I've Now Played 60 Hours of Corepunk (NEW MMO)

Force Gaming
16 Jul 202420:24

Summary

TLDRIn this update, we dive into 'Corp Punk,' an open-world MMO with top-down action combat reminiscent of MOBAs. Players choose from subclasses with fixed abilities, customizing further through weapon mastery, talent trees, and gear enhancements. The game emphasizes exploration and self-sufficiency without hand-holding, requiring players to pay close attention to their environment. With a slow-paced, methodical grind, 'Corp Punk' is set to enter Early Access on November 26th, promising a classic MMO experience with modern twists.

Takeaways

  • ๐ŸŽฎ Corp Punk is an open-world MMO with top-down action combat similar to MOBAs.
  • ๐Ÿ”„ The game features a class system with three subclasses each having four fixed skills, reminiscent of MOBA characters.
  • โš”๏ธ Players can customize their characters through weapon mastery lines, talent trees, and gear enhancements.
  • ๐ŸŒฒ The game world is expansive with different zones offering unique resources and enemies, but no level scaling.
  • ๐Ÿ•๏ธ Gathering and crafting are central to gameplay, with professions having their own progression systems.
  • ๐Ÿ›ก๏ธ Combat in Corp Punk is methodical and skill-based, requiring positioning and skill shot accuracy.
  • ๐Ÿ“ˆ The game is designed to be slow-paced, with a focus on exploration and paying attention to the environment.
  • ๐Ÿ”„ Progression is slow, requiring time investment in leveling, gathering, and crafting.
  • ๐Ÿ—บ๏ธ The game world is open with no loading screens, but quest objectives are vague and require player exploration.
  • ๐Ÿ› ๏ธ The developer, Artificial Core, is open to feedback and has made improvements based on previous alpha tests.
  • ๐Ÿ“… Corp Punk is set to enter Early Access on November 26th, with an upcoming alpha 4 test from August 6th to September 6th.
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Keywords

๐Ÿ’กAlpha Testing

Alpha Testing refers to the phase of game development where a product is tested by a select group of users to identify and fix bugs before its official release. In the context of the video, it indicates that the game 'Corp Punk' is still in development and has undergone several rounds of testing to improve its features and gameplay mechanics, as evidenced by the speaker's mention of accumulating 60 hours of playtime during the testing period.

๐Ÿ’กMOA (Massively Open Action)

MOA, or Massively Open Action, is a genre that combines elements of open-world gaming with action-focused gameplay. The video describes 'Corp Punk' as having a playstyle reminiscent of MOAs, suggesting that it offers a vast world to explore with action combat that is central to the player's experience, as seen in the speaker's comparison of the game's combat to that of MOBAs (Multiplayer Online Battle Arenas).

๐Ÿ’กOpen World MMO

An Open World MMO, or Massively Multiplayer Online game, is a type of video game that features a large, open environment where players can interact with each other and the game world. The video's theme revolves around 'Corp Punk' being an open world MMO, emphasizing the freedom of exploration and interaction with a diverse player base, as highlighted by the speaker's discussion of the game's expansive world without loading screens.

๐Ÿ’กSubclass

In the context of 'Corp Punk', a subclass refers to a specific character class with a set of predetermined skills. The video explains that unlike traditional MMOs, 'Corp Punk' offers subclasses with fixed abilities, which creates a unique playstyle for each subclass, similar to choosing a character in a MOBA. The speaker uses the example of playing as a 'Legionary', a subclass of the 'Warmonger', to illustrate this concept.

๐Ÿ’กWeapon Mastery

Weapon Mastery in 'Corp Punk' is a system that allows players to specialize and enhance specific skills as they progress. It is a form of character customization that tailors the player's abilities to their preferences, making their chosen skills more effective over time. The speaker mentions this as a way to further customize one's character beyond the initial subclass selection.

๐Ÿ’กTalent Trees

Talent Trees are a progression system in 'Corp Punk' that provides players with various options to enhance their characters. Each talent tree represents a different area of expertise, such as 'Hunter', 'Assassin', or 'Mage', and players can choose three of these trees to specialize in. The video emphasizes the importance of talent trees in character development, with the speaker noting that all players have access to the same 10 talent trees.

