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Early Access question

On the discord, I was reading Intrepid_answers and came across this.

- i have a huge question that worries me a tad bit. so when you begin the game and everything is new just formed a barren land ready to be built upon. how do i sell scrap items before a node levels, like items from junk mobs that have no meaning but to sell? Also how is your banking system or warhouse going to work as well before node progression? and if you simply cannot bank until node progression then i can live with that but for how long? in witch case will i not be able to sell or bank for the first month???? because this would cause me to smash my face into my monitor many times as i cry for the lost sword that i couldn't bank and wanted to sell for outragous prices for no reason?

+Nodes will develop to the first stage rather quickly. And npcs will appear to assist in those regards
ts?

Now knowing that nodes will be disabled for those two days of early access how will those of us with early access sell and manage inventory, if we do not have access to the npcs for two days?

Comments

  • You're assuming there won't be any npc's in a zone until a node is built. Obviously someone has to start giving us quests and some of those people will be merchants.

    Not a super complicated fix. Questions like this really assume the worst about a devs intelligence.
  • Im assuming starter areas will have caravans or camp sites nearby with NPCs already. Like makeshift welcome areas for those newly returned.
  • [quote quote=23730]You’re assuming there won’t be any npc’s in a zone until a node is built. Obviously someone has to start giving us quests and some of those people will be merchants.

    Not a super complicated fix. Questions like this really assume the worst about a devs intelligence.

    [/quote]

    I am not assuming anything, that is why I am asking. If you would read the response "+Nodes will develop to the first stage rather quickly. And npcs will appear to assist in those regards" This would imply that there is none until that node levels.

    ANd as far as your comment about assuming the devs intelligence, even the smartest among us can suffer from tunnel vision and over look even the most simple of things.
  • [quote quote=23736]Im assuming starter areas will have caravans or camp sites nearby with NPCs already. Like makeshift welcome areas for those newly returned.

    [/quote]

    From what I have read and listened too, there is no starting area. This is just an assumption, base on my limited knowledge so far, so you may be correct, and if you are and you out level that area, will you be put out into the wilds and placed in this situation of no npcs to sell or store thing?
  • My point is that there is absolutely no way we're going to load into the game, after a YEAR of beta testing, and suddenly realize ZOMG THERES NO MERCHANTS IN THE STARTING AREA NUUUUUUUU. IF ONLY SOMEONE HAD THE FORESIGHT TO ASK ABOUT THIS ON THE FORUMZ!!

    Obviously it wont be an issue by then. One can assume Stephen and Gang are smart enough to figure something out to avoid that problem.

    /endrant
  • This would have easily been resolved during either Alpha or Beta tests like some people have mentioned above.
    I would bet there will be Merchants somewhere around each starting zone where you can sell your junk items.
  • [quote quote=24095]My point is that there is absolutely no way we’re going to load into the game, after a YEAR of beta testing, and suddenly realize ZOMG THERES NO MERCHANTS IN THE STARTING AREA NUUUUUUUU. IF ONLY SOMEONE HAD THE FORESIGHT TO ASK ABOUT THIS ON THE FORUMZ!!

    Obviously it wont be an issue by then. One can assume Stephen and Gang are smart enough to figure something out to avoid that problem.

    /endrant

    [/quote]

    Actually because my question is based on that narrow time frame of early launch, it is one of those things that could be easily looked over, as early launch is the only time the nodes will be disabled.
    So far 3 people have all assumed that there is a cookie cutter starting zone, rather than what we have been told so far, that is we will be throw into a world with no civilization, and as we start to explore civilization will begin to grow.
    Even the reply to the original question, implies that this could be an issue during this short window.
    If I do not get a real answer until alpha, I will be fine with that, but assumptions are not answers.
  • We don't know that head start will be the only time the nodes are disabled - they could be disabled at the beginning of Alpha and at the beginning of Beta.
    Especially during Alpha 1 which is only up every weekend, we could frequently start with disabled nodes.

    The devs have a plan for how that's going to work.
    If they are too dumb to have already thought of how that will work - there will be a heck of a lot worse problems for us to deal with.
  • I believe Steven said in one of the streams that there will be a Training area so people can learn basics of game before moving on, but that this area could be skipped if you wanted. So, I am making a guess that there will be a merchant around as that is a basic system in the game.
  • I actually had the same question as you, Nazareth.

    I'm going to guess that there will be npc's in an area surrounding whatever portal is your character's "starting area". Those npc's will give players the option of starter quests, to learn in-game mechanics, or players can skip the tutorial starter quests, and just jump right into the game.

    Like you said, currently, the devs have said that nodes will be placed most everywhere in the game, and that player interaction within that nodes ZOI will contribute to it's growth, with lvl 1 (campsite) as the first sign of development. Most likely, early growth will be earned from players killing local monsters, and/or starter quests.

    Once a campsite develops, then gathering will also play a part in earning xp for that node, as you will have campsite npc's to interact with, along with killing mobs and questing. As the node grows, so do the variety of ways to contribute to that node's xp, as well. Processing, crafting, trading, etc. etc.
  • The only think I anticpate you being able to do in early access is
    1. Character progression or levelling up skills.
    2. Training area access.
    All other functions requires the node system to be operational to track and allow the movement of goods.

    The far simpler approach would have been.
    Progress is wiped at proper launch.
    They need to test the reset system just as much as live server functionality
  • Thank you Intrepid. Your last live stream, game play video appears to of answered this.
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