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
Even if they are short and easy, quick to do. They just give me a feeling of a "chore", something I "have to" do every day.
No static spawn points. Make it random, make me search for what I need. Make me ask for help if I need it, rather than hand me everything or lead me right to it with a glowing trail of light.
I want to be randomly mining a mithril node and have a local tribe of (whatever) decide it wants the ore to make their own weapons and have them attack and camp the mine until players come together and fight them off and claim it back for our own.
If I harvest a tree, let it grow back over a period of 1 or 2 days IRL before it can be harvested again.
Spell particle effects: Give us a color slider to change the color. 2 clerics casting Shield...one is gold, and maybe the other is a dark purple....same spell, and effects but customize the particle color. Would be awesome for RP.
Awesome posts here, great ideas!
not just hard where bosses are overpowered and too linear with your gear tier, but hard with respect to diverse mechanics, puzzles and dynamic boss fights. Echo of Soul type of raids.
A fluid movement system, coupled with awesome skill animations. Dynamic character skills/spells with excellent gear system and stat development.
Pets.
Rappelz, was the one that ruined me for all other pets. Each pet had a base start, and their stats were static base. However there were an entire skill tree for them. Each level gained 1 skill point. Which you would use to purchase and level attack/defense/healing skills according to the pet. Then there were passives to increase Hp, Mp, Atk, Def, Mag, Mag Def. All pets evolved at levels 50 and 80. However you could overlevel them 10 more levels before evolving to unlock base stat passives to increase by +1 per level to a max of 10. Each level for those 10 levels gave you 2 points, not one. There was NEVER enough points to max everything so each person would pick and choose what they wanted, how high in levels they wanted it.
The pets themselves were tier'd. T1 -> T7. Basic pets were semi-decent, Tier 7 pets were as strong or stronger than players. As strong for ordinary classes. Warriors. Mages, Healers, Assasins. However, the pet class turned Decent and Powerful pets into mighty beasts and a T7 in the hands of a Pet class was ungodly powerful. This was balanced by the pet class only having a very few of their own attack skills. So in pvp the other classes would tend to ignore the pets to go for the tamer as fast as possible.
I challenged myself. There were 3 types of basic pets. The all rounder Wild Cat, the Tanky Turtle and the Dps Chicken (Yup, a clucker). I took that chicken and focused on defensive and Agro+ skills on the bird then reinforced it with my Tamer and turned the glass bird into a Tank, able to hold agro whenever the main tank was downed or additional agro was suddenly on us.
I want an in depth pet system that would give me plenty of leeway to make each and every pet I get nurtured and trained to be like I want. Not into a Dime-a-Dozen pack of mediocre graphic dps models.
That's ok. I didn't read your comment also.
Community - As others have said, a good community can elevate an average MMO but a bad community can destroy a good one. Too many MMOs these days suffer from TCS (Toxic Community Syndrome).
Story - There needs to be a good overarching story to bind the world together. Otherwise the game has no real meaning and my character doesn't really know where he fits into the world. That's what the lore is for. To help you understand the world around you and where you fit in it.
Character Advancement - As I move farther into the world my character needs to advance in meaningful ways to reflect that. Not just an increase in stats or HP but in ways that shows he's seen more and done more.
Housing - Different types for different budgets and different interest levels.
Crafting - Needs to be involved and have at least some degree of interdependence.
Adventuring\Exploring - Needs to be fun, with various types of adventures to be had and should be tied into the lore (to some extent).
Fun stuff - There needs to be things to do that don't really have anything to do with the overarching story or even character advancement. They're just fun and something to do when you just want to log in and play without really trying to accomplish something that is part of the greater scheme of the world. Puzzles, collections, etc. All ur shinies r mine!!
An MMO that can manage to do better than average on these building blocks will be around for a long long time.
One of the things I like in EQ2 was that you could take some of your hard-to-acquire epic pieces and mount them and use them as decorations in your home. I can remember mounting my Journeyman's Boots and my Bone-Bladed Claymore in my home after I had out-leveled them.
I would like to see something like this in AoC. It allows you to preserve a bit of your characters past in a form that visitors can see when they stop by.
Hard raids or bosses are great but make it easy for players to group up. Just because we are not in a guild does not mean 20 of us cannot group. Swtor, Lotro both made grouping pretty easy and it kept me playing for a long time.
You need to force players to explore the world. You need to force them to communicate and interacte, force them to deal with hardships like gankers. Thats how you get the experience only mmos can bring. People will tell you they hate these things, but time has shown that it keeps players and makes them hungry for more. Its what built wow into the phenomena it was (kind of still is). Its what makes people still play spreedsheet EVE. They are chasing the amazing feeling it is to make history in a virtual world.
This is what I want.
So i think that developer have enough time to put new content into the game when the most players are in "endgame".
Next i think, there should be no space for gold-sellers and hacker.Then there should be servers with high population. Maybe 1 EU 1NA etc.
2. Guilds. in a lot of games guilds are basically not important at all. you can play the game virtually all by yourself not needing anyone else. If there is a guild system, it should be capitalized on (example: hunting missions -monster or food based-, citizens could "pay" for guilds to send out guild members who in turn get payed by the guild). special items could be bought from guilds or even a in guild bulletin board for trader/craftsmen to "advertise", this could also incorporate guild missions in the same fashion.