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
I know its early but any hint at there being actual instanced raids, with a low cap on people 10-25, that is challenging and takes skill and coordination of multiple people would make me finally sold of this great looking game.
As contributors to a subscription MMORPG who may value what a subscription model brings to the game, what can you tell us regarding your plans as far as what kind of playerbase you feel the game should maintain in order for the game to remain subscription based? Is there any threat of converting to F2P in the future? Going into this project is there a certain mindset for development to ensure the game remains sustainable even if it isn't the top subscription MMO of all time?
I'll assume you mean P2W, and not F2P
If so, re these player carts and wagons used with the caravan system, or is it more of a generic caravan that spawns to deliver the goods?
Can players carry goods with their own wagons, and if so, how does that differ from the caravan system?
( Such as Randomized Lightning, Quicksand, Haunted Areas, Falling Boulders, Erosive/Crumbling Ledges etc )
Secondly ... please consider adding <em> " Crafting Abilities "</em>. What is it ? Simply Put, Craftiting Abilities will be abilities you can gain via Crafting - they'll be entirely unique dependent on the Class-Type & Crafting Profession. <ul>
It'll essentially be an entirely Separate </ul>
<em> Pallette of Abilities. that can be Combined with Main-Type Abilities in order to make create new ones.
I thought this would be fantastic solely because you mentioned in an Interview about "Augments" in Abilities. So Figured .. this would be the "icing-on-the-cake" ^
Could we get an example of what happens when your character levels up?
Additional commentary( don't include this):
http://crowfall.anshex.com/ Crowfall has done this and you can buy Crowfall kickstarter pledges from there that other people are selling, that way it won't go for sale on shady market websites that might end up scamming you.
I think it would be a great idea to consider partnering up with one of these guys. I personally wanted to reach the 1K pledge but due to my end of semester bills coming in, I was only able to afford a smaller package.
My question: Can you please clarify the meaning of a persistant alpha/beta phase to people who may not understand specifically what that means.
Will there be wear and tear on items that at some stage will be unrepairable?
So crafter's are still needed and not made redundant once people have the items they need.
My second question is, What will happen to a quest that you have already started if the node that quest is from is sieged and destroyed?
The main part of my question tho is will you make these two classes, who tend to fulfil support roles able to fend for themselves in questing, and more importantly in owpvp. For example will I be able to make a dps focused bard for owpvp that is actually effective, and will we be able to change/adjust our builds so we are not pigeonholed into being a dps bard in pve which may not be desired as much over its support build?