger.
  2. Please look again at war decllaring. Guild v Guild maybe 120 sec warning and for Node v node maybe like 5-10 minutes. The community is bound yo have some intelligence on it surrounding area. at current stage 3 there are towers - are they only there for looks like the guards -- both are currently worthless -- if not have an effect remove the garbage.
  3. Just kind of think it is a little unbalanced towards the mayor with a flying mount -- during spring - mayor can easily identify both T2 and T3 lumber resources from air through color -
junior mango
#

Top 3-5 Most Important Bugs:

  1. Not being able to attack players (while being flagged) and mobs with direct spells
  2. bugged caravan revenue
  3. World Boss bugging out

Top 3-5 Most Important Feedback Topics:

  1. please change static rarity and timed spawns to random, the whole economy is messed up already because of this
  2. please decouple artisan gear and buffs completely from adventurer stats and level
  3. thank you for your hard work, we appreciate it!
  4. add a quantity stat for crafters that gives them a small chance at saving a random material for the craft
wind yoke
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Right Clicking to depo materials or withdraw from inventory is getting bugged none stop sometimes when u relog it will be bugged again after a few min or never fix.

  2. changing server worker will cuz NPC to become green so either relog or going to another server worker will fix this.

  3. Caravans profit way less.

  4. there are still small amount of Gatherables stock in Mesh specially in Desert and some in river land.

  5. Ranger vines and traps going inside the mesh and cuz it not to work specially in desert biome.

  6. Some of desert BOBs are still horse stats.

  7. Some iron caravan parts Need Bronze Ingot Not iron.

Top 3-5 Most Important Feedback Topics:

  1. Consider Making gear/tools Rarity + higher Certificate to be the reason to get better quality of materials not static Spawns and Randomize Spawn Timers.

  2. Depends on Gear lvl you can only enchant them certain amount of times like lvl Zero 2 times lvl ten 4 times and so on and buff up mitigation and armor values and other stats so INT/STR is not the focus for raw dmg you could also add dmg reduction when players are in PVP state like global dmg reduction of 20% or more so in this case you dont have to touch pve stats and NPCs Stats.

3)allow us to mix Diff rarity of materials in proc so we dont have to use the same rarity of stuff to make sth same as crafting you can mix diff rarity of materials to craft.

dire spruce
#

Top 3-5 Most Important Bugs:

  1. Mobs going inside wall when tanking and kiteing them around walls and corners.
  2. Spawning on war camps with no connection to war (Azmaran Joeva war, i died in Tower of Carphin and was spawned in miraleth war camp)
  3. Caravanas buggy commodieties, givine less gold or loseing origin location a gives 0

Top 3-5 Most Important Feedback Topics:

  1. Static node rarity every server reset. Afk campers on every spot.
  2. Rebalance node development so newer players can also contribute.
  3. Rebalance stats importance. Everyone now is just building STR/DEX/INT to be usefull in pvp.
orchid trout
#

Top 3-5 Most Important Bugs:

  1. Mobs getting stuck in Walls and Ground (Griphons) or being placed in the air and glitching into the Sky (Goblins at Ruins of Aela) - which all results in them being unattackable
  2. Mounts getting frozen in animation and then "hovering" over the ground when using jump repeatedly on sloped terrain
  3. Character Creator Tattoo Function bugging out when a tattoo is replaced, or when a tatoo is being dragged over the right eye (on female character model)

Top 3-5 Most Important Feedback Topics:

  1. Crafting system is very hard to start out with - alot of different resources but not the ones you need to effectively craft something, like gear. It feels very overkill to start out. The "fuel" cost for every craft makes it even more clonky (like why do i need to burn wood to weave a yarn?)
  2. Traveling takes a long time, even on horse and the respawn for closest emberspring doesn't work yet accurately - i spent hours just trying to get from one node to another just dying in vain and respawning at the start again...
  3. the random dropped loot out of inventory upon death adds to the above frustration
mighty vigil
#

New player here, been playing MMO's at a high level for a long time
Note: I have not had a chance to experience end game or pvp
Top 3-5 Most Important Bugs:

  1. Mobs attacking from out of bounds/Flying around/general immersion breaking behavior
  2. Animations freezing and T posing yanks you out of the world
  3. Quest inventory piles up with garbage you cannot delete

Top 3-5 Most Important Feedback Topics:

  1. Tank should definitely not be named Tank-should be reworked from a play perspective too. currently It doesn't even seem optimal to experience the sword and shield class fantasy.
  2. Static Spawns for Rare Items Make no sense and only harm the game and community
  3. The UI in general needs a lot of work

Been enjoying myself! thanks!

subtle sleet
#

Hello,
This is my first feedback. I’m taking this opportunity to simply share my thoughts on two professions that go hand in hand: Cooking and Farming.

  1. I feel that these two professions are not valued enough compared to others. What is the point of making a dish that costs a huge amount of gold when players can get an equivalent or even better food from the Journeyman artisan masters?

  2. My second remark mainly concerns Farming. It is a Processing profession, so we cannot benefit from the node buff. Take Milk as an example: you need Baby Cows, which are then turned into Adult Cows, which are finally turned into Milk. But why aren’t Baby Cows stored in the Materials tab? It’s a Processing profession, and at best, we can only process 50 per stack.

  3. Lastly, my final remark is about the link between Cooking and Farming. Right now, it is very complex to make food of a rarity higher than Common, since the main ingredients are purchased from NPCs and are only available in Common rarity. Is it planned that we will be able to buy them in higher rarity, or do we have to rely on our procs at every step of the crafting process?

Thank you for reading.

somber mortar
#
  1. Top 3-5 Most Important Bugs:

  2. Some enemies are unattackable (green/gray). This is particularly annoying if you are in a group or raid and only some players have this bug. You can fix the bug by relogging, but then comes 2.

  3. If you are in a group or raid and players have to log out to solve a bug, the following bug occurs: The players are marked, e.g. tank, cleric. After logging in again, these players no longer see the mark. The players who were not logged out still see the mark. It is not possible to make the mark visible to all players again. You would have to dissolve the entire group/raid.

  4. The Rividium Focus cannot be compared to another focus via Shift.

Top 3-5 Most Important Feedback Topics:

  1. Improve the chat functions: whisper to people with right-click, invite them

  2. Improve the chat functions: add a link to recruit group, recruit raid where you can apply to a group by clicking. For example, command /recruit group Carphin Tank and Bard results in "recruit group Carphin Tank and Bard" in the chat. By clicking recruit group you can join.

