Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
AkaBear said: These are old dreams of mine, my fellow adventurer... *smiles*
I'd love to experience a MMORPG with such features. Hopefully, someday AoC will be the one.
2. Assassin type stealth missions where you have to avoid stepping into light, making noise, guards sight, using tranquilizers, hiding bodies etc.
3. Drinking alcohol in game actually making your character act drunk, and not only silly debuff saying "you are drunk".
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I know that emotes certainly are not uncommon to mmorpgs, but I don't want them to just "go through the motions" of game design and only cover the basic /wave, /cheer, /dance stuff. A full array of character emotes for a variety of social situations would be fantastic - and go a long way to giving life to scripted content creation.
If so, I was also thinking along the same lines after seeing the recent pre-alpha footage. I know the quest NPC with the bow was likely a placeholder but it does seem like the devs plan to allow varied responses to NPC dialog. In the placeholder quest, selecting different responses only appeared to result in 2 variables (you get the quest or you don't). I hope once the game is further fleshed out the devs plan to add some potential consequences to NPC quest dialog beyond just discovering a quest.
For example, a group of bandits show up after a node reaches Stage 2 (encampment), and the bandit leader gives you the choice to help them raid and pillage the encampment (giving you reputation among outlaw groups) or to "die" (i.e. fight them and protect the node). Mind you, my example wouldn't necessarily require players to speak to the bandit leader in a direct dialog format because it could just work like the caravan system where a message pops up on the screen of nearby players ("Will you defend / attack / ignore the caravan?" → "Will you join / defend against / ignore the raid?").