๐Ÿ’กGathering and Crafting

Gathering and Crafting are core gameplay mechanics in 'Corp Punk' that involve collecting resources and creating items, respectively. The speaker highlights these activities as central to the game, with players engaging in professions like mining, logging, and herbalism to gather resources, which are then used in crafting professions to create gear and consumables. This mechanic is integral to the game's slow-paced, methodical approach to progression.

๐Ÿ’กMasteries

Masteries in 'Corp Punk' represent the progression systems for both gathering and crafting professions. As players engage in these activities, they level up their mastery, becoming more efficient and unlocking better recipes or resources. The video script mentions masteries as a way to advance in the game's crafting and gathering systems, contributing to the overall theme of slow-paced progression.

๐Ÿ’กArtifact System

The Artifact System in 'Corp Punk' is a key component of character progression, allowing players to enhance their stats and abilities through artifacts. These artifacts can be equipped in six slots and provide boosts to primary and secondary stats, such as attack power, health, and cooldown reduction. The speaker describes this system as a significant way to increase player power in the game.

๐Ÿ’กSkill Shots

Skill shots are abilities in 'Corp Punk' that require players to aim their attacks, often needing to predict the movement of their targets. The video script likens these to the skill shots found in MOBA games, emphasizing the game's combat mechanics that demand precision and strategy from the player, as opposed to simple button mashing.

๐Ÿ’กHealth Management

Health Management in 'Corp Punk' is a critical aspect of gameplay due to the lack of passive health regeneration and the scarcity of health regeneration items. The speaker mentions that players must be deliberate in their actions to avoid taking damage, as managing one's health is a significant part of the game's challenge, especially in combat situations.

๐Ÿ’กEarly Access

Early Access refers to a release strategy where a game is made available to the public before it is fully complete, allowing developers to gather feedback and funds for further development. The video script announces that 'Corp Punk' will be entering Early Access on November 26th, indicating that the game will be playable by the public with the understanding that it is still in development and will receive updates post-release.

Highlights

Corp Punk is an open world MMO with top-down action combat similar to MOBAs.

The game features a class system with three subclasses, each with four fixed skills.

Players can customize their characters through weapon mastery lines and talent trees.

Corp Punk emphasizes exploration and self-discovery without hand-holding gameplay.

The game world is vast with no loading screens, offering a variety of zones and resources.

Crafting and gathering are central to the game, with professions having their own progression systems.

Combat in Corp Punk is skill-based, requiring players to aim abilities and manage positioning.

Health management is crucial due to the lack of passive health regeneration.

The game has a deliberate slow pace, reminiscent of classic MMOs like World of Warcraft.

Corp Punk is set to release in Early Access on November 26th, with pre-orders available now.

The game has seen improvements in crafting, quest clarity, and resource gathering since the last Alpha test.

Player feedback has been incorporated to streamline certain aspects of the game.

The developer is planning to add new biomes, settlements, and dungeons in the Early Access launch.

Corp Punk aims to provide a challenging and time-consuming experience for MMO enthusiasts.

The game requires players to pay close attention to the environment and NPCs for progression.

Corp Punk's combat system is compared to playing an MMO version of Dota or League of Legends.

The game has a focus on avoiding damage and careful skill use due to the slow health recovery.

Upcoming updates include new specializations like Defender, Commando, and Grenadier.

The developer is open to feedback and has shown a willingness to make adjustments based on player input.

An early access review and additional coverage of Corp Punk are planned post-release.