  3. Improve the marketplace: search for specific items: book, sword, bow, top, etc. or by name Bloom Boots, Iron Wand, etc.
    The current marketplace is no fun. It's a time-waster.

spiral snow
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. War score and timer
  2. Mobs turning friendly during combat
  3. Caravan rewards being half of normal

Top 3-5 Most Important Feedback Topics:

  1. Static node rarity, this is god awful. Every braidwood tree is on a timer right from the get-go. Yesterday I participated in a 6v6 over a tree everyone was waiting for.
  2. Voting for mayor should be once pr account. Right now a lot of people got 1 main and the rest of the acc is full of lvl 10s for voting purposes to secure mayorship.
  3. Get coal and animal fat down to the advertised legendary spawnrate instead of mythical.

❤️

obsidian wagon
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravans still bugging out and sending people to Carphin. No way to get caravan or commodities back
    2.). Guild ranking system
    3.) Accurate and timely pvp flagging

Top 3 Feedback
1.). Fix static spawns.
2.). Fix static spawns.
3.) Confirm more details on coming P3 launch... Wipe? Fresh start servers?

sinful cradle
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Basically all bugs related to Caravans (Carphin Teleport, entire Vans just going poof, not being able to join when in group, etc.)
  2. Memory leak
  3. Meele auto attacks dont automatically set the enemy who got hit as my target (this was implemented at some point during P1 and broke at start of P2)

Top 3-5 Most Important Feedback Topics:

  1. TTK
  2. Static resource node rarity. This completely breaks the gathering loop, people are playing Timers of Creation atm
  3. TTK again... pls
  4. Make sure to keep lower tier gatherables valuable in max lvl crafting. Granite/Basalt are already almost useless apart from Node buy orders and we can only reach lvl 25
gaunt robin
#

Weekly Feedback - 02/27/2025

Bugs

  • Spells passing through objects/walls like Lightning Ball and Chain Lightning
  • Mobs/Gatherables spawning inside of terrain
  • All mobs suddenly turning green-named and "friendly"
  • Mobs getting caught and stuck in walls
  • Memory leaks are still occurring

Feedback

  • Static rarity is a terrible resource mechanic and promotes the worst type of pvp engagement.
  • If the Need option is chosen on a dropped item to a group, that item should be Soul Bonded to remove guild/group item hoarding. A possible mechanic for this would be to turn a Soul Bonded item into glint.
  • Enchanting is busted. Either remove it, or redesign it entirely.
  • Please add the option to right-click a players name in chat to whisper/invite/kick, etc.
  • War decs need a redesign, they're simply being exploited right now to promote nonpunishing pvp.
cobalt vigil
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  2. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  3. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!

Top 3-5 Most Important Feedback Topics:

  1. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  2. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
  3. Remove the static spawns on rarity gathering!!!! Takes away from getting better rarity gear!!
haughty juniper
#

Top 3-5 Most Important Bugs:

  1. There are a number of locations where gathering resources are inaccessible do to terrain clipping.
  2. Hostile NPCs have a tendency to clip into walls, cliff faces and floors becoming untargetable . At Daragal estates Especially there are several locations where clipping is a big issue.
  3. There are still Hostile NPCs that show up as green.

Top 3-5 Most Important Feedback Topics:

  1. For PvP purposes I'd like to see the draw distance for players increased dramatically given how easy it is to escape hunters.
  2. The current corruption mechanics heavily discourages competition for resources/space given all the negatives. Unless the vast majority of resource gathering happens in lawless zones I don't see resource nodes as viable contested areas.
  3. I get that we are currently in testing, but there are too many embersprings set too close together for distance to majorly factor into defence. Before full release there probably should be a thinning of embersprings.
cosmic imp
#

Important bugs:

  1. Mobs randomly turning green and "friendly" to you. You can't attack them but they can attack you.
  2. Leashing distance of some mobs is insanely far or even broken, especially in the desert.

Important feedback:

  1. Please make it so that when a node war decs on another there is a timer for people to get prepared. It's kind of wild that a big zerg guild can decide to waltz into another city and stand around next to other players so that they can immediately decimate the whole city the moment the declaration is sent. A timer would also be great too. if the war declaration happens at say 11pm on a Monday and nobody is online for it, it can last for hours.
  2. Static nodes just don't work.
topaz junco
#

Top 3-5 Most Important Bugs:

  1. Mobs becoming green
  2. Healing enemy players when targeting them and using heals. Not sure if this is bard only thing.
  3. My mount animations stopping when I drop off of things.
  4. The game gets laggy when I cross between multiple zones quickly.

Top 3-5 Most Important Feedback Topics:

  1. Fixed node rarity is awful. Makes the game feel worse since rarity on gear is worthless and there is no other way to acquire the materials.
  2. TTK is terrible PvP ends very quickly.
    3)Need more Weeping Willow and Braidwood, they are too sparse for both leveling lumberjacking and for crafting.
    4)Get off the stage doesn't consistently knock things back. Depending on where it is used from it knocks things up.
brave inlet
#

Top 3-5 Most Important Bugs

  1. Caravans currently give 30+% less gold, and any commodities bought before the rollback sell for 0.

  2. Ancient Dunzen Wands and Focuses use Weaponsmithing rarity instead of AE rarity, despite being AE crafting. I assume the bows do not carpentry.

  3. Divine Infusion makes Resurrection not having a cooldown
    Top 3-5 Most Important Feedback Topics

  4. Static Gathering is not a good idea. It does not yield player interaction, players just log off on top of them and mine them instantly. gives an extreme power advantage to zerg guilds who have the manpower to camp multiple nodes 24/7, and it skews the player base's opinion about rarity. Legendary items should be rare, but when you camp 40 legendary in a single day and can produce 2-3 legendary items they stop being rare.

  5. I am worried about server population. It is hard for new/low level characters to level as there are far fewer leveling groups and the concurrent playercount feels like it is getting low.

  6. Static rarity makes gatherers not want to mine random nodes. It is not worth mining for uncommon and rare, when you could be camping epic/legendary. Beyond that, spending a lot of high quality materials to get very high Gathering Rarity feels bad when you know that somewhere, someone with a common pickaxe and no artisan clothes is camping a single epic node and getting more value than you are.

  7. Node wars should not be instant. It does not give the defending node time to prepare. The attacking node can have members in the target town ready to attack instantly, already in raids and voice comms. There should be at least 10 minutes warning. Ideally a war would give 24 hours head up so players can adjust their schedule to be there and participate.

  8. Thank you for fixing a lot of the annoying QoL bugs. Not having to mount/dismount to be able to loot glint, being able to reliable use our bank, etc. The game is a lot less frustrating to play and feels a lot better.

lime mango
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Caravan Flaggings (Party leader cant sign up entire group.)
  2. Auto Attack "Sticks" where is always on.
  3. Ranger "Jump" Hits invisible walls and sometimes jumps you the wrong direction.

