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.
Community Oceanic Content Ideas
ArchivedUser
Guest
Here are my personal hopes and dreams!
1. Tortuga-like node.
We need a node that's a hive of scum and villainy, this node should be fought over neighborhood by neighborhood in gangland style pvp where there is a ton of risk vs reward. Pretty much a open battleground but more subtle with impromptu alliances, backstabbing and back alley murder for booty. Lots of booty...
2. Open seas trade and piracy.
So if the planet we are on has more than one continent we should be able to trade across them. Safe shipping lanes should exist between nodes on the same continent but the epic adventure of surviving a cross ocean trade venture should include piracy! Why not player pirates? =D Of course we can have npc ones, alongside krakken... but I think expanding the ocean content should include pirates too.
3. Class abilities and their relations to ships.
So in addition to siege based abilities each class can bring special on the ocean abilities too. This lets devs experiment with new ideas before making a mainland version as well as make it interesting. So a rogue could climb along the sides of a ship or swing from ropes attempting to assassinate the enemy captain while a mage creates a fog to hide his movements or freezes the water to slow the enemy ship. Clerics could bless your ship to protect it from certain abilities or help it through difficult waters.
4. Magic, and combat
Magic is great, it allows you to sum up all the reality bending stuff into one word. Magic! Why not have magic be the basis for some weapons and means of propulsion etc for ships (along with sabotaging them). So in addition to the mage class specifically we can have a runic bomb we launch from a catapult instead of cannons or from a ballista. Maybe there can be a flamethrower created from dead mythic animals like dragons or use a medusa head strapped to the front the ship to petrify boarders. Magical shielding can help protect the ship while a mage can literally put the wind in the sails by summoning a gale to boost movement!
5. Types of ships and customization
We can use magic to make undersea ships work too. So maybe submarines like from the water tribe in Avatar, or magically made icy hydrofoils for smaller speedier ships. Maybe a certain substance works great for making ships on this world like a spongy material that can be shaped with fire or some sap from a tree that makes super light strong ships or something. We also need to customize them. So being able to change weapons and use dragon-scales for armor, design our own sails with our symbols on them and pick what materials are used based on their effectiveness. The materials should be good for different things alongside the weapons. So a dragon-scale battleship is probably too slow for trading but great for defending or to siege nodes.
A great fisher might have domesticated some animal he can train to bite holes in enemy ships or found a powerful artifact that can zap enemies when channeled across the water.
6. Survival in general
Sea content needs to represent the power of nature too. Hurricanes, water tornadoes, and violent storms need to be a thing alongside giant angry krakkens and impossibly high waves. But not just these things, we need mysterious disappearances, oddly colored waters that hide deadly or lucrative secrets, rogue moving islands, mysterious in general islands, haunted ship graveyards and ruins of oceanic civilizations. Please don't forget to make ships themselves tell a story and maybe let them have their own history in a captains diary or library!
Feel free to add to this list and make the devs see our ideas for oceanic content!
1. Tortuga-like node.
We need a node that's a hive of scum and villainy, this node should be fought over neighborhood by neighborhood in gangland style pvp where there is a ton of risk vs reward. Pretty much a open battleground but more subtle with impromptu alliances, backstabbing and back alley murder for booty. Lots of booty...
2. Open seas trade and piracy.
So if the planet we are on has more than one continent we should be able to trade across them. Safe shipping lanes should exist between nodes on the same continent but the epic adventure of surviving a cross ocean trade venture should include piracy! Why not player pirates? =D Of course we can have npc ones, alongside krakken... but I think expanding the ocean content should include pirates too.
3. Class abilities and their relations to ships.
So in addition to siege based abilities each class can bring special on the ocean abilities too. This lets devs experiment with new ideas before making a mainland version as well as make it interesting. So a rogue could climb along the sides of a ship or swing from ropes attempting to assassinate the enemy captain while a mage creates a fog to hide his movements or freezes the water to slow the enemy ship. Clerics could bless your ship to protect it from certain abilities or help it through difficult waters.
4. Magic, and combat
Magic is great, it allows you to sum up all the reality bending stuff into one word. Magic! Why not have magic be the basis for some weapons and means of propulsion etc for ships (along with sabotaging them). So in addition to the mage class specifically we can have a runic bomb we launch from a catapult instead of cannons or from a ballista. Maybe there can be a flamethrower created from dead mythic animals like dragons or use a medusa head strapped to the front the ship to petrify boarders. Magical shielding can help protect the ship while a mage can literally put the wind in the sails by summoning a gale to boost movement!
5. Types of ships and customization
We can use magic to make undersea ships work too. So maybe submarines like from the water tribe in Avatar, or magically made icy hydrofoils for smaller speedier ships. Maybe a certain substance works great for making ships on this world like a spongy material that can be shaped with fire or some sap from a tree that makes super light strong ships or something. We also need to customize them. So being able to change weapons and use dragon-scales for armor, design our own sails with our symbols on them and pick what materials are used based on their effectiveness. The materials should be good for different things alongside the weapons. So a dragon-scale battleship is probably too slow for trading but great for defending or to siege nodes.
A great fisher might have domesticated some animal he can train to bite holes in enemy ships or found a powerful artifact that can zap enemies when channeled across the water.
6. Survival in general
Sea content needs to represent the power of nature too. Hurricanes, water tornadoes, and violent storms need to be a thing alongside giant angry krakkens and impossibly high waves. But not just these things, we need mysterious disappearances, oddly colored waters that hide deadly or lucrative secrets, rogue moving islands, mysterious in general islands, haunted ship graveyards and ruins of oceanic civilizations. Please don't forget to make ships themselves tell a story and maybe let them have their own history in a captains diary or library!
Feel free to add to this list and make the devs see our ideas for oceanic content!
0
Comments
Seriously though, cool ideas. I like #1 and 2 the most. If we have a caravan system on land, there's no reason for there not to be a similar transport ship system. Players can opt to defend the ship or side with the pirates. Yarrrrr.
[spoiler]
*cough* CoE *cough*
[/spoiler]
Pockets empty, miles from anywhere.... awesome!
2) For example, when a player lands on the ship, they can receive special 3-5 (sea) instead of all the major skill for battle at sea (ship).
3) It would be nice to have a special driving and combat pets to the sea. It is also an opportunity to dive for a long time with the help of special potions or equipment to hunt or treasure hunt. By the way, after the death at sea on this site may appear sunken chest with valuables;)