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.
Self Sufficient Playstyles
I really love MMO's been playing them for probably 20 years starting with MUDs. But, I've always had a fairly limited spans of time to play., e.g an hour or two a few times a week, occasionally a longer stretch.
Maybe I should have thought of that before supporting development as a Pioneer :p
Anyway, i'm wondering if this is going to be a game that will support my available playtime, and allow me to contribute at a micro and macro level.
I'm sure someone is going to chime in with, "well, but crafting..." Yeah, that's cool and all, but not what I want to do exclusively, so if I could ask questions it would be these.
Q: Will the requirements to get housing in a town, or a homestead plot be achievable for someone with a somewhat limited-time play style. What level of commitment is going to be required to maintain it?
My thoughts are, could there be a weighted "tax" that's proportional to playtime (if that would be necessary).
Also,
Q: How flexible will archetypes be in contributing different roles to group play? Premise: in many games rolling a dps class means you have to struggle to group with the few tanks/healers that abound. Tank and healers being rare because as a solo class they are ineffective unless they are in a group.
I've been enjoying Rift and one of the things I like is the ability to bring the player (not the role) and adapt to the needs of the group. So, the follow up Question to all that is, how would that group dynamic be addressed?
Again, this is coming from the perspective of a gamer with a family and career.
Maybe I should have thought of that before supporting development as a Pioneer :p
Anyway, i'm wondering if this is going to be a game that will support my available playtime, and allow me to contribute at a micro and macro level.
I'm sure someone is going to chime in with, "well, but crafting..." Yeah, that's cool and all, but not what I want to do exclusively, so if I could ask questions it would be these.
Q: Will the requirements to get housing in a town, or a homestead plot be achievable for someone with a somewhat limited-time play style. What level of commitment is going to be required to maintain it?
My thoughts are, could there be a weighted "tax" that's proportional to playtime (if that would be necessary).
Also,
Q: How flexible will archetypes be in contributing different roles to group play? Premise: in many games rolling a dps class means you have to struggle to group with the few tanks/healers that abound. Tank and healers being rare because as a solo class they are ineffective unless they are in a group.
I've been enjoying Rift and one of the things I like is the ability to bring the player (not the role) and adapt to the needs of the group. So, the follow up Question to all that is, how would that group dynamic be addressed?
Again, this is coming from the perspective of a gamer with a family and career.
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