Top 3-5 Most Important Feedback Topics:

  1. No Incentive to PvP, this leave people bored and resorts to killing people corrupted in town / quitting. ("High Risk" Lawless zone would be 🔥 100% Drop of materials on death, no delete. Boosted Rarity and Glint in said zone.)
  2. Ranger needs some love other than thorns getting visual updates.
  3. World bosses should be fought over, putting them in lawless zones would be amazing.
zinc scroll
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Mayoral Commissions can only be completed once per person until after the first server reset
  2. Marketplace defaults to materials tab if the items tab is empty. Please revert that change! It makes searching for item sales painful.
  3. Enemies becoming "friendly" with green names and are unattackable until a relog

Top 3-5 Most Important Feedback Topics:

  1. Focus on enabling economy and crafting functions. Gold and crafted items are always the basis for any styles of gameplay.
slow sluice
#

Top 3-5 Most Important Bugs:

  1. memory leaks - after playing a several hours, frames crash. happens pretty consistent.
    2)mini map still buggy - party members dont show unless close by.

Top 3-5 Most Important Feedback Topics:

  1. Rarity on resource nodes - predefined rarity isnt good. It just means those that know, know. It doesnt invite competition, it just feels bad. please make random chance with gear increasing chance and the longer the node sit unharvested itgive bonus or even guarantee high rarity! current system is not good.
  2. chat needs improvements - need better channel selection for trade and party.
robust blaze
#

can we advance the shop search the filter to press the piece what we want and then to show u all the shops available with that item

dreamy token
#

Predefined rarity is game breaking. Players feel cheated by people who can be up at server reset, map the best resources, and camp them without any shared knowledge. It allows for monopolies that have already made several of our members quit. This issue was their top cited reason.

The dev claims regarding causing conflict are flawed. It’s asymmetric information and, therefore, not a source of any conflict.

prisma fractal
#

Top 3-5 Most Important Feedback Topics:

  1. Make some attempt to give rank and file players a reason to play.
    For example, allow simultaneous leveling of all Artisan Professions to Journeyman level 30.

  2. Certification is capricious and vacuous.
    Devs: “You can be GrandMaster in only one Profession at a time”. 

    Mgt: “Elites are complaining. They want two. What will it take to make the change?”

    Devs: “Changing a one to a two.” 

    Mgt: “But what about the knock-on effect to the certification scheme and the integrity of the Artisan system as a whole?” 

    Devs: “None. It’s just a number.”

Certification is incoherent and irrational. 

Player ‘Dave’: “Can I exchange Apprentice over here for GrandMaster over there?” 

Dev: “Yes.” 

Dave: “Oh. Instead I’m going to just promote over here from Journeyman to Master.”
Dev: “I’m sorry Dave. I’m afraid you can’t do that.”
Dave: “Why not?”
Dev: “Because of an arbitrary invisible magic number ‘3’.”

It’s obvious that Certification was never designed and there is no Currency that players have to earn and spend for it. There is no foundation to build on so it’s another house of cards to be torn down and started over.

  1. Don’t restrict players with bottlenecks throughout the value chain. Stop and think about what you are trying to achieve; keep everything else simple and natural. 
If your goal is to limit Legendary crafting, then address that. 

    In New World, I am max level 200 in every profession, but I’ve never been able to craft a Legendary myself. AGS added more fun requirements that turn Legendary crafting into a periodic Guild-wide event. This was the only throttling they needed for a healthy economy.
worldly citrus
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Class skills not working properly. (These have been reported)
  2. Caravans. Still so many issues, you guys know what they are by now.
  3. Server stability.

Top 3-5 Most Important Feedback Topics:

  1. Economy needs love. Especially gatherable spawns and rarity to boost everything else upwards.
  2. Processing & Gathering are boring, and without active input has resulted in massive amounts of players with alts just sitting in and lagging towns.
  3. More GMs on the servers could alleviate many minor problems, and retain more testers.
cinder harbor
#

Top 3-5 Most Important Bugs:

  1. Since the last patches, my bard has been walking around with a sword and a book. The sword is constantly bugged, hangs to the left of the mount when riding, and the character uses a sword and an axe when chopping wood.

Top 3-5 Most Important Feedback Topics:

  1. Please make it possible for the mayor to only vote with one character on the account. Our server is constantly being griefed by large guilds creating twinks, playing them up to level 10, and voting for or against buildings in the nodes/demolishing them, electing mayors who are not active. This is not what the "building community" wants.
  2. Remove the static spawns on rarity gathering!! Mayors flying over the Map and for the "normal" Player we havn´t any materials..
  3. Stop Downtime at Europe Primetime. I Have just 3h to test this game, 2 h are downtime last week.
fallen elk
#

Caravans have been giving very low payouts.
Water near bridges doesnt register.
I want to be able to split stack without dodging when im in a menu as my keybind for dodge is shift.
Enemies are stuck in walls often and invincible.
And no rewards for escorts on caravans or for node contribution is a bummer.

warm summit
#

Top 3-5 Most Important Bugs:
1)
2)
3)

Top 3-5 Most Important Feedback Topics:

  1. As a newer player I find the leveling experience terrible. if you try to solo level you get poor rates due to like lvl mobs having way to much health to solo fight without needing to ration after every fight and if you get in a party you might get more xp but it split amongst the party which is baffling to me as if you want us to party level don't give us less xp give us either the flat amount for the mob or a boost, not to mention finding a good group to farm in and a good area to farm in
  2. crafting xp is just wild i get having a split between gathering and crafting but why add processing into the mix it just makes no since as you almost lvl 3x faster is processing and gathering then crafting. then if you want to get extra crafting xp you have to wear the right clothes and if you happen to be lvl 20 get the crafting food and crafting scroll. at least with the scroll you can get a better grade but if you are on a server without t3 cooking you sol for anything higher than common on the food.
  3. Why is food level locked?
    4)caravans are to slow for the overall rewards given currently. plus there is no fallow mechanic and no place for defends to sit or get on the caravan which leads to people wondering around or having to do little burst of movement to fallow the caravan.
  4. i would love to see something along the lines of nodes influence the resources around them. like if a node has JM mining then higher lvl mining resources spawn in that node. giving us clear defined areas to find resources without having them be static spawning
pale flume
#

Top 3-5 Most Important Bugs:

  1. Mobs agro range and infinite skills

  2. Drop rate from mobs decreased or disappeared if you farm them in 1 spot continuously

  3. Dog mobs can hit and jump through objects

Top 3-5 Most Important Feedback Topics:

  1. Wars are not relevant: no rewards, no point to play
  2. Market is not optimized(duno if you have plans to make it comfortable and cross city)
  3. Node development can be better
spiral pecan
#

Weekly feedback - 06.03.2025

Top 3-5 most important bugs:

  1. Node wars and guild wars are superior to other PvP mechanics (for example caravan) and the players in the caravan cannot heal/buff these players and therefore you cannot protect your caravan in PvP. Healing only works if all defenders/attackers flag themselves PvP. It must always be possible to heal/buff other players, regardless of which PvP mechanic is currently active.

