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.
Yo-Ho Yo-Ho The PVP life for me! (Concers/Optimism for "forced" PVP)
I've seen a lot of concern on the PVP aspect of the game. I understand the worry that PVP will overpower the community, due to the Node system, however after reviewing what the Intrepid Team has said in regards to this topic, I am very optimistic. Here are my reasons why:
- In a previous Q&A ((I would give exact details, but I'm just too lazy.. sorry)) when asked if PVP will be forced on players who care more about PVE and solo gaming: i.e. Animal Husbandry and killing world bosses, they responded in a very interesting way and not your typical "Yeah, that's just how things are." answer.
-- It was said and suggested that players who want nothing to do with PVP can still contribute to sieges and other pvp mechanics, such as the caravan system, without physically joining the battles by doing some of the following examples: Crafters can make gear and weapons to better equip defenders, Builders ((Unsure if there will be a carpenter crafter, or a stone mason)) will be able to create defensive weapons such as catapults, trebuchets and other siege engines, PVE raiding guilds can enter a dungeon or raid to defeat a high level boss that could drop an item that will help in a siege ((No definitive answer on what these items might be, but from the Predator class trailer, it would appear that certain magical items can repel sieges unless taken away))
For the hardcore Rpers out there, one thing that is also interesting is the discussion of Archetype classes holding an ultimate ability requiring x amount of players to contribute to help out. The example given were Summoners combining their powers together in summon a massive boss-type arcane golem that can deal damage and smash buildings and doors. I hold faith that all classes will have something to do: Such as Bards giving a region wide buff to the defenders, Clerics creating zones of healing, Tanks making shield walls with collision mechanics, mages summoning storms and the like for aoe effects, Rangers raining down arrows from the battlements or collecting the wildlife in a mass stampede across the enemy field, etc.
I believe Steven and his team have thought of almost every aspect of these PVP systems and I tip my hat to them for their efforts. Sure, some players will still roll their eyes and scoff at the notion of having to deal with PVP events, but I think at the end of it all everyone will have great fun! No one can tell me the crafters won't feel a little bit of pride seeing their weapons and armor used in battles, or their siege engines destroying buildings or repelling attackers, or guilds won't feel exuberant about seeing their raid achievements being recognized by their community, because their looted item helped with the siege.
I would like to end this post by saying I do not write this with the paradigm of "Sucks for you, throw that gear on and get in line solider!", but rather think of the possibilities that each of us have for making our particular Nodes successful! After all, that mount that you have been raising in your free hold, could have been the same mount you sold to a scout player and warned his caravan of an approaching raid party, giving that caravan enough time to call for ally guilds and mercenary players to help defend. We are all connected in this game, down from that solo player who just liked to gather ore and flowers, to the guild leaders who will act as the generals in a future battle between nodes. Good luck my friends, and may the wind be at your back and your cup never drained!
- In a previous Q&A ((I would give exact details, but I'm just too lazy.. sorry)) when asked if PVP will be forced on players who care more about PVE and solo gaming: i.e. Animal Husbandry and killing world bosses, they responded in a very interesting way and not your typical "Yeah, that's just how things are." answer.
-- It was said and suggested that players who want nothing to do with PVP can still contribute to sieges and other pvp mechanics, such as the caravan system, without physically joining the battles by doing some of the following examples: Crafters can make gear and weapons to better equip defenders, Builders ((Unsure if there will be a carpenter crafter, or a stone mason)) will be able to create defensive weapons such as catapults, trebuchets and other siege engines, PVE raiding guilds can enter a dungeon or raid to defeat a high level boss that could drop an item that will help in a siege ((No definitive answer on what these items might be, but from the Predator class trailer, it would appear that certain magical items can repel sieges unless taken away))
For the hardcore Rpers out there, one thing that is also interesting is the discussion of Archetype classes holding an ultimate ability requiring x amount of players to contribute to help out. The example given were Summoners combining their powers together in summon a massive boss-type arcane golem that can deal damage and smash buildings and doors. I hold faith that all classes will have something to do: Such as Bards giving a region wide buff to the defenders, Clerics creating zones of healing, Tanks making shield walls with collision mechanics, mages summoning storms and the like for aoe effects, Rangers raining down arrows from the battlements or collecting the wildlife in a mass stampede across the enemy field, etc.
I believe Steven and his team have thought of almost every aspect of these PVP systems and I tip my hat to them for their efforts. Sure, some players will still roll their eyes and scoff at the notion of having to deal with PVP events, but I think at the end of it all everyone will have great fun! No one can tell me the crafters won't feel a little bit of pride seeing their weapons and armor used in battles, or their siege engines destroying buildings or repelling attackers, or guilds won't feel exuberant about seeing their raid achievements being recognized by their community, because their looted item helped with the siege.
I would like to end this post by saying I do not write this with the paradigm of "Sucks for you, throw that gear on and get in line solider!", but rather think of the possibilities that each of us have for making our particular Nodes successful! After all, that mount that you have been raising in your free hold, could have been the same mount you sold to a scout player and warned his caravan of an approaching raid party, giving that caravan enough time to call for ally guilds and mercenary players to help defend. We are all connected in this game, down from that solo player who just liked to gather ore and flowers, to the guild leaders who will act as the generals in a future battle between nodes. Good luck my friends, and may the wind be at your back and your cup never drained!
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