Transcripts

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hey everyone welcome back so recently

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there was another round of Alpha Testing

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for Corp Punk the upcoming top down game

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that looks and plays a bit like a MOA

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but is also an open world MMO I dove

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back in spending quite a bit of time

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over the testing period I've accumulated

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around 60 hours now in total with the

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game and there's been quite a bit of

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progress and updates since the last time

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we played to that end the developer

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artificial core is sponsoring today's

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video they asked me to give you all an

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update on where the game's at right now

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highlighting what's new what's changed

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and what's coming next also just like

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last time they are fully receptive to

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receiving feedback on the game areas of

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improvement which we've got a bit of

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here and I will cover throughout the

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video all right so to recap yes Corp

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Punk is an open world MMO played from

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the top down perspective with action

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combat very reminiscent of mobas and a

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slower pacing across the board the game

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does have a few unique twists to it so

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for starters like any MMO the first

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order business is picking your class but

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Corp Punk does it a little differently

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every class actually just consists of

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three subclasses so in character

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creation you select the sub class you

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want to start with every subass comes

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with four predetermined skills that

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never changed this is very reminiscent

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of MOBA subass is basically feel like

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picking a MOA character with a very

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specific play style so for example in

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the last test I played as the legionary

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this was the subclass of the warmonger

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as a legionary my four abilities are

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shield bash catapult spear throw and

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Unstoppable he is basically like the

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tanky brawler meant to be right in the

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action tossing enemies around and then

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in the most recent test I played as the

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r Ranger which is a subass of champion

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as you would assume is a range Focus

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class I've got a net shot I can do a

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rain of arrows there's a barrage stance

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that lets me hit multiple targets at

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once and I've got an ultimate that

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launches me backwards while shooting a

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volley of arrows in the other direction

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now other than changing sub classes

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which you can do later on the game as

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you progress the four abilities you

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start with are just the four abilities

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that you will be playing with that the

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entire time but there is further

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customization and it exists in a few

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forms for one we've got weapon Mastery

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lines so this like you focus and enhance

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on specific skills of your choice as you

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progress down a Mastery line you get

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better and better improvements tailoring

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and adding more boost for that

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particular ability then there are the

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talents so the game has a large list of

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talent trees there's actually 10 of them

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in total there is Hunter assassin medic

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Mage Pathfinder support tank Warrior

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looter and crafter each of these have a

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sub tree with options that play into

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what their name implies so everyone in

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the game no matter the sub class you're

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playing everyone has access to those

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same 10 talent trees and then you pick

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three for your character as you level up

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you start with access to one of the

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talent trees and then you level a little

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more you get a second tree to pick and

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then eventually you pick a third one and

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again you specialize further within

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those trees and there are two active

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skills that you can equip these come

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from a vendor by the PVP characters in

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the game these are abilities with long

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cooldowns that do things like heal you

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return Mana boost your damage or provide

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defenses and then you have your gear via

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weapons and artifacts both of which

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boost your damage but artifacts in

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particular let you enhance certain

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offensive and defensive attributes of

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your choosing there's also this Rune and

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a chip system that adds more

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customization to your weapons and

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artifacts providing more passive boost

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all right so that's a lot about like the

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character classes and customization now

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let's talk about the actual game right

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so once You' made a character you're

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dropped into the middle of the woods

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right next to this Goblin house inside

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of a Mech he asks you to retrieve some

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newcomer forms that are on a table

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outside of his house which he says his

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house is located somewhere north of here

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and that's about as descriptive as he

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and as the game in general gets cor Punk

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isn't interested in holding your hand

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they will tell you vaguely what and

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where an objective is for a quest but

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you are not given actual pinpointed

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markers things are not highlighted on

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your map or things you need to pick up

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aren't even highlighted when you're

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standing right next to them no with any

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Quest you are given a task and then must

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go about figuring it out how how to

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complete it on your own so as you have

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north of here you're going to come

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across another NPC he wants to teach you

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how to build campfires this is a vitally

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important thing to sustaining yourself

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while you're out adventuring although

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despite the fact that you are literally

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surrounded by trees and he's asking you

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to just bring back a few pieces of wood

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surprisingly enough finishing this Quest

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is no simple task which we will get to

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so you continue forward as you look for

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the Goblin's house you'll probably in

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the process explore the surrounding area

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and you're bound to get in a few fights

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with a local rat and Bug population

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you'll find and collect various

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resources around the Farms that you're

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walking through and you will want to

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stop and talk to any NPC that you