  2. That rare resources always respawn in the same place and are farmed with timers and the rest of the players cannot collect them.

  3. Current performance/FPS drops in the starting area, the dungeons and in many places on the map.

  4. The possibility to shoot caravan drivers out of the caravan within a few seconds. The caravan driver should live as long as the caravan does. At the moment, caravan drivers with 500+ Dmg and more are killed in a few seconds and you can't defend yourself, even in group rides the drivers are shot out and the caravans stop instantly.

Top 3-5 most important feedback topics:

  1. More opportunities for small guilds to earn guild EXP. Currently, caravans are only farmed by large guilds and the 11 silver orb is a joke in terms of EXP.
    Guild missions that must/can be completed by the guild to get EXP would be better: X kill monsters, X craft armor/weapons, X collect flowers/ore/wood, X defeat players in PvP, defeat boss (...).

  2. Improve the marketplace: Put in larger quantities than just 20, longer terms (gladly also for a small fee), buy marketplaces in addition (So that you can not only offer 20 items), better search function and quality search.

  3. Guild bank that can be rented in each node individually by a guild leader for the guild for a small fee, but there must also be a way to store gold in the guild bank.
    A guild can also have a guild bank in all nodes, but must pay an extra fee per week if there are several guild warehouses. This would also guarantee income for the nodes and allow guilds to provide members with important resources/items.

  4. More overviews as a citizen of what is currently needed in the respective node or what is already in storage. At the moment you don't know anything as a citizen if the mayor doesn't write anything.

  5. Limit mayor flight mounts significantly, currently in PvP you are only visited by a flying mayor, killed, looted and he flies away again instantly and you have no way to get your stuff back.
    Flight mounts should only be limited to node and castle sieges so that mayors can't leave PvP fights.

drifting canyon
#

Weekly Feedback - 06/03/2025

Top 3-5 Most Important Bugs:

  1. Still many interactions issues with objects or drops, requiring a log-out or mount use
  2. Grapple is most of time not working 🛡️
  3. Common now to have friendly creature... (it was the not the case before personally)

Top 3-5 Most Important Feedback Topics:

  1. Implement Citizenship limitation, as it's altering many nods mechanics
  2. Implement shared storage
  3. Give more opportunities to earn guild experience
round path
#

Greetings, Glorious Alpha Two Testers!

Please share your top 3-5 most critical issues or feedback topics for this current testing session in the thread below using the following format:

Weekly Feedback - 02/27/2025

**Top 3-5 Most Important Bugs:

  1. Recipes are still quite broken. Many things with vendor mats in rarity calc (seph shard ring) or just not working (dunzen weapons)
  2. Caravan pvp flag should be done entirely by guild leader not having to drop group and reform
  3. all forms of guild or node decs need a countdown and proper surrender. An area based lumber competition should not result in a global flag
  1. Alts being able to vote and special election The issue is these guilds can now they can effectively shut down 4 nodes through staggered elections from dropped citizenship or deleted characters.
    **

**Top 3-5 Most Important Feedback Topics:

  1. Static Rarity nodes need to go. I'm not even going to type a long response again here
  2. There are many players that are here to win and crush all others, openly bragging about wanting people to quit, that are causing a lot of problems for the casual side of testing
  3. Guild perks and levels still feel entirely useless to interact with from the lackluster perks to the astronomical costs.**
granite orbit
#

Top 3-5 Most Important Bugs:

  1. trading items at border of server worker can cause items to be duped
  2. players being sent to carphin during caravans
  3. Permanent wars

Top 3-5 Most Important Feedback Topics:

  1. PLEASE remove static nodes, make it randomized
  2. increase world boss HP and make the spawn spots more random
  3. let a party leader defend or attack caravan on behalf of entire party
sinful river
#

Hello,

First of all, I would like to congratulate you on your work.
1 Bugs:
Mobs turning green/friendly
Mobs stuck in walls
Freezes in nodes

2 Feedback:
Issues with PvP mechanics:
- The corruption system does not work: it is too punitive to be used and seems unsuitable for a PvP-oriented game.

  • Caravan attacks have no real purpose other than to annoy other players.
  • City wars are being bypassed.
  • The experience in PvP zones seemed to be the most effective, but you have chosen to remove some of them.

Suggestion:
I think it would be interesting to have a PvP zone inspired by New Frontiers from DAoC, with three factions/alliance fighting for territory control, granting bonuses to the dominant faction. In this zone, XP would be higher, and certain specific resources could be gathered.

This solution would offer several advantages:

  • A clear separation between a PvE zone, free from ganking, for beginners and those who prefer PvE, and a PvP zone for those who enjoy combat.
  • An endless endgame based on conquest and PvP, similar to DAoC, which remained engaging for years.
  • The removal of the corruption system, which currently seems counterproductive.
  • Many additional possibilities to enrich and extend the game's lifespan.

Other issues:

As of now, only DPS characters seem viable. To dominate a mob spot, you simply need to out-DPS others. In PvP, DPS classes also dominate. However, this is just an observation at level 25.
Finally, you have changed the Tank class. I believe the first version was much better for fulfilling its defensive role and was far more enjoyable to play.

ty

silent trellis
#

Top 3-5 Most Important Bugs:

  1. Guild War and Healing interaction
  2. Destroyed economy due to static resources
  3. Destroyed fun due to static resources
  4. Destroyed balance due to static resources

Top 3-5 Most Important Feedback Topics:

  1. Remove Rarity timers/static spawns asap
  2. Remove Rarity timers/static spawns asap
  3. Remove Rarity timers/static spawns asap
  4. Remove Rarity timers/static spawns asap
  5. Revert Tank Grit Change
woven flame
#

Top 3 Feedback Topics

1 - Static rarity is not fun . the strong get stronger and its simply boring gameplay to camp a single material node . It takes away from those who actually farm .

2 - Time to kill . Short pvp fights are not fun and require no skill .

3 - Ghost nerfing/buffing . Undocumented patch changes make my job of testing this far harder .

