Hi there,
Just wanted to share my thoughts on ICBT 1. First of all thanks for inviting me. I’ve been anticipating this game for well over 2 years (possibly 3) and being able to finally play was a treat. It is clear that this game will be worth the wait. The core of the game is phenomenal. That said, there is plenty of room for improvement, which is to be expected in closed beta. Here are the areas that I think could use some improvement ranging from sweeping game improvements to small quality of life changes
EXP - I’m sure you’ve heard the feedback so I won’t go too deep into this. Levels 1-24 and getting to rank 2 feels great. 25+ and getting to rank 3 feels insanely difficult which is crazy in a game that will eventually have 10 ranks.
Possible solutions: More repeat quests, buffing XP cards rank 3 & up, keeping monster HP / xp ratio more consistent.
Ranged targeting - It is somewhat difficult to play archer and wizard because of the way ranged targeting works - especially archer. I’m sure everyone who has played either has had the “hit enemies across the screen while melee enemies are wailing on me” experience. Please make it more intuitive.
Possible solutions: Smarter targeting. Hostile enemies first. Close enemies second. Any enemy third. Unlike swordmen and cleric, there is no point in launching a ranged attack without a target - you are almost guaranteed to miss - so you should never shoot an arrow off into nowhere when there is a possible target within range. Tightening up the controls for this would be a big help.
Skill tooltips - lots of data missing on these that are important for skill selection decisions. Please make sure all of the data is included.
Possible solutions: Every skill should display at minimum SP cost and cooldown. Currently they don’t. Every skill that hits more than one enemy should display max number of enemies hit (example: earthquake - max 5 targets)
Public / field bosses - I made a post about this here, I’ll include a TL:DR; in the solutions
Possible solutions: Quest to let you know where field boss spawns, map wide notification that boss has spawned. Lower respawn times significantly - not as low as the big kappa in miners camp, but low enough for a player to regularly experience them in normal play
Bug fixes & Balance - I’m sure this is an ongoing process. You have the data for class wide balance so I’m not too concerned about that. I’m just going to list some bugs that I’d like corrected by the next beta.
- party boss instancing / frozen camera bug
- savagery barbarian skill is completely useless
- disappearing boss hitpoint bar
- quest text not aligned properly on screen
- unable to accept buddy requests
- chat window behaves strangely for private messages and party messages.
- auction house / market not removing sold items
- bugged boss fights (boss AI gets stuck sometimes and they just stand still)
I’m sure there are more that have been reported by myself and other testers, but these are the ones that really stood out to me. Thanks for reading and producing this wonderful game. I look forward to testing next time!
