Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
To me its about finding a happy medium
Old game i used to play, to teleport you had to buy town scrolls from the npc in said town. If you dropped or forgot to get scrolls you had to walk there.
In aoc there seems to be alot of nodes, they could do the same. Whose gunna carry scrolls for every node?
The reason i like some form of teleport. When someone kills you, you can call a friend to help and it wont take 1hr to walk there to help. Eventually there was wars of 100+ ppl in the middle of no where in the open world. Without some form of teleporting it just takes too long and no pvp wars happen cause it take an hr for anyone to show up. Of corse they could put limits on when you can use scrolls, like transporting goods and such.
I guess this will make proximity to a friendly city an actual boon when adventuring. So reinforcements are near by. If you're venturing far from home, you should go with protection.
Good point - I expect exploration to be exciting especially with the prospect of PvP around every corner, which is also a good point you raise in that roaming the terrain will allow you to know the terrain, which is a big advantage, especially if you ever get a 1/2vX.
And I guess the landmarks won't change overnight as well so you should be able to see the landscape change as you regularly ride past.
I think that the chance to teleport back home should exist, to avoid boring back tracking, but conceived in such a way that it could not be over-exploited (a cooldown, or similar). Personally, I think that feeling how big the world is, thinking twice before starting a new journey to reach a far away destination, is exactly the kind of ideas which may lift up AoC above the average MMORPG.
One must walk across this dangerous world.
Yeah yeah, like time traveling in the Terminator.
You can only fast travel completely naked.
Gotcha.
Good idea!
*Slowly begins to undress, hips swaying to the music*
Having to go to my rogue friends in WoW and ask them to lockpick stuff for me felt awesome,because I had to interact with other players (go figure, a rarity in MMOs) to get something done. The same was true with looking for random warlocks while playing in the hopes they could help summon my friends from the other side of the world.
Would be fantastic to have this type of interaction in many aspects of the game.
*Signals to the team that it's time to head back to town
"Come with me if you want to leave."
Why not keep it as is for the start. Let public pressure for SOME types (like hearth stones) teleporting to build. Then let Intrepid weave the magic/technology discovery into the game via quests and stuff.
Player anger and rage is much less when adding things than it is when taking things away....
/e: Like if summoner could summon another player to his location but this requires help of few other players and this had cooldown of 60min?
Getting there will be a trial! You must brave dense forests, traverse snowy peaks or navigate parched desert wastelands! Dangerous areas with dangerous creatures dwelling within!
Simply arriving at your destination feels like you've accomplished something great!
Having some exotic places actually far away and difficult to get to really makes the world feel bigger and more immersive.
The true quest is, and always will be, the journey itself!
This is what I want man!
Lots of people won't play because it's too much of a pain being stuck out in the frontier without the ability to hearthstone home.
Then the devs will add hearthstones.
Then people will complain about nerfing because they liked thing the way they were originally when the games a challenge.
"Convenience, convenience, instant gratification, dumbing down the game..."
Should be a no-brainer to understand that hearthstone is going to be a requirement in the game design.
In a dynamic world where camps and villages and towns and cities are rising and falling, people are going to continue traveling to see how those changes.
But, sometimes, we will want to be able to port home, rather than spending hours traveling. For the same reasons the devs don't want the game to seem like a grind.
Granted, the AoC world is large, but in medieval Earth, the general population had very limited means of travel. Everything had to be provided locally to the county/city/node. Only the bold and adventurous made it out of their zone of influence, and such journeys required considerable planning and support.
I loved this premise in games like Life is Feudal. It feels really immersive to me, and I really felt like I'd earned my right to see a neighboring town.
No fast travel to me means that every faintly heard footstep or twig break would carry some fear. Tattered inns along the roadside encountered in the dead of night would feel like hallowed sanctuaries. Zapping to and from a remote capital city with no peril and no effort is about as exciting to me as playing a FPS game in godmode.