Thanks ❤️

maiden gust
#

Top 6 Feedback Topics

  1. dying punishments, atm we got these punishments for dying (pvx)
  • XP Debt
  • Stats damping
  • Durability loss
  • Loosing materials

PvP (Both Flagged) & PvE - deaths should not get you XP debt & Stats damping.
PvP (Corruption kills) deaths should get you all punishments

  1. Caravans Rewards - for attacking or defending need some work.
  2. Solo Farm, i know this is a social game but sometimes you want to do solo farming for glint or whatever.
  3. Make the cursor sizeable
  4. during PVP it's hard to notice which heals / skills (lighting ball etc...) are friendly or foe.
  5. Processing batches, enable the user to process / craft at bulks.
    Bugs: 🐛
  1. NPC (monsters) pathing finding. some NPC behave so weird, teleporting onto you / running away. (Gravepeek is a mess).
plush bear
#

New top issue Have the ability to change the mouse icon and color!!!!!

rancid bear
#

Feedback

  1. Crafted items while leveling have terrible value. Whether it's potions that heal so little for 20 seconds it's never worth using or crafting 250 of x boots just so you can level.

  2. Crafting in itself is just a straight money loss until you meet the requirements to craft higher quality gear. Even vendoring your crafts puts you in the net negative. You make way more items then the server will need and you just lose money doing it.

  3. The variety of items you can make being limited to 1, 10, and 20 is too limiting. There should be gear between and options. Potentially take some of the multiple options at each bracket and reduce levels or add levels to spread them out.

  4. The materials collected for items seemed imbalanced. So stuff drops way to seldom and stuff drops to often. Also most the servers players just screen shot the location they get quality materials and return to that spot to get it on respawn.

  5. The idea of Crafting being the best way to get gear or at least easier than the extremely low drop rate is nice. I really like that Crafting can provide all the options and at the best quality. I just think the lack of variety or content is really holding people back. Adding in items that don't even have great stats will make people play more as long as it looks good. People like see their gear and be different from the people next to them. Even having a random piece that looks really cool will give people reason to farm extra stuff.

twin patio
#
  1. Time to kill still too fast, needs to be slowed down a little to improve overall gameplay - stats & enchants fix needs rollout
  2. Static resource respawn being farmed on timers needs to go
  3. Large scale PvP draw distance still a big issue, possibly related to dynamic gridding not fully implemented - makes large scale PvP a bad experience
  4. QoL on caravan functionality such as better player protection for the caravan owner and group attack/defend option so players don't have to drop group to join the event etc
dreamy rapids
#

I am not pleased with the size of the UI. For example artisan panel with recipes, and size of the shrift and the icons.. They are verry small.

storm pewter
#

Top 3-5 Most Important Bugs:

  1. Green enemies that I can't attack.
  2. Mounts animations sticking and or Me standing on their backs.

Top 3-5 Most Important Feedback Topics:

  1. I should be able to use different gathering tools of the same type. I may want to try and gather some more rare materials today, and tomorrow maybe I just needs lots of materials, so I need speed and quantity. Let me click a drop down and use which ever tool I want that I have built.

  2. Gathering nodes should be random rarity and time when they spawn. I see the need to have them in static spots that switch over time, but rarity and the timer should change each time. I shouldn't be able to put a timer on something and come back at the exact moment it spawns and grab it.

  3. Caravans should be able to be spawned a bit further from the city, and completely anonymous unless you're standing next to the drop point, and it should stay that way for a bit of time after it spawns to give people a chance to move away from civilization in an attempt to move in stealth.

blissful relic
#
  1. Caravans take way to long to spawn
latent sedge
#

Top 3-5 Most Important Bugs:

  1. Fix the hunting rarities
  2. Fix the porting to Carphin when running a caravan across a server worker border
spark geyser
#

Feedback: carcasses should have increased stack size in hunting bags. it is a resource only acquirable through hunting

dark pike
#

Top 3-5 Most Important Bugs:

  1. Mounts animations freezing or putting player standing up on top of the mount's back
  2. Significant disparity between speed at which you can level the gathering professions. I can level to L10 mining 4x faster than any other gathering profession. All the other ones should be boosted to be on par with mining (not have mining nerfed) Grind is bad enough in this game.
  3. Caravan profitability and bugs with disappearing and players teleporting. Driver should be a part of the caravan when sitting on it... the caravan's health is the driver's health. They dismount, then they're just regular player health.

Top 3-5 Most Important Feedback Topics:

  1. The pride lion mount is clearly missing a saddle. player sits with legs splayed wide and hovering above animal - please add an amazing saddle to this mount ❤️
  2. Node resources need to be randomized far more than they are now.
  3. Please give us proper search tools and filters for the marketplace. It was cute for a while, but frustrating every day to use.
dreamy token
#

Content is really lacking at max level, PvP is weirdly absent. Even the node wars basically fizzle immediately and then just linger as nobody participates

glacial vapor
#

Top 3-5 Most Important Bugs:

  1. green mobs
  2. caravans disappearing
  3. mount animation freezing

Top 3-5 Most Important Feedback Topics:

  1. static rarity for 24hrs should not be a thing. Static rarity makes the rarity stat rolls on tools basically useless. It makes rarity not really rare since you can get upto 30 legendary iron in a day from 1 node. This does not promote competition since nobody knows what rarity something is especially since most of the time is mined within 15 mins of server up then camped.
  2. Node wars and node elections need changes. In vyra polar came in and won a election in a town they have no presence in with alts then dropped citizenship. Wars should have a vote to it to see if the node wants to war. Currently polar is war declaring every day and dont actively participate so you are stuck with a 10 hour long war that no one wants and locks you out of those towns.
  3. market needs better search features
  4. either change how long it takes to get tiers of crafting up or make mobs not drop uncommon+ loot. It took around 3 months to get to jman armor smithing in vyra. In a 3 month time people will be lvl 50 and if they kill lvl 50 mobs and get lvl 50 rare gear it makes crafting useless until it gets to master or grandmaster which at its current rate would take at least 6 months.
unreal cradle
#

Make all node drops the same generic rock or wood type and have the rarity hidden until it’s processed in town. Then show the rarity when it’s processed in town.
This way you can have static nodes if you can’t fix it but people won’t know until they get back. So it fixes the camping nodes and helps the market and keeps my bags from being filled with 6 colors of copper

dreamy token
#

Needing to process at equal color ranks is frustrating. Please make processing function more like crafting with mix/match qualities

dense tulip
#

Can we please get a SLIDER for processing quantity instead of fixed numbers?

