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.
Daily/weekly instance run limitations?
Extremely common in Asian online games, I would be dismayed to find limited run numbers in this game. Can anyone confirm if there will be any such limits on runs for instances/dungeons/raids? (e.g. can only run dungeon twice per day).
Even if caps are implemented for reasons of economics/scarcity, I feel hard caps are not acceptable, and lazy design. A limit of X# of runs means that players are strongly disincentivized from trying new approaches, helping weaker characters, and playing with other people. (e.g. a friend asks for help, but you already used your runs, or want to save them for higher difficulty level, so you can't run with them).
If drop scarcity is an issue, it's much better to have a system where you can run as many times as you like, but only receive a limited number of drops (and even that is frustrating).
Even if caps are implemented for reasons of economics/scarcity, I feel hard caps are not acceptable, and lazy design. A limit of X# of runs means that players are strongly disincentivized from trying new approaches, helping weaker characters, and playing with other people. (e.g. a friend asks for help, but you already used your runs, or want to save them for higher difficulty level, so you can't run with them).
If drop scarcity is an issue, it's much better to have a system where you can run as many times as you like, but only receive a limited number of drops (and even that is frustrating).
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But I think they don't want the whole instanced base ( not to say their wont be any Again Pre-alpha )
Raids Will be available for multiple Lvl Ranges
I hope this helps!
Everything else is open world. Strange for me because other parties can join in on the dungeon you started.
Either way, if such a system were successfully implemented, I would certainly consider that feat to be a crowing example of their ability to re-define the genre and eliminate stale tropes. I suspect it will be something that requires some iterative balancing at the very least.
Including instances.
Most of the content is dynamic one off and story driven.
Its an event triggered content system.
Including instances.
Most of the content is dynamic one off and story driven.
Its an event triggered content system.
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That doesn't really address the question at hand; you can have a limited number of event triggers or other time gates, whether they're instanced or otherwise. Same goes for the concern other people have brought up with repetitive daily quests.
Whether the location is instanced or simply the objective objects, the base concern is a question of how scarcity is being addressed, and whether players will be prevented from running repeatedly with various groups.
Whether the location is instanced or simply the objective objects, the base concern is a question of how scarcity is being addressed, and whether players will be prevented from running repeatedly with various groups.
Whether the location is instanced or simply the objective objects, the base concern is a question of how scarcity is being addressed, and whether players will be prevented from running repeatedly with various groups.
Whether the location is instanced or simply the quest objectives, the base concern is a question of how scarcity is being addressed, and whether players will be prevented from running repeatedly with various groups.
No matter if the location is instanced or simply the target objects, the base concern is a question of how scarcity is being addressed, and if players will be prevented from running repeatedly with various groups.
No matter if the location is instanced, or simply the target objects, the base concern is a question of how scarcity is being addressed. Many games (especially from Asian publishers) have done this by preventing players from running repeatedly with various groups, so I would ideally like to confirm that this would not be the case here.
Hm... I can't really direct you, but the information was scattered throughout all the Q&As.
Instance housing is pretty easy. They talked about the three types of housing, freehold, node housing and instance housing. Pretty much they want housing to occupy a physical space in the real word, but they added in instance housing for players that can't find real estate.
Arena was talk about in the 26/05/2017 Q&A and a little before in other Q&As. Seems like it will be somewhat instance, considering they are talking about the idea of server vs server battles.
As for OWdungeons, this was inferred mostly from speculation on how they talked about the game. They want everything to be open world with no loadscreen and very few barriers. I would consider dungeons to be part of this system. They did show a video of a mage exploring and traveled into a dungeon. This makes me believe that dungeons will be open world. You can watch this video via their youtube channel as one of the mage gameplay.