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discover you better do this because if

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not you are bound to miss out on a lot

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this game just requires that you are

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looking around and paying attention

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paying attention to the environment to

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objects to NPCs to enemies you have to

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pay attention to all of that if you're

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going to make any progress whatsoever

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it's basically like the inverse approach

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to some Modern MMOs and a lot of modern

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games where they are literally pointing

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you guiding you holding your hand

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towards the objective highlighting the

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things that you need in bright colors

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and marking on your map exactly where

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you need to go or the the games that

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even will just like auto run you towards

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your Target Corp Punk says nope sorry

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brother just pay attention and look

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around and that's how you're playing

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this game and doing just that will put

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you on the path and eventually lead you

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towards the game's major city in the

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initial starting zone speaking of which

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let's talk about the world so Corp Punk

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is completely open world no loading

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screens the early starting areas that

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we've seen in the past few Alphas

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consist mostly of these wooded regions

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and some farmlands so dust tied Forest

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is the starting spawn location that you

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begin in there's a couple Quest you pick

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up here but then you are quickly headed

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out into Golden Field here you're going

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to see all of the farms and Fields with

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various crop types there's also lots of

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bugs and rats inhabiting this region and

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this is where the first major town is

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located with pretty much every one of

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the NPCs pertaining to the starting your

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quest to the crafting systems and your

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vendors now one big change since the

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early Alphas is they've Consolidated a

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lot of these crafting vendors which was

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a a real big Improvement they used to be

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quite spread apart so the bulk of my

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play time with this game has actually

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been spent in and around Golden Field

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even after you've completed all of the

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quest in this area and outlevel the

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enemies here you're coming back a lot

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for doing all of your crafting and

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progression so yeah I ventured out far

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beyond goldenfield and I've played I

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spent a lot of time outside of there

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leveling and exploring those zones and

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doing the quest in those areas but

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you're always coming back it's pretty

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much required although in the future

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without question there will be other

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towns where you can do the crafting and

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progression stuff funny enough the

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recent test did have a second major town

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up in the north but there was just like

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literally nothing to do there but in the

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future that stuff is going to get filled

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in right so beyond goldenfield there are

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several other zones surrounding it in

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every direction these are all pretty

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much some variation of a forest of types

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but with slightly different theming each

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Zone will come with its own particular

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resources some some zones will have a

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resource that's like exclusive to that

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zone and there's also going to be uh

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some variety of enemies there some of

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which will be unique to the regions all

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of the enemies will also come in a level

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range there is no level scaling here and

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then as you push further out from Golden

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Field into those surrounding zones the

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levels of the enemies climb higher and

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higher you're also encountering new and

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different resources and yes getting more

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visual variety there are different types

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of foresty grass Landy areas are all

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around but yes you start out on

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goldenfield and the main thing you're

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doing here is a quest chain that asks

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you to go around finding and helping out

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all of the crafting NPCs This Is How

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They introduce you to the game's various

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professions so Gathering and crafting

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ing is a central focus in cor punk you

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go out harvesting resources many of

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these need to be processed after which

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you'll combine them to craft items gear

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and consumables Gathering professions

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include mining logging herbalism and

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Butchery which are then used to fuel the

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crafting professions of weapon smithing

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Alchemy construction and mysticism now

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both Gathering and crafting do have

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their own progression systems known as

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masteries you start out at level one as

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a beginner and then as you use things as

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you do stuff you level up the profession

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making you more efficient and unlocking

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better recipes as you progress so the

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general gameplay Loop like what does it

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look like when you're playing cor Punk

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well it's like this you start off like I

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said with those first few quests you go

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into Golden Field explore around

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eventually you make your way to that

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first town and there you pick up a lot

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of quests from all the NPCs and you head

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out to start the loop of adventuring and

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returning home and that's going to be a

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common theme in this game going out

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doing stuff and then coming back to home

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base so you're going to pick like say

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one or two of the quests that you would

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like to complete and then you will head

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towards the general area that the quest

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tells you that objective is located in

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in route you'll likely gather some of