Its completely insane that if we have 99 mats, we need to do NINE separate processings split in 50 + 25 + 10 + 5 + 5 + 1 + 1 + 1 + 1 and you are REQUIRED to stay in the station for 5 hours because you cant simply set a slider to 99 and let it process

Who came up with this idea intrepid why torture your testers 😭

wind yoke
#

Top 3-5 Bugs:

  1. some server workers in same zone does not have the town buff and some of them when you enter them u lose all ur buffs also from one server worker i can see materials but when i go towards them and server worker changes like trees herbs mineable disappear
prisma heart
#

Bugs:

  1. Players and mobs fall through textures (visual only)
  2. Both sets of weapons are displayed at the same time, it is extremely difficult to understand which one is in your hand (Tank with shield+mace and bow)
  3. Friendly mobs

Feedback:

  1. Please wipe all servers in phase 3 (sharpenings are dull, legendary resources are stored in huge quantities in warehouses, a lot of gold obtained from caravan/other exploits), the economy is completely broken.
  2. Static resources. I don't know any player who likes the current system. You want resources to be fought over, maybe then you should make points of interest with resources (caves for example), and they will be fought over, whoever controls the cave has access to more resources, and therefore a greater chance of collecting something legendary. This will be content for groups. And single players will collect random resource spawns. Static resources also kill the point of upgrading mining tools.
  3. Flying mounts are cool, but this should be a feature of the elite and not every mayor flies everywhere and always, as I see it - flying mounts are available from the 5th level of the node and you can only fly on them in your own lands, this is specifically a strengthening of the node and gives real uniqueness
  4. Tank defense in PVP is currently extremely weak. We already die (from solo) in 3-4 seconds with a 280+ constitution, please make tanks - tanks (Lots of survivability and control, little damage.).
soft fractal
#

Bugs

  1. green mobs are still quite common
  2. many visual bugs with elevation changes where you can see underground and have to jump/climb up a hill that should be walkable
  3. mounts have many issues, standing while mounted....mounts can't get over terrain properly.

Feedback

  1. tank is just bad (sorry) it just does nothing......full rework please, concept is cool and some of the abilities are nice but nothing works properly and the "balance" is non existent. Does 0 damage and gets 3 shot by random trash mobs.....please fix once rogue hits.

  2. war abuse is out of hand......wars require cooldowns, they require max times and these chopping/fishing wars need to be removed fully.

  3. please prioritize account wide voting and static rarity gatherables, it's killing the test for everyone.

  4. sorry for the salt on this one........do a better job policing the community. This community has become a disgusting toxic cesspool and you have done absolutely nothing about it and continue to just stand around and let it happen......I shouldnt have to log a ticket for you to care about people telling other people to kill themselves. People are treating other people like they are shit on the bottom of their shoe and it is fully supported and allowed....it's honestly incredibly disappointing to see that you don't even give half a fuck about your players. Be better or lose your players, you decide.

Small edit: things have been better the last few days....I know a couple people have been temporarily removed....might mean something.

dreamy token
#

Healing and shields and other defensive abilities should generate their strength from a different place than offensive skills. Maybe mentality versus int versus wisdom

dreamy token
#

The repair cost during a node war or guild war should be charged to the node or guild funds, not to the player. This will help encourage fighters. Addendum: we need to be able to donate gold to node or guild.

uncut moon
#

Weekly Feedback - 02/27/2025
An Economie is only FUN, when a big portion of the wealth is distributed randomly. Please be open and transpartent about economie reset... like always a lot of players already got an advantage in a broken economie. To be clear, i am positive about the game, but i am concerned you got an fundamental aspect of the economie design wrong.

Top 3-5 Most Important Feedback Topics:

  1. Gathering/Crafting is not fun. E.g.: It is not fun to search for some copper for 10minutes and pass 20 Basalt nodes in that time. (Idc why that is and what "Intend" is behinde it...... it is not fun, specialy for new players!)
  2. s. point 1 make the first 10 - 20h of your game fun, get the base systems right and you will have good will fixing the end game. I personaly enjoyed the combat and to explore the map... crafting was meh cause point 1.
  3. Only 1 and 2 🙂
gray igloo
#

from mostly a PvP standpoint:
Bugs: 1) players are often in the ground so you cant see what is even going on, what skills they are using, what weapon they have out and where they even are... This often makes PvP unenjoyable for these reasons.
2) Caravans randomly disappearing, both when parked in a node and when they are being ran. The reason why this is bad is obvious.
3) For the love of god let people who are grouped all flag for attack or defend on a caravan it is really painful having to either drop group or pass lead 8 different times when you have to do it in attack distance people defending the caravan, it just makes the first engagement very annoying.

Feedback: 1) I dont know why I even have to mention it as it has been a topic for the past 3-4 months, but TTK at high gear score is extremely low which means there is a lack of skill expression and this has been the case since the launch of phase 2. I would love to have this fixed asap as it allows for a more enjoyable testing ground. The problem might just be the amount of stats u get from enchanting and in general the attack and magic power given by higher tier weapons. You could also make armor and magic resist more relevant which could help with the time to kill.
2) I understand that you are trying to give players items to chase for in the game but i dont think the power level of a fresh 25 with basic lvl 20 gear should be half of that of someone with good gear, more like 70-80%
3) The crafting and gathering system is in need of an overhaul which I know you guys have been working on. The current system just ain't it.

steady knoll
#

Weekly Feedback - 02/27/2025

Top 3-5 Most Important Bugs:

  1. Performance dips in dungeons.
  2. Underground NPC`s
  3. Green NPC`s

Top 3-5 Most Important Feedback Topics:
1 ) Gathering nodes - Static nodes feels bad.
2) Hunting feels like best gathering node available, but fix the buff/numbers to help getting beter rolls.
3) Somehow insensitive to be out in Desert more. Feels like some towns, also in RL (new alea) feel like ghost towns. Bonus feedback: Guildbank plz ❤️ that would be hugeee

late gale
#

🪲 Most Important Bugs


1. Flickering character models Since the fork of the Vyra environment, character models perpetually flicker. I believe they alternate between default character models (i.e. easy to render models for network performance) and actual character models.

2. UI & Interface settings do not save From auto-attack settings, pvp-flag settings to render distance and options on nameplates, interface settings frequently revert to some stored cached state and do not update.

3. Unable to right-click to move materials to and from storage This feature works for roughly 15 seconds after logging in then breaks every time. A relog is required to restore functionality.

4. Storefront tabs default to materials when items tab is empty Not a game-breaking bug / issue, but it rates highly due to frequency and gameplay detriment.

5. Character location does not register on map or minimap Happens fairly frequently. A relog is required to restore functionality.

🗣️ Most Important Feedback


1. Static rarity resourcesPerhaps the most compelling argument I can supply as to why static resources are a terrible feature is that I do not get to play my character. Due to the static and quick respawn cycles of 2 hours (mining), I either have to: A). Logout near a high value node and login every 2 hours. Or, B). Run a gathering route for 30-45 minutes (if I've found several high value resources), run to a town to bank / post auctions, and then repeat the route because travel in this game is a time commitment (which is a good thing). Rinse and repeat the process. Attempting to run a dungeon or do something else for a while will lose the timer and the node for the rest of the day. Hence, play an alt or run the route on repeat.

