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.
Achievements / Possible Lore Implications
If you guys are going to add achievements that can be obtained in-game. In an attempt to add depth to the game would you consider the following:
1. Some achievements have bonus' to them. (Such as direct stat increases, profession bonus', unique combat effect bonus', etc.)
2. All achievements will be 100% hidden until you achieve them, and even then it will only give you the achievement title and the bonus they bring.
3. All achievements once achieved will be delayed by some time (A day maybe) before they show up for the player. This would give achievements anonymity. Making them incredibly valuable. Furthermore making achievement hunter guides far more difficult in making since you wouldn't know when you achieved said achievement or what you were doing at the time. This is assuming the player is trying to progress through the game.
So just an example, your a merchant traveling from city to city selling your wares. After visiting/selling your wares in 50+ cities and your total accumulated time traveled on the roads between said cities is over 1000 hours. You get the “Dedicated Merchant: (One)(Two)(Three)” Achievement.
The bonus for example could be + (10) (25) (50) to strength (Increasing carrying capacity) and all goods sold by said player have an increased net value of (10%) (25%) (50%) in the 50+ cities he has visited.
So as mentioned above the Dedicated Merchant Achievement has three levels to it. Next level could be 100+ cities and 2000 hours on road, so on so forth.
Another example could be you were tasked with city rebuilding due to a siege that destroyed said city. After you have spent 5 hours rebuilding or removing debris, you get the “City Renewal” Achievement. Bonus +10 Strength, and whenever your in defense of a city be it under siege or being attacked by some dragon, gain a 10% boost to your physical/magical damage.
Or anything super monotonous like you became a courier for some NPC nobleman and you have delivered over 2000 letters in your courier career. Gained achievement “Fleetfooted” +50% to your base movement speed.
With an achievement system such as this adding depth and value to tasks be them menial or impactful I can see a HUGE impact of evolution in the mmo genre.
1. Some achievements have bonus' to them. (Such as direct stat increases, profession bonus', unique combat effect bonus', etc.)
2. All achievements will be 100% hidden until you achieve them, and even then it will only give you the achievement title and the bonus they bring.
3. All achievements once achieved will be delayed by some time (A day maybe) before they show up for the player. This would give achievements anonymity. Making them incredibly valuable. Furthermore making achievement hunter guides far more difficult in making since you wouldn't know when you achieved said achievement or what you were doing at the time. This is assuming the player is trying to progress through the game.
So just an example, your a merchant traveling from city to city selling your wares. After visiting/selling your wares in 50+ cities and your total accumulated time traveled on the roads between said cities is over 1000 hours. You get the “Dedicated Merchant: (One)(Two)(Three)” Achievement.
The bonus for example could be + (10) (25) (50) to strength (Increasing carrying capacity) and all goods sold by said player have an increased net value of (10%) (25%) (50%) in the 50+ cities he has visited.
So as mentioned above the Dedicated Merchant Achievement has three levels to it. Next level could be 100+ cities and 2000 hours on road, so on so forth.
Another example could be you were tasked with city rebuilding due to a siege that destroyed said city. After you have spent 5 hours rebuilding or removing debris, you get the “City Renewal” Achievement. Bonus +10 Strength, and whenever your in defense of a city be it under siege or being attacked by some dragon, gain a 10% boost to your physical/magical damage.
Or anything super monotonous like you became a courier for some NPC nobleman and you have delivered over 2000 letters in your courier career. Gained achievement “Fleetfooted” +50% to your base movement speed.
With an achievement system such as this adding depth and value to tasks be them menial or impactful I can see a HUGE impact of evolution in the mmo genre.
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