Closed Beta Two Feedback Thread

As I recall, there’s a portal destination just beyond the first dungeon. Follow the road, cross the bridge, and it’s behind a rock, as I recall. Not far at all from the dungeon.

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Maybe a 2 min walk lol

Oh shit, I was having this issue today before logging off where I couldn’t land a wound on them. I’ll have to try this next test.

I’ve been trying to post blocks of feedback throughout the test instead of the massive wall at the end, here are a few more:

  • UI: Stat boosts don’t seem to update visually.
  • Character Model: The equipment ring didn’t seem to update immediately when I’d remove it.
  • Character Model: The equipment ring also didn’t disappear the way your hand and gloves do when you grab something, so when using a consumable or crafting, you’d just see a floating ring.
  • NPC Naming: Lord Wender was referenced in quests but was named Lord Rudolf in person.
  • Dialogue: Various severe typoes in the Attack of the Wolf Quest. “Meet my Wolf Hunter is beginning the ssualt, mee”
  • Mob AI: Had an issue where none of the demon wolves would fight back.
  • Quest Drops: Demon Wolves would continue to drop wolf ear quest items whether you were on the quest or not.
  • Zoning: Zoning often resets your ultimate to zero. Not sure if intentional.
  • Zoning: There seems to be some invisible collision at the Highsteppe to Desert Zone line area, spells just stop.
  • Character Select: Character select avatar doesn’t show the correct level or gear as your in-game self.
  • Alchemy: There still isn’t enough space in the chest/table for all the different alchemy ingredients.
  • Alchemy Ingredient Sourcing: As far as I could tell the only harvest nodes for Bloodcap and Sour Bells were in the old version of the wilds, and are required for creating Speed Potions, Empowered Strike Potions and Luck Potions, so everyone had to make due with what we had from previous tests. New players were blocked.
  • Alchemy Aging: I tried aging one of every type of potion but as far as I could tell only Healing potions were capable of reaching an aging state (or the rest were radically longer). Not sure if intentional or not.
  • Alchemy Aging: Seeing the potions show up on the rack was really damn cool.
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I would also like to see more meaning In the stats of gear.

How much health do I have? How much more health do I have with +200 vitality?

How much damage reduction do I get with armor?


It would also be really cool to be able to make notes to yourself, preferably in the player journal. It kinda stunk needing to take off the headset to record my fishing yields or draw out a map.

Perhaps the alchemy table can be made c-shaped, so that we can walk into the middle of it and just spin in place to grab ingredients. This would give the table more surface area for ingredients, while keeping us from having to run up and down a long table.

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At this area, when you pass by said collision, players in front of you vanish suddenly until you pass through it. Also resets musket bullets loading.

Feedback from Beta Test 2

Keep up the good work. I had a lot of fun!

Below is some feedback I have:

-Had issues with disconnects throughout the whole weekend mostly when in groups in the desert. Didn’t have as many dc’s when soloing.
-Had hard crashes when using the teleport device to home.
-The compass needs to stay green the whole time when you talk in guild chat so you know it is guild chat. Maybe have it a darker green when you have it close to your mouth. The color changing was very confusing to know which channel you are talking in. It would be nice if the compass would stay the color you are chatting on when it is just hanging on your body.
-Affliction damage needs to be increased by 1.5 to 2 times fireball dmg. This spell should not stack. Maybe add 4 or 5 more ticks in its current state would be fine. Then it could be part of the spell rotation. As of now it’s pretty much useless as fireball does a little more damage.
-Arcane explosion should have its damage increased. It’s a tough spell to cast. I’ve started practicing it and sometimes I can cast it with ease, other times I struggle. No idea why, I obviously need more work on it. I can’t imagine how difficult a level 2 spell is going to be for arcane explosion.
-For fishing, it would be nice to record in the journal, what lure you were using and time of day you caught a certain fish. I have to keep writing stuff down on paper and pen to remember.
-For alchemy, I would like to see more slots on the table that I can dump more of my ingredients on. Please make the table bigger.
-Would like to see the symbols above the monster’s heads more visible. Please make these larger so I can see them better at a distance. It is hard to see what you are attacking.
-Can we please get a portal stone in Guild City. That walk from Highsteppe to Guild City is brutal after you do it 500 times.
-Would really like to see portal stones to desert and any new zones. Are there plans to add portal stones to desert and future zones?
-Should change the ! point above the head of merchant npcs to a “weight scale” or some other symbol that represents marketing
-Still haven’t done a dungeon in Beta, as it is pretty hard to find a party at time I want to do them. Would love a dungeon que:) or some place to post that you are LFG for “X” dungeon. Maybe that could be next to my name on the friends list. Or you could add a separate tab that has a dungeon finder list of everyone that is looking for a group. You could have each dungeon and under it would show the names/levels/classes that are looking for a group. I hate having to spend hours trying to look for a group
-Not sure if strength actually is increasing the speed of my spells. I sat next to other runemages and we both casted frostbolt at the same time and our spells went the same speed, even though I had 73 strength and he did not.