Contrary to Intrepid staff commentary, static rarity does not incentivize pvp. 98% of the time no one but the original tagger sees the resource spawn or knows its high value. Static spawns should not exist in any capacity unless it is a broadcast event where a resource spawns to incentivize conflict and pvp.

**2. Monster AI, pathing, etc.**As much as I love combat in Ashes, it will continue to be less than a AAA game until there is consistent and responsive behaviour between players and mobs. AI pathing is a nightmare. Nearly half of all monsters in a dungeon get permanently stuck in walls. Mobs stutter, rubber band and flicker when chasing a mounted player. Mob attacks hit when a player is halfway across the screen. Wolves and bears run at light speed. Goblins fly miles through the sky in a barrel roll. And dodge rolling an attack rarely ever avoids the damage. These are the bugs and technical hurdles remaining to deliver a compelling combat experience.

3. Itemization & waterfall statsDue to the nature of primary stats providing many secondary stats (i.e. a waterfall statistic), gearing and stat selection is incredibly shallow. All archetypes primarily stack one of two attributes: Intelligence or Strength. This is so hollow it hurts. If secondary stats were extricated from core attributes and appeared on gear independently and much more frequently, itemization would have more options. In addition to this, the power of physical / spell power has rendered weapon selection a non-choice. The right choice is almost always higher net power. As a result, a game with high potential for gear / weapon combinations has all but undermined itself due to the current system surrounding character stats.

grizzled iris
#

Top 3-5 Most Important Bugs:

  1. Hunting rarity - We know we only have a placeholder system but the rarity in hunting is very not good compared to other professions. I'm a grand master hunter, I've collected 2 heroics total with consumes and crafted bags & gear.
  2. Server stability issues - On Vyra and I read we were testing the server meshing? But there was new, random teleporting, a few guildies & I got teleported to Carphin while running caravans in the desert, all around the same area. One guy got teleported back twice. Video bug report coming. But people running across whole zones and getting teleported back.
  3. Inventory management - Right clicking stuff to storage sometimes works, sometimes doesn't.
  4. Minimap bug - Not being able to see where your team is at times, the minimap getting black marks till you zoom in/out to refresh it. Zooming in to the map to the middle point and closer lets you see your party/raid members most of the time, but sometimes it just doesn't update and people dissapear entirely or show where they used to be.
  5. Gatherables inside the ground. From huntable creatures, trees, herbs, mining nodes, they all seem to be able to spawn inside the ground or a rock or wall and you can see the resource but not reach it to harvest it.

Top 3-5 Most Important Feedback Topics:

  1. TTK - Being worked on we know, but still broken. There seems to be a hard cap of defence so defensive stats don't give additional benefit after this point, tweak this, I think for pve damage is mostly ok, dangerous mobs are still dangerous even with nutty gear but mages can solo some pretty insane pulls, but I think increasing mitigation on gear and increasing base defenses per level. Keep chants rewarding but it def needs some tweaking.
  2. Meaningful content added to the new node additions. The last 2 desert updates, where we got daystriders and then next patch scoprions, gatherables that were meaningful, they became another resource that guilds could compete over. Then the new lawless nodes were added and mobs are just scattered throughout with nothing meaningful down there. Going forward please add something meaningful into lawless zones and the new biomes. Something that is worth the risk of losing your gathered materials, that brings people down there.
  3. Recipes/equivalent gatherables added to the new biomes. Right now Braidwood is in crazy high demand, add more JM trees to the riverlands, the other gathering professions have multiple JM gatherables. Add multiple to the new biomes from the get go and equivalent recipes for best in slot items.
  4. Zerg groups/guilds still way to powerful. Organised very large guilds now controlling multiple mayorships & the anti zerg measures aren't doing enough. On Vyra enveus and polar are basically uncontested now, sure people attack but I haven't heard of any meaningful successes. We need zerg buster abilties, a way for smaller groups/guilds to compete as in line with your original game design. Its not working yet.
  5. Visibility in large scale combat or when large groups enter a node, I get this is done to reduce load on the servers but you don't know who or what is around you until you're almost on top of them as it stands.
  6. Fixed node rarity - Again I know this is being worked on and there will be some fixed rarity nodes and some random nodes. You mentioned fixed nodes are intended to be competed over, but in the current system its a random spawn at the start, then one guild finds it and locks it down for 24 hours, collecting it within seconds of it respawning so other people never find out what rarity it is and thus can't compete over it. They need to be things like Steven & Kory mentioned in the past, a cave with a bunch of tin, a seam in a cliff face, have it either always there then you could camp it to find the timer and compete over that. As well as dialing up more completely random gathering nodes that are different each time you gather.
old seal
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Top 3-5 Most Important Bugs:

  1. There are still terrain glitches all over the map showing "emptiness" underneath.
  2. Visual Bug where it looks like some players are running under the ground.
  3. When mounted, you can run on the bottom of deep lakes/rivers and you won't lose breath.

Top 3-5 Most Important Feedback Topics:

  1. TTK - Don't get tricky with it. Start by making damage between players halved. If that isn't enough, start adding mitigation into armor. In DAOC, Heavy Armor gave a base 19% mitigation to all damage types, Leather gave 10%, cloth gave none. Don't start messing with damage calculations, and don't add a pvp centric stat (like WoW resilience, ESO crit resist, etc.), just start with some basic calcs to bring TTK down.
  2. Fixed Node Rarity - just randomize it.
  3. Guild Bank - Please! For the love of God!
spiral aspen
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Weekly Feedback - 02/27/2025
Top 3-5 Most Important Bugs:

