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.
Resource Spawn Random
Will resource spawning be completely random or will it depend on region? For example will some resources (let's say spices) be more common in southern zones than northern zones? To me it seems if, at least for some resources, they spawn non-randomly it would encourage longer caravan routes.
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Some areas will be rich in a resource that others lack.
The only way to prosper in such conditions is mutual trade across all regions.
Just like real life really.
I'm really looking forward to hearing more about this from the devs.
I’m really looking forward to hearing more about this from the devs.
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i believe i saw/heard somewhere that some mobs will be seasonal specific.
Honestly its kinda to early to say. However it would be wierd to add seasons and not capitalize on it <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f609.svg" /> So theres probably gonna be biome specific mobs, resources etc. and to tie into that seasonnal stuff that only grows or happens around a certain time.
I’m really looking forward to hearing more about this from the devs.
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i believe i saw/heard somewhere that some mobs will be seasonal specific.
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Makes perfect sense :) As I said why have a seasonal system if you don't use it for anything?
If you have a careful read of the last blog, it kind of implies the desire for such, if not explicitly stated.
I had to delete my text several times, not knwing what to write! :D
I really like the idea / concept. I would love to see different Node visuals. For instance, a desserted Node should have a different feel to the typical 'western' one. Buildings should look different. Since temperatures are fairly high in these regions, the market should be outside like a bazar - at least in the beginning. Overall I would love a different architecture in these regions.
Trade should and must be a major aspect of overall Node governance! Regions with an abundance of ressources are likely to become wealthy in a shorter amount of time but at the same time those zones are also more likely to become occupied by foreign forces, hostile players / beasts / guilds yada yada.
A difference in ressource distrubution and availabilty is a great extra! Trade routes can be build on these relationships. Maybe a guild could even have several Nodes - specializing in 'weak' regions.
~ Zention