Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
7 Questions (Guilds, Classes, Roles, Guildhalls, Etc.)
I asked a number of questions over on the Discord channel, but wanted to list them here as well to encourage discussion. While Discord is great for "chat," it's hard to facilitate actual conversations about a topic or question for long without tangents taking over.
@Intrepid Studios I have a few questions that I haven't yet seen addressed. Apologies if they've already been covered.
1. Because guilds have levels and provide their members skills/benefits, how can small guilds compete in activities as well as recruiting? Example: WOW a few years back gave sizable benefits to members of max-level guilds including faster character and profession leveling, faster movement speed, etc. It made it very challenging for small guilds to recruit because who would want to miss out on benefits by not joining a "zerg guild"? Will small guilds have a chance to reach max guild level, too, or is that mainly determined by guild member numbers?
2. Will small guilds, say 5-25 members, be able to reasonably afford guildhalls? In the Kickstarter, a number of the higher support packages include guild housing perks. If someone is a member of a small guild and buys a large support package, is their "Guildhall appearance" bonus basically worthless because they'll never be able to acquire a guildhall? Similarly, are only the large guilds going to be able to afford acquiring the three nodes connected to the castle for sieging?
3. Given the class discussions thus far, it appears there is one primary tank class (tank) and one primary heal class (cleric), with off-tanking/healing being possible in some part by classes taking tank or cleric as a secondary class respectively. Is the expectation that only primary tank and cleric classes will be main-tank and main-heals respectively for single-party activities as well as raid activities? Can two off-tank or off-heals players sufficiently support the party instead (e.g. a rogue/tank and a fighter/tank stand in for a tank/x or summoner/cleric and mage/cleric stand in for a cleric/x)? Similarly, will having two primary clerics or primary tanks in a party lead to a significant enough dps loss that some content will not be completed as a result?
4. Has a goal been set for the final number of crafting/artisan professions to be available in the game, or are some still being debated as to whether they should be added? If it's been decided, how many total artisan professions are expected at this time?
5. Can any race join any guild and start at any of the starting areas? My guild tends to cater to alt-heavy folks who like to see the world from different perspectives. Given there are no factions, and fast travel will not be readily available, I was hoping we'd be able to all be in the same guild regardless of where we started. Similarly, will guild invites have to be sent "in person" with the players standing near each other as that would prevent many of my guild from being able to actively participate in the guild until we potentially traveled great distances just to be nearby.
6. What are the requirements to form a guild? For example: player level, do you need a certain number of players in your party before you can sign a guild charter, is it all NPC driven (talk with x NPC and pay 10g and guild is formed)? Bottom line: how much effort are you hoping is required just to create the guild?
7. Given players can collect many types of costumes, mounts, and non-combat pets, are you planning on having a UI module manage all of those things or will they actually take up inventory/bank space? I’m hoping we won't have to visit a stables just to change our mount or go back to town just to change our costumes.
@Intrepid Studios I have a few questions that I haven't yet seen addressed. Apologies if they've already been covered.
1. Because guilds have levels and provide their members skills/benefits, how can small guilds compete in activities as well as recruiting? Example: WOW a few years back gave sizable benefits to members of max-level guilds including faster character and profession leveling, faster movement speed, etc. It made it very challenging for small guilds to recruit because who would want to miss out on benefits by not joining a "zerg guild"? Will small guilds have a chance to reach max guild level, too, or is that mainly determined by guild member numbers?
2. Will small guilds, say 5-25 members, be able to reasonably afford guildhalls? In the Kickstarter, a number of the higher support packages include guild housing perks. If someone is a member of a small guild and buys a large support package, is their "Guildhall appearance" bonus basically worthless because they'll never be able to acquire a guildhall? Similarly, are only the large guilds going to be able to afford acquiring the three nodes connected to the castle for sieging?
3. Given the class discussions thus far, it appears there is one primary tank class (tank) and one primary heal class (cleric), with off-tanking/healing being possible in some part by classes taking tank or cleric as a secondary class respectively. Is the expectation that only primary tank and cleric classes will be main-tank and main-heals respectively for single-party activities as well as raid activities? Can two off-tank or off-heals players sufficiently support the party instead (e.g. a rogue/tank and a fighter/tank stand in for a tank/x or summoner/cleric and mage/cleric stand in for a cleric/x)? Similarly, will having two primary clerics or primary tanks in a party lead to a significant enough dps loss that some content will not be completed as a result?
4. Has a goal been set for the final number of crafting/artisan professions to be available in the game, or are some still being debated as to whether they should be added? If it's been decided, how many total artisan professions are expected at this time?
5. Can any race join any guild and start at any of the starting areas? My guild tends to cater to alt-heavy folks who like to see the world from different perspectives. Given there are no factions, and fast travel will not be readily available, I was hoping we'd be able to all be in the same guild regardless of where we started. Similarly, will guild invites have to be sent "in person" with the players standing near each other as that would prevent many of my guild from being able to actively participate in the guild until we potentially traveled great distances just to be nearby.
6. What are the requirements to form a guild? For example: player level, do you need a certain number of players in your party before you can sign a guild charter, is it all NPC driven (talk with x NPC and pay 10g and guild is formed)? Bottom line: how much effort are you hoping is required just to create the guild?
7. Given players can collect many types of costumes, mounts, and non-combat pets, are you planning on having a UI module manage all of those things or will they actually take up inventory/bank space? I’m hoping we won't have to visit a stables just to change our mount or go back to town just to change our costumes.
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