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the resources you find chopping down

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trees harvesting ores opening chest

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picking plants you want to kill any

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enemies you come across getting the

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experience as well as the loot that they

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drop all while also paying close

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attention to the environment trying to

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find whatever it is your quest is asking

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you to do you'll keep pushing forward

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Gathering fighting and looking around

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until eventually you complete your

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objective or your health gets too low

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then if you have the materials you'll

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set down a campfire and eat some food

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but if not this is when you head back to

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town there you will heal turn in any

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Quest you finish maybe put some stuff in

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your bank stalk back up on stuff you

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need and then head back out to your next

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objective and that is the basic gameplay

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Loop now in this process of going back

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and forth going Quest doing adventuring

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Gathering resources you're probably

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going to want to craft some gear to make

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yourself stronger right so gear in this

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game is broken up into two main

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components there are your weapons and

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your artifacts now there are gear slots

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as well for like your Helm and chest and

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gloves but that's all cosmetic getting

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boost for your characters making

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yourself stronger solely comes from

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weapons artifacts chips and runes so

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weapons determine your basic attack

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damage and all or defensive boost if

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you're using a shield and the other and

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probably largest boost to player power

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comes via the artifact system so you've

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got six artifact slots from which you

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can fill with artifacts that boost

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whatever stats you prefer there are

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primary stats which are attack power

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spell power Health Mana armor resistance

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and crit chance as well as secondary

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stats which include a WI range of things

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but some examples are cool down

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reduction buff duration Vision radius

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increased area of effect crowd control

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duration health and Mana regeneration

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and much more then there's the

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additional layer of you being able to

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place chips into your weapons and runes

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into your artifacts both of which are

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just further modifications and

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enhancements giving you passive

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offensive and defensive Buffs now I've

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mentioned combat and passing but not in

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much detail however this is actually one

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of the things that I think cor Punk does

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best so as mentioned it looks like a MOA

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it also plays very much like a Moa but

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pretty much identical it's like playing

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an MMO version of Dota or League of

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Legends the basics of combat your

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character movement and attacking are

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almost identical to those games you've

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got click to move where your character

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moves where you click on the ground

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there's no WD you have predetermined

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skills based on the subass you pick

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which again feels just like picking a

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character in a mooba and then beyond

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basic attacks a majority of your

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abilities and spells are skill shots you

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have to aim them and often times you

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have to predict your target leading them

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leading your shot to where you think

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they're going to be next so so yes how

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you move how you attack even the fog of

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War mechanic it basically is just like a

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MOA in an MMO world a big focus on the

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on the game is trying to avoid taking

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damage and that's where the positioning

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and skill use comes into play because

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Health Management plays a big role here

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uh mainly because health regen items are

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hard to come by and the game has no

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passive Health regeneration unless

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you're above 90% which likely won't

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happen if you get into an accounter

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against more than one enemy which

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circles us back around to the fact that

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this game requires you to be both slow

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and deliberate in every sense for better

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or worse I guess depending on you the

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player movement combat Gathering

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progression even healing everything is

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on a slow pace they have streamlined and

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fine-tuned some things since last test

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the game still however very much drops

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you in and says good luck bro uh here

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are some examples so they've added map

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markers for most every NPC however the

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quest remain vague in that they will

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tell you what you need to do but they

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won't show you exactly where to find it

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kill enemies in these Woods bring me

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back this item find my long lost brother

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somewhere over there that's about as

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specific as they get you are not given

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any map indicators showing even the

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general area of your objective you just

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have to figure it out on your own and as

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mentioned earlier even if you're

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standing right next to an NPC who has a

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quest for you you won't know that until

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you click on them progression on all

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fronts in this game is quite slow the

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time it takes to level your character to

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gather resources to craft and upgrade

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items to improve your professions this

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all takes me back to Circa 2004 my

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classic Wow Days everything requires a

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lot of time this is intentional and it

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is unlikely to change on the broader

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scale they've just designed a game that

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is meant to be slower paced they want it

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to be a grind although I do hope they

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continue streamlining specific pain

