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.
Comments
Being able to develop a character that can't be considered as anyone's but yours.
the freedom and uniqueness that allow you to become the best of the best at any random aspect of the game.
The more we are able to customise internally our guild structure the better also. I hate having to try and fit a guilds direction and hierarchy into some absolutely forced GM (all stuff), Officer (all stuff minus boot the GM), Member (some stuff interact not setup), Recruit (no stuff).
If I really wanted to push my luck I would love to see Guild "Ranks", Subranks (& i'm probably a bit greedy wanting to split it again.
By this I mean I want to be able to say Assign a group of people to "Council", Every council member would have this rank although each could have a title/subrank eg. grandmaster craftsman or quartermaster. A lower generic rank may be "Citizen" with sub ranks denoting which "officer/council" sub rank you primarily report to. In this example subranks could be "Artisan" and "Gatherer/Adventurer" (*ok so I stuggled in 5 seconds to find a decent generic name for the post).
The main take away from the rant however being that the setup is guild "created" rather than set, it would mean a few more relational database tables for the developers but would be absolutely amazing if specific "officers" could have permissions based on what they need rather than all encompassing.
As many different clothes as possible in Blade & Soul from bosses there can be knocked out clothes outfits, non target from Dragon's Dogma Online Japanese version I really liked this system as well and classes from there you can take alchemist, magical archer. And the world needs a huge one that would not be enough to completely bypass it for a few days, strong and clever mobs, the game must be very complex, the world should be single and not divided into locations with transitions, but how in Blade & Soul ponastavili transitions and sit on some downloads But do not play, there is still a need in the game for all sorts of secrets, caches, puzzles, secrets, and that would appear not in the same place but randomly around the world, or any teleports to remove everything.
Puzzles and secrets! A large open world to explore. Random spawning high level mobs that roam the entire world. Excitement and danger. Random Live events.
No fruitless grinding. No time sinks.
Player crafted items depend only on craft skill and are not dependent in any way on character level. Player crafted items can equal or surpass loot items.
All items can be traded or sold including all loot, forage, and craft. Nearly everything can be broken or rot. (VERY CAREFUL WITH THIS)
Every skill combine or kill gives experience of some kind. (BE WARY of and VERY CAUTIOUS introducing skill rot -- great way to alienate players)
I guess it could be that a new player enters the world with nothing but a shovel and an axe.
Engaging content. (two words that mean so much)
Sound, if done right, could make the game over the top great. The problem is that sound is so hard to get right. Get it wrong, or if it is repetitious, and players turn the sound off and the game loses its charm if it had any. Good environmental sound equals immersion.
NO free to play. NO pay to win. (I'm just High Fiving with this one) This includes paid expansions. Expand the game as you will but lets keep the game alive and expanding with subscriptions. I'll never buy another game expansion pack.
Don't force players to group: Solo open-world play is way more important than the majority of people not designing a game realize. The game is experience by the individual player. Make it so that most content isn't enjoyable by a solo player and a group isn't going to make it any better. Not only that but some player classes like Rangers and Rogues nearly require the ability to solo explore -- that's the point of playing those classes. Scouting and tracking is a solo skill. Game mechanics and physics have to work for each character individually. Grouping and raiding is an additional construct to facilitate distribution of XP and loot and/or unlock zone/content instances.
Don't force players into having to be in a guild. Some of us don't care about "end game" content and we don't want to be forced into it. Some of us want to be "free agent" mercenaries.
-- My opinions are my own and do not reflect those of my family, guild, or pets. --
So summarized: Party play!
For them, who don't want to be in a guild, like Brandoneus said, there should be enough to do. And maybe every dungeon could be gone in a story/single player modus (like in Riders of Icarus).
When crafting is so complex that if you start to tell some,who is not into crafting, how to craft an item and he shackes off and says "Buddy sry I do not get what you are talking at all".Then you reached the point where i get intrested,pls dont aks why i like complex stuff i dont know it my self.XD But also to upgrade your gear constantly by yourself rather than grinding a boss to get a better weapon.Well you will have to gather mats but it is a part of the progress.
There need to be adversity in MMOs otherwise you have a bunch of little kids playing in a sandbox together
Make it take a while to level up....this is BDO's main failure I think...make me explore the world, get to know it, interact with it, let me learn the items, don't make me chunk an item so I can just get the next one to help me level up. The same goes for spells as well and abilities.
Something is loved more when it's earned than when it is given.
In depth crafting is also something I'll enjoy but I think Ashes has this one covered.
Meaning if some people get to have jiggly boob sliders. We should get VPL/dickprint and package sliders that flop around mid combat.
Just saying
Secondly i want the inns and taverns to be real hubs somehow with music players and jollyness, maybe have gambling and card games in the and stuff you can only get in Taverns.
The economy. I've played too many games where the economy has ruined it for new players. You get in early? Great, buying that bronze for your level 1 blacksmith is cheap and affordable. A few years later when gold sellers take over, it'll now take you a week of grinding to get enough money to buy a single piece, let alone a stack.
Same with gear. New player who ants to get into the game, but can't afford to buy any gear, because people on their third alts are bidding millions for items which simply aren't worth it just so they can be twinked out. (i'm lookingat you WoW)
I honestly hope that there are some controls in place in this game in order to prevent that kind of thing from happening,
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Second place idea is options. I don't mind partying, but I hate being forced to. I think partying up should help with doing certain things, but they shouldn't be the only way to progress. As an example of good and bad. Bad is FFXI, you hit level 14, and from then on in order to level you have to party up, you want to log in for half an hour and grind a bit? Nope, because you gotta spend most of that time finding a party.
Good was FFXIV, you can go the entire game (up until raids really) and not need to party up at all, it makes it faster, but you don't have to.