  1. Whatever is happening with Joeva/Wars on Vyra
  2. Enemy Mob animations not aligning with damage done and PC locations.
  3. Caravans teleporting
    Top 3-5 Most Important Feedback Topics:
  4. This one is tough to say, but I guess I have to say it. Vyra is shambles and consistently not a fun experience to test. I see this as a multi-front problem, and I am clearly not the first one to draw attention to these issues. First, your policing of the testing experience is NOT ENOUGH. I don’t care if y’all want to have this level of toxicity to simulate the ‘politics’ of these games. There are not enough systems and protections for testers to adequately respond to bug abusing, toxic guilds taking power. From things like massive duping to crazy hostile takeovers on nodes in order to perpetuate what I understand to be a bug-- it’s all happening and it’s all so disheartening. All of these actions, which are being done to help launch these guilds ahead of the curve in this ‘test’, show an increasingly toxic player environment. The most concerning of all, there are apparent connections between these guilds and leadership. You can’t eat your cake and have it too Intrepid, start seriously enforcing standards for this test or hemorrhage your testers.
  5. I am using this slot to emphasize my first point: WHAT I SAID ABOVE ARE THE FEELINGS OF MANY OF MY GUILD MEMBERS ANDTHEY HAVE EXPRESSED A LACK OF DESIRE TO PLAY AT LAUNCH IF THIS TOXICITY AND LACK OF STANDARDS CONTINUE UNCHECKED. STICK TO YOUR DAMN GUNS AND RUN THIS LIKE A TEST.
  6. Especially with the crazy toxicity in the community right now, please be a little bit more communicative about intentions between testing weeks and moving timelines. If you’re going to high horse most of the testing-base about this being a test, then own up to the shifting timelines more and explain direction on a week to week basis so I know as a part time tester when to be available to test.
tranquil torrent
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Feedback: Static rarity for gathering nodes is going to severely hurt this game and will primarily benefit players who use bots or data mining. The Vyra server is already noticing issues with bots and RMT, in an alpha btw, and a system like this is just too easy for them to exploit. I understand the goal is to encourage PvP competition over resources, and I’m not against that, but this approach isn't the right way to foster those interactions. That should be done through events that align with the games "risk vs reward" ideology. To make gathering fair and engaging, rarity for gathering nodes needs to be randomized.

desert creek
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Weekly Feedback 3/13/2025
BUGS

  1. The crash on crossing server workers when traveling in a game where traveling is required is a problem. If nothing else it makes people less willing to test anything that involves traveling.
  2. Sync issues between server workers - likely linked to above - can make resource nodes, and even enemies, seem to suddenly disappear and appear making moving around a crapshoot of whether or not you're going to get dog piled on and die instantly or if there is even a reason to go that direction.
  3. Mob stacking, where multiple mobs spawn in the same spot and are hidden within each other.

FEEDBACK

  1. Crafting feels bad both to do and to test. Due to the inability to do stacks of items makes it a good candidate for a repetitive movement injury as your mouse has to travel a good amount of screen real estate back and forth back and forth back and forth just to craft 1 item. When trying to grind production for levels it is even worse. And it feels bad to test because it is expensive to make 1 item, and in most cases the vendor sells the same item for cheaper than its production cost for the would be crafter.
  2. Adventuring Level impacting Crafting Quality feels bad. Someone killing bears for 300 hours shouldn't make them a better tailor than me.
  3. Static nodes feel bad, and do not do the job you want them doing. it just results in lucky individuals making hundreds of golds and dominating the market with no one else even having a way of finding where they're sourcing their nodes in order to contest for them.
limber quest
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Weekly Feedback 3/13/2025

Top 3-5 Most Important Bugs:
1: Trees in ground
2: Miraleth and Steelbloom seem to be getting insanely laggy recently (More then usual)

Top 3-5 Most Important Feedback Topics:

~~1: Static resources are not healthy for the game, there is no pvp its just log in, collect, log out for 4 hours. This enables the bots that are already infecting the game. ~~

2: Citizenship votes should be account wide sooner then later. Alts voting is ruining the health of the servers. "Ballot Box Stuffing"

3: ~~Node Wars NEED a CD (If there is one it needs to be longer) on how often they can be decced ~~, as well as a timer to end the war if not completed by a certain time. Reason - Wars in Vyra are being declared constantly and some last multiple days because people are quitting due to not wanting to be at war 24/7. This is ruining the server health and player health. Its basically holding nodes hostage.

hard wren
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Top 3-5 Most Important Feedback Topics:

  1. TTK - pvp currently seems very unbalanced; same goes for mobs - one-shoting firestarters are annoying and not hard
  2. Gathering nodes being monopolised by big guilds. if resource rarity spawn would be just random - would be much better
  3. After reading through rogue skills on ashesCodex it feels like rogue is the first really thought through class, current classes feel like they've been done in a "hurry" manner compared to rogue

I also hope summoner class will not be just "mage with a auto-attacking pet" and more like totems which will require accurate positioning

marble fern
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1-3 most important feedback topics:

  1. Surveying tool
    in your latest news update you stated the following:
    Surveying will be an essential tool in adapting to these exciting changes. In our current iteration, some testers have mastered ways to optimize gathering spawn times, which presents an opportunity to make the system more engaging for everyone. With these changes, testers will be able to utilize a new Surveying item to discover the general location of specific gatherables and find rarer instances of them. Testers will also be able to gain information about gatherables that are waiting to respawn, giving them the opportunity to contest these respawn areas. This evolution of the system strives to encourage continued exploration with Surveying, increasing friction in highly sought after areas over time.

giving them the opportunity to contest these respawn areas I know this is a PvX orientated/ based game. but are we sure that forcing gatherers and crafters into pvp isnt going to cause the opposite effect and decrease the playerbase? and besides from the fact wether they are or arent pvpers. This will only make the rush to lvl 25 higher no? I think this will cause major issues to alot of players even those that are mass grinding and lvling

  1. More zones
    Can we have more zones? right now we are testing an area with an population that isnt going to be a accurate amount as it will be on launch.
    I understand we need data for the game but isnt it better to have accurate numbers? It right now feels like a city was placed in the size of a village and then check wether the city will still thrive.
    The overpopulation makes the game a big bottle neck especially on launch days etc. where people have to search for mobs.

  2. Enchanting
    Remove enchanting (current system). the system doesnt work. right now a lvl 15 with +12 enchants beats any lvl 25... what reason is there to even do a dungeon?

  3. cleric needs an overhaul...the cleric as of rn has no rotation just heals

boreal harbor
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Top 3-5 Most Important Bugs:

  1. Still see hunting animals stuck in the terrain.
  2. walking into Carphin tower, there is a huge lag spike/loading lag that most players I talk to experience.
  3. still see some pvp tags on new party members

Top 3-5 Most Important Feedback Topics:

  1. Would love to see Animal husbandry move away from beasts of burden and mounts to one animal that is trained and can be used for either (similar to bio engineering in Star wars galaxies). Or having the ability to focus training on one or the other to improve probability instead of just RNG
  2. is there a way to graphically represent the artisan trees in such a way that, at a glance one could see which gathering and processing professions feed the crafting professions?
  3. I would love to see a functioning LFG system for us to test. Global chat is workable but it would be nice to have a LFG system build in to test before Beta opens up.
marble fern
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important bug:

Bard quick wit spell triggers guards in town and they beat you up:p

karmic jacinth
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1.) Leveling in Ashes of Creation is easily the worst part of the game.

wind yoke