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points I would say two of my biggest

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wishes are one that they ramp up the

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item quantities given while Gathering

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resources to always give a basic

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resource like wood or stone but then

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drop higher Rarity resources

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occasionally so for example if I cut

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down a tree I should always get a basic

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piece of wood and then maybe sometimes

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you give me that bonus of a rare

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resource in addition to that right now

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you are only ever given one or the other

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so it makes for farming even the basic

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resources feel very difficult at times

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like that starting Quest that asks you

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to collect 10 pieces of wood for the

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campfire guy took me about 3 hours of

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going around finding trees and cutting

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them down before I had those 10 pieces

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of basic wood because in all of those

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trees that I cut down a lot of times I

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wouldn't get a basic piece of wood I

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would get one of the rare resources and

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it would just be alternating between

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basic wood uh two rare resources uh two

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pieces of basic wood a couple rare

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resources plus the fact that these trees

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are very spread apart all the trees you

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see surrounding you you can't cut down

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all of them only very specific ones I

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think that's something that should be

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addressed just give us more at least of

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the basic resources every time we

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interact with a collectible resource

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node also I think that they should speed

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up the leveling process at least

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slightly so the way power progression

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Works in this game via getting your gear

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upgrades your artifacts your mods and

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unlocking talents it all starts to get

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really really engaging around Level 10

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the problem is getting level 10 takes

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like 15 to 20ish hours I think that's

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going to be too much of a grind for

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those first 10 levels totally cool if

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the level grind scales up as we get to

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the higher levels but as it is right now

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at this point I could see a lot of

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people quitting before they reach those

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upgrades and that those gear

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improvements that make the combat that

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much more enjoyable just let us get to

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level 10 quicker and I think way more

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people are likely to stick around um yes

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as you can tell Corp Punk has set out

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with a particular vision in mind they've

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clearly developed a deliberately slower

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paac methodical challenging and timec

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consuming game not many MMOs take this

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approach nowadays I do think there's

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room for this on the market and with

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some tweaks that I can definitely see

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them filling a nice niche for sure and

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all this is going to move us into the

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feedback section um I am happy that

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they've made some improvements uh to

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some of the bigger pain points that I

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had from the first Alpha test that I

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played so for example they have added

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map markers for all of the quest MPCs

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which is great previously this wasn't

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there so if you didn't remember where

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you got a Quest from you could end up

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running around the map for a long time

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looking for the NPC to to turn it in at

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because it didn't show you where they

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were now that doesn't happen you can see

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right on your map every Quest NPC that

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you've discovered they've also

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Consolidated all of the crafting vendors

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they used to be like on the opposite

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ends of that starting zone which was

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rather big you could easily spend over

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15 minutes running between the

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processing and crafting stations

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whenever you wanted to make a single

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item they fixed that by consolidating

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all of the craft the processing and

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crafting vendors right around the main

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Town great change progression also for

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crafting new weapons and items got a

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boost mainly via the fact that the

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quests are giving a ton more resources

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than they used to which lets you craft

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your first big weapon tier upgrade far

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sooner than you used to be able to this

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was a great Improvement also healing is

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less of a pain because they have begun

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giving you way more healing items more

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food more potions more other consumables

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you're given a bunch of campfires from

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the get the healing system is still what

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it is you don't there's no passive of

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regen over uh below 90% but you're

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giving away more tools to deal with it

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currently that said I do still think

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there are things that they should

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address as just mentioned leveling I

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think it just takes way too long to

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reach level 10 and that is an important

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Benchmark in my eyes if you speed this

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up and slow down the later ranks uh

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level ranks if you want to but let

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players get to level 10 in like 5 to 10

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hours instead of 15 to 20 and I think

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this is going to keep people around for

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longer because it just gets so much more

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engaging around the level 10 mark for a

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whole host of reasons Gathering yes you

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need to drop more than one resource

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everything should always drop the basic

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resource if I chop down a tree I should

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always get one wood if I harvest an iron

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node I should always get one iron if I

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harvest a plant I should get one of

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whatever plants give and then give me

