Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
im not liking the non combatant losing more as that can be abused by a combatant taking you hp down low and not killing you then a pve mob finishes you off... how do they plan on combating that (and dont say fight back cos you lose there too...)
Jk.^^
This game will have surely BOTH. PVE and PVP.
Stabby calm down...
it is ridiculous to put such a nonsense into the world at the moment. ...
That also entices me for PvP because what I like about PvP is defending villages and cities - especially objective-based PvP rather than direct character v character combat.
Also, I'm very interested to explore Social and Religious and Racial progression.
I don't really see a lot of RISK involved.
There might be too much direct character v character combat for my liking - I only enjoy that for about one hour out of an eight-hour play session and when I'm no longer in the mood for it, it pisses me off when PLAYERS refuse to leave me alone.
But, we have to play the game with Corruption mechanic implemented to know whether it's a sufficient deterrent for our individual playstyles.
I don't think there is a misconception that all PvPers are gankers.
Gankers are a minority - but I don't really care about how many there are.
I care about how often I get trapped into direct character v character combat when I'm not in the mood for it. Other players should not be able to choose for me how I spend my play session.
Many PvPers have no respect for the concept of non-consensual PvP combat.
That's the primary issue with having them on the same servers as PvEers..
When you lost a hand you were randomly given an alcoholic drink where the potency was random.
You didn't know what you'd get until you played but you knew that getting drunk was a possibility and its part of the game and there's no game without it.
This is the same, by playing the game, consent is given to all the possible PvP. Its part of the game and without it the game doesn't exist. People need to accept this fact and if it's not something they can come to terms with then perhaps this game won't be a fit.
Thing is, the game is going to lose a lot of client base if these 2 aspects PvE & PvP will be mixed. Best rule of business is to give client what they want without forcing unwanted elements onto one or another.
There's no one as far as I know that has a game designed to be PvX and no P2W mechanic so it's a market with untapped potential.
The game will not lose any player base as it stands, people who don't want the risk of getting PKed were never the target audience.
Please refer to my previous post.
That should make things interesting enough to continue to follow this game.
Besides, therell barely be much owpvp with such harsh system against those who are against it.
The only reason would be extremely loaded mule and you could only blame yourself for taking the risk and not banking mmore often.
I think ppl unwilling to fight will be most likely left alone.
This is anyhow something that bothers me.
People here are really focused on dicks who play for PvP that they forget the dicks who play for PvE.
There are dicks on both sides and they always find a way to waste ur time.
PvE dicks start grinding over you, stealing ur crops or aggroing mobs to you to interupt your gathering, all cutting your efficiency by bunch.
PvP dicks keep killing you without reason and reduce your efficiency by a bunch.
With owpvp you can kill the PvE dicks only if they flag which most likely wont happen so the system doesnt counter them. It penalizes you for killing someone disrespecting you.
If PvPrs are dicks they get actively penalized.
Yet I see the PvE people here being the ones crying about the system.
If youre the victim with this games systems its not because youre forced but because you choose to be. You have to look from the perspective of both sides for proper discussion.
The only way for dicks to learn the border between good and bad is by enforcement of rules and have the team decide it for them.
Good luck on your refund because it really does not sound like you are a good fit here.
As the leader of a mercenary guild, there are some PvP elements to what we'll end up doing, but also PvE… I think there needs to be a cooldown switch between the 2 modes(to prevent people jumping into safe and non safe modes - that needs to be really significant length of time too, like 10 mins between each switch min) but also perhaps 'danger areas' as warnings for those keen to stay away from a conflict - although no guarantees can be made for anywhere.
Only PvE servers cannot work as node progression cannot work without an entirely different structure to its mechanics....
You have to consider node progression, what would a 'PvE only server' do when the limit of cities/metropolis is met? You can't combat between each node... To have only PvE is almost to create an entirely different set of game mechanics that takes away a lot of what they are driving to build - a player dominated game where every player choice and fight and victory against player and npc alike makes a difference.
With the griefer type system in place as well, it should syphon those out there with the sole goal of just causing destruction to an experience.
Too much salt from all sides!
I'm not really on board completely due to one aspect of the random PVP. That is that victims of unwanted PVP who choose NOT to flag up get penalized more than if they do. If they do decide to fight (which in many cases they will lose anyway) the unwanted attacker suffers nothing or almost nothing.
Either way, players that don't care for random PVP get screwed in some way.
Only thing I can see advantageous to this setup is that bots suffer a bit more than normal. So the onus is on the players to solve the bot problem, or so it seems.
Despite that I am intrigued by the overall game and will try it. I won't toss any $$$ at the game until all this is tested and solid. Then I will try it. Burned too many times to do otherwise. Not, in any way, knocking how anyone chooses to use their cash, though. Plz don't assume otherwise!
We know mounts can be killed (not permanently) and assume mules can as well but unsure what happens to the resources they are carrying (assuming we put resources on it).
We assume that because we drop a portion of our resources when we die that mules would have some similar mechanic but also not sure what the penalty for killing the mule would be. At the same time some of us were worried that because there is a penalty for attacking a mule but not a caravan that mules would be used to circumvent the caravan system.
It's just something they haven't elaborated on and some of us can see this being handled in different ways.