Can’t wait for the next test!

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Remembered another minor issue:
When dead, you can still talk in group and fellowship chat but because the world is greyed out, you can’t tell which mode your compass is in.

I spent a couple levels here on Musketeer and they definitely fought me, weird.
There is a bug where they will sometimes fight and take damage from an invisible NPC, I think it’s the wolf hunter from the quest that you’re supposed to escort. That may be what you experienced.

I ran into the monsters fighting invisible enemies a couple of times, the issue above was something different/weird. The mobs would sit there stationary as I killed them. I even ran off and killed a few wyverns and they didn’t fight back either. I believe it resolved itself when I crashed shortly thereafter. My guess is the server got into a weird state before a crash/reset.

Probably, I was there from I think…6 to 8? Didn’t see that happen once. Did flood the area with wolf ears though…

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Not sure if this was a bug but both times I fought the mechabots all their attacks bypassed my shield. I ended up using the shield to monitor my hp and watch the horn cooldown

Two of their attacks (the danger pool and the poison orb) definitely should, as they are just like the Musketeer in that the orbs have a small AoE attached to them so it will hit you through the shield. The other one should not, though.

Oh ok. The only animation they had to announce an attack was squating down and moving their head back and forth. No visible orbs. We could never tell why someone was being poisoned from far away.

This explains a lot! (As Logan said, they didn’t appear, but they did poison people, heh)

This happens when the navmesh service crashes. Basically they can’t figure out how to get to you.

There are zone divisions in the game world, so basically your spell can’t cross those. That’s also why your super is resetting currently, but we should change that, it’s not intended to be that way.

I don’t think that there ever will be, haha. At least not at first…

Glad you liked that :slight_smile: Healing Potions were the only ones currently. More will be added next test.

Any particular mobs that you noticed always ignoring it?

What difficulty level are the tigers for you? Even Match?

Yeah I’m not really sure how to do that…if we make it so it doesn’t put you in combat then people will just not group up and heal each other for free. We already had a lot of folks taking advantage of the fact that you didn’t actually have to be near your group-mates attacking the same target to get the group bonus XP chain going…unfortunately as happens in these games it comes down to we have to sacrifice some niceties to avoid people cheesing the system :stuck_out_tongue:

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Not always, but cactaurs would sometimes hit through it, I think it’s when you’re too close. Towards the end of beta it wasn’t happening anymore. Though I started sitting down to fight them, a lot of problems went away when sitting… that may be why i stopped seeing it happen.

Draven was having issues blocking pigmen I think? Couldn’t figure out where to put the shield to get it to work, not sure if he ever did.

I’m not sure if someone else mentioned this, but there’s a bug with the runemage ultimate where if you attempt to use it while another spell is active, the spell that’s currently on the wand won’t fire. Happened a couple times to me during Elongata. Very easy to accidentally do in the heat of combat.

Edit:
One question: As a mostly mute player who speaks with his hands, will it ever be possible in the future for other players to see when you’re pointing or making a fist?

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Riley what does strength and intelligence do for a musketeer?