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the rare items on top of that

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occasionally that I think that's how

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they should approach this here also

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right now your harvesting will fail and

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cause the resource node to explode if

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you accidentally click the screen while

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harvesting this feels terrible you can

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still have a percent chance to fail a

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harvest that's fine a lot of games do

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this but don't make it so that the node

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vanishes if I accidentally click the

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screen while my character is harvesting

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make me Harvest it fine start the timer

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over but don't make the node disappear

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don't make the animal literally explode

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into Smither because I clicked off the

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screen while I was skinning it for one

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it's just kind of strange but then it

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just it doesn't feel good just make me

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reh Harvest don't make the thing

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disappear um I think base move speed

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should be bumped up I would say at least

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by 10% it just still feels a little too

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slow I understand that you get upgrades

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you get speed boost later on but either

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even with that being the case we I think

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I need a little bit more of a boost to

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the move speed there I also just want to

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see more open World stuff they have

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added some things since last test for

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sure they've expanded the world they've

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added new towns like I've said there's

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been a whole new region more interesting

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stuff to see so for example I think we

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should be entering our first dungeon

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like by hour five not by hour 20 which

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is roughly when I found the first

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dungeon um in this in this game also I

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just think that it would be such a

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benefit if there was more Dynamic things

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happening in the world Dynamic events

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pil for you to solve roaming packs of

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enemies because right now everything is

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basically static things like Elites

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things like public events you've got all

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those Farms have public events roll in

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like the Farms are being invaded by

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wolves from the woods or something you

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like have things like that happening add

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stuff to make this play Space feel a lot

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more alive combat is awesome I love it

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and for that reason I feel like

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encounters should be more frequent we

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should be able to engage in combat more

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frequently it just feels a little spread

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out in a lot of the world but that does

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mean that you're going to be taking more

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damage and you'll probably need more

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healing so to offset this I think that

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they should still further adjust how

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healing works I would love out of combat

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regeneration even if it were hyper slow

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even if it took like two straight

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minutes of standing still for you to

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regenerate your health passively but if

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you don't want to do that just make

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campfires way better more static

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locations out in the environment that'

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be great if there were just static

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campfires not just back in town but all

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throughout the environment or instead of

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making it a resource make campfire a

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skill put it on a 5 or 10 minute cool

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down so I can guaranteed to Camp every 5

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to 10 minutes instead of relying on

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chopping trees would that only sometime

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give me the wood that actually needed

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for crafting it like I think some

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adjustments should be made there but all

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around like there's a lot that I really

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like about this game like the previous

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updates I think have moved it in the

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right direction I love the combat I just

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wish we were doing it more frequently

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and they adjusted healing accordingly I

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also love the old school feel and the

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immersion that you get from having to

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pay attention rather than being pointed

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and handheld where to go I just think

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they still should make some further

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improvements to the pacing and the

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gameplay Loop one other big update here

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is the fact that they now have an early

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access release date the game will be

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coming into Early Access on November

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26th there are pre-orders available now

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and they're going to be running running

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an alpha 4 test for a full month from

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August 6th to September the 6th if

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you've already played an alpha test 1

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before you're going to be invited or

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anyone who pre-orders the game will also

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be invited bunch of new stuff coming in

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the Early Access launch they said

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they're adding two new biomes two new

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settlements two randomly generated

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dungeons two instance Battlegrounds

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bunch of more itemization updates and

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there's going to be new specializations

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with the defender Commando and Grenadier

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and that pretty much does it for our

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update video on core Punk once again

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thank you to artificial core for

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sponsoring this video happy to give you

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guys an update on what's changed what's

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new and what's coming next for Corp Punk

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if you want to learn more check out the

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link below I will be sure to follow up

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with additional coverage as we get close

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to leas a release I will definitely be

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checking out the next round of Alpha

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Testing that's happening in August and

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once the game fully comes out into Early

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Access I will at the very least give

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some sort of an early access review with

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my thoughts on that uh the state of the

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game at that time but that does it for

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today thank you as always for watching

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hope you enjoyed see you guys next time