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.
I'll promise to read it if they promise not to make it pointless*
Every single person here has done it. If you disagree you are lying to yourself . Text comes up and you click/esc/enter to make it go away. You may do this for any number of reasons. They really don’t matter but I feel the blame for this TERRIBLE habit lies on both sides.
We are so eager to get to the end of the game, and developers are trying to slow progression. Now I know some people will say, “The storyline isn’t just to slow the user down.” I feel that a high percentage of them are now-a-days. The more MMORPGs I play the worse this habit gets. I only read now if I’m forced to. It could be a grind quest, Inn keep, or wandering NPC I’ll just click through it. “I want kill stuff not read this rubbish.” - Waffles in every game
I will make this promise:
I will start this game as I did when I was a wee lad. I’ll read it all.!
When my friends are flying through the content I’ll fight the urge to skip a single line of text. When they are yelling at me in VOIP to hurry I’ll mute them and read on.
Intrepid studios make me this promise in turn:
Your storyline won’t be rubbish to simply progress me through the storyline.
Fight the urge to push out a new
NPC quickly to just meet a deadline. Don't make a long text quest chain just to reward me XP and a bronze sword.
My suggestions (learn from others failures)
- You’re already staffing up, right? Higher a writer! They can be part time, or contract. Character creation is what they do.
- If you are going to have the grindy quests to simply reward gear/money/items don’t make them have dialog. Put them on a town bulletin board. Put the entire summary there. We can sort through them as we want. This makes questing streamlined. In the event there is story driven quests it will be more unique. It won’t simply get drowned out by all the dialog from grind quests.
- HAVE REACURING NPCs. My favorite games (mmorpg or otherwise) have those random characters that you just see pop up and are like “holy crap that person!”.
I am totally behind this game. I’ve gotten so many coworkers and friends hyped about this game. I believe in you. Even if you don’t promise I still will, and I’m curious to others takes on my thoughts and suggestions.
Comments
I really, really do hope that it will be different this time. I remember from one of the live-streams or podcasts (can't remember at all which one) that Steven said lore/story is very important to him. I hope this means that he will go to great measures to make sure that the story is of high quality. Because honestly, I would love to read every single text box, but it needs to be really interesting and engaging for me to even bother. Here's to hoping
About your suggestions, I find the first one really interesting. An actual writer would be amazing, because they know exactly how to make a good story! Steven could give them his ideas and see where the writer would take that... So, if Intrepid's funding allows it without gimping other needed areas, that would be awesome.
This only really becomes an issue with I roam about with @Possum, as the poor man just doesn't read as quickly as I do. I'd venture he may read more completely, but could I admit that?
Nnnnaaaaahhhhh.
Fortunately, because I really do love the man, I've learned to school myself to patience when we roam about, together
*sighs happily* Yep, he sure is fortunate to have found me!
I'd prefer any lesser quests to just be area events where you can hop in or not. The NPC that might trigger something could have a few lines but we don't need to hear his entire life story of how he dropped out of wizarding school to become a farmer and then hear the detailed reasons of why we need to remove the undead that have taken over his farm. We see a problem, we remove it. Actually, it'd be funny for renegade players to have a chance to side with the undead against the farmer village. Now that'd be a twist. Maybe use the lowest tier of monster coins for players who like to play that villainous style.
Side NPCs, books, and miscellaneous items that add a bit of lore and backstory here n' there are a good idea though.
However, I think it would be interesting to offer incentive to read through it all, such as play some atmospheric music that plays when you read it - something fitting to the tone of the text and you don't hear elsewhere in the game. Then you have an audible treat to go along with the visual comprehension.
I clearly remember in Cataclysm shooting fire cannons across a gorge and 200+ goblins writhing in flames as they flung themselves off the cliff on the other side.
And I remember chasing down goblins with a giant steamroller, as they ran away from me screaming in pain and terror...and backing over some repeatedly to make sure all 500 of them died.
Don't recall any details of why it was necessary for me to do that in order to save Mt. Hyjal.
I don't know that I care about the details of why someone wants me to go on the quest - as long as the quest itself is fun. Especially if the quest asks me to use non-combat class abilities.
My expectation is that in Ashes, I'll be less focused on scripted quests and more focused on how the world is evolving. That a spider demon came and destroyed parts of the market place before we vanquished it will be more memorable than why some NPC wanted me to obtain 8 Forest Guardian meat.
Defending a caravan so we can gather the resources necessary to build that library we want will be more memorable than the quest text for why some NPC wants me to gather 50 wolf pelts.
Sure a lot of the times it's boring, but some of those quest will be referred back to later and you'll be happy to have read it
I can understand if people skip through though, it can get in the way. Feeling wise anyways, specially if you join the game after launch, you have this feeling to catch up and thus want to get through with it faster.
If narrator is not there, there is not a chance I'll read it all.
Sure, at least once a couple of hours something catches my interest and I read it, but... it's only 1% of it all.
Also -> walls of text scare me. I avoid them.
LOL yeah, from EQ, I died a few times by accidently hitting that; then learned to remap it.
I've taken alts and hurried through dialogs but I wonder if that will be a good idea now.