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.
Stealth and the likes...
This is most likely a personal gripe and worry, but I'm wondering how stealth is going to be handled in this game.
Traditionally in most MMO and games in general, someone hits their hide/stealth button and is completely invisible. On an immersion level, this itself tends to break it for the most part. Even in a high fantasy world, I'm a great believer in that magic should still be constrained by rules in some way and shape rather than just shrugging and going "a wizard did it."
What I would like to see, that is present in some other games and media, would be something more akin to an active camouflage where movement will disturb the environment/rain makes it less viable sort of deal.
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Potentially just have it so people have to actually sneak around and use cover. Probably would only work if the entire game is in first person... but oh well.
Traditionally in most MMO and games in general, someone hits their hide/stealth button and is completely invisible. On an immersion level, this itself tends to break it for the most part. Even in a high fantasy world, I'm a great believer in that magic should still be constrained by rules in some way and shape rather than just shrugging and going "a wizard did it."
What I would like to see, that is present in some other games and media, would be something more akin to an active camouflage where movement will disturb the environment/rain makes it less viable sort of deal.
OR
Potentially just have it so people have to actually sneak around and use cover. Probably would only work if the entire game is in first person... but oh well.
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Comments
Take the early days of DAoC as an example......The Midgard Shadowblade had an ability that, if you managed to kill the target from stealth in one shot, you REMAINED stealthed. I had a friend who could take out a group of unsuspecting players and they never got to see who killed them. Needless to say that "ability" was quickly removed from the game.
While I'm not suggesting AoC will have anything like this, it's things like this which cause people to cry for nerfs because the opponents never had a fair chance to fight back. This inevitably leads to stealth ending up relatively gimpy due to excessive nerfing.
I'm always rogue but I know not to be bias and how to view things fairly.
At least it's not early lineage 2 where daggers could 1 hit a tank due to ignore pdef
We rogues are squishy... vanishing is the rogues way of survival
Far to early to go into details of length of stealth etc but the stealth will be more like "predator" stealth in the films when you can still see them if you are observant xD
We know aswell that some utility spells will let us climb etc so stealthing in trees or barrels what not would make a cool addition xD
I agree that you should not be able to attack whilst stealthed - it should be used for making tactical advantages whether it's exploring ahead or in castle sieges or to help you out in a sticky situation.
All the alpha and beta tests will help us find the right balance ^^
I would rather see Rogues be able to actively dodge attacks instead of having an instant stealth button which makes it easy for them get away after a failed attack.
I think AoE damage should also take a rogue out of stealth.
As someone who primarily plays stealth classes in MMOs, I like the idea of having some kind of clues as to where the stealth player is moving (just don't make them too obvious).
Maybe something like faint footprints where the stealther is moving could be doable? This could make it possible to confuse opponents by standing still while stealthed instead, or backtracking your footsteps etc.
I also think that having some kind of short term true invisibility on a long'ish cooldown to supplement other types of stealth wouldn't be a bad idea. Perhaps only for rogue/rogue though?
- 60 degree cone infront of the characters line of sight and at 5 yards distance will Auto see stealthed rogues
- Sound will pop up when Stealthed rogue passes by in 10 yards
- Lose track of stealthed targets in 2 seconds after they go out of the 60 degree cone
- Stealth Modifiers exist still in the game to improve stealth but not abuse the LoS cone.
- Standing still improves Stealth
I wish there were more environmental play with stealth mechanics though, like shadows or dark areas hiding people well, while heavy lighted areas -showing- the stealth player for a brief amount of time.
Also -Yus- to them making different types of stealth, as Camo' is different and should be useful in the light and dark, but harder to move like what hunters use to have for a short amount of time.
The role of Rogues in Most games is to Burst down the enemy as quickly as possible with the eye on Killing them before all your cooldowns are blown. If you blow all your cooldowns you restealth and run until your cooldowns are up again. You as a rogue should never stand toe to toe with an enemy. That is the role rogues in MMOs should have.
Other classes should have ways to counter rogues as well. Be it AoE or Mage light or Caltrops and such to counter rogue stealth. If you catch a rogue and he doesnt kill you he is pretty squishy so you take him out.
Thanks so much for reminding me of the Rogues in rift. Some of the most fun PvP in an MMO I've ever had.
( but to an Extent ).
Thats what I'd thought when I'd heard " Augments " . yes, I do remember what was said. But Here's how I see it ...
This MMO will be be set in a World where Magic thrives & plays an active role in this World. As such, it would be ideal for a Beginner in this Magical World to have the chance to learn some Basic-Spells* from SpellBooks.
In short, I'd hoped that each class will have the Utmost Basic of Abilities:
such as a basic Healing Spell, Basic Water Spell, Basic Wind Spell, Basic Earth Spell, Etc ... . And then Being able to Branch from that if the Player Chooses it
It'll be reminiscent of Other Class-Types - but will not " Outshine " others Classes/Races Combinations because " that " will be based on what your Character will be & based on the Class-Role too.
i.e. The Freedom of Choice / " Jacks-of-all-Trades " the option of making your character however you want it to be. If not, then ... I'd hope for them to consider it
I'd Hope that Cat-&-Mouse feature would be utilized to the Fullest. I'm still hoping for the Environment to play a role in that - as I've mentioned in some other Posts.
All-in-All, have an opened mind about it ^~^.
I hope so too : 3
( think it was " Dry Firing " ? )
But i always thought that the " Queue-Noises " would be caused by Leaves. Or another " dead-giveaway " would be a Gust of Wind or Water revealing where the Stealthed-Player is at.
( If you seen an Old Movie called, " Hollow-Man " ... this'll be better to explain Xp ... )
**YouTube has some Movie Clips for those who haven't seen it / don't remember it**