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
PS. One would have to limit the amount of easily/effectively(doesn't have to be easy, in terms of effort, just in terms of time put in) gained revenue they could gather each week/day however. To keep the balance in the higher lvl's economy. This allows both sides to keep functioning.
Pixar's Cars. You have your journey along the road. The twists and turns. Quests that have you going here and there. Sceanic sites, small but nice towns and villages. You make your way to your end game but you live and enjoy the entire journey.
A year or three later. Highway. Experience pouring from a straight line, Point A to Point B, with nothing much in between just to get new players to end game.
And just like that nice little show, all the sights and locations are left to nothing.
Добрый день.
Было бы здорово использовать у монстров механику объединения. Например, ударил одного монстра, а к тебе бегут несколько.
Допустим, у некоторых монстров есть зона вызова. При атаке монстра он зовет всех, кто находится в радиусе его «зова».
Это вынудит игроков изучать монстров, быть осторожными с монстрами, которые имеют стадные чувства. Быть аккуратными и находить возможности что бы притянуть только одного монстра или нескольких, но не больше чем игрок сможет справиться.
I will use a mechanical translator. (Thanks, Google)
Good afternoon.
It would be great to use the mechanics of the unification of the monsters. For example, hit one monster, and several run to you.
Let's say some monsters have a call area. When attacking a monster, he calls everyone who is in the radius of his "call."
This will force players to study monsters, be careful with monsters that have gregarious feelings. Be neat and find opportunities to attract only one monster or several, but no more than the player will be able to cope.
I will just write in English if it's ok. I think that's a great idea, and I hope this game will have some version of what you are proposing. Herd instincts ("gregarious feelings" in google's translation) on the part of monsters would make things much more interesting for players. I am all in favor of a system where the player is forced to study monster behavior instead of simply attacking them (something like Horizon Zero Dawn). It would be nice if we had to come up with actual tactics when facing enemies instead of just running up to them and attacking.
- How easy is it to play with friends? I have friends that might not play the game in the beginning when I do, or they might level way faster/slower than I do, or they may just suck ass at the game. I want to know that I can group up with them as much as possible and do as much content as we can together. Not just while leveling either. I want to be able to do things with them 2,5,10 years down the line.
- How much can I customize my character? I spend a ton of time in character creation, and then I spend even more time after creating my character customizing them even more. There have been months that I played WoW simply because I was collecting gear for different appearance outfits. Customization is a great way to extend droughts of interest in the game's other systems.
- Is the combat good? Good is a hard thing to nail down. I love WoW, GW2, and TERA, but I only like ESO and BDO. Most other games absolutely bore me with their combat. Since combat is what people will be doing for a huge majority of their active play time, there needs to be a very fluid, interesting, and fun combat system in the game.
It's the thing that most new MMORPG lacks for me.
The atmosphere made by the music, the design of the world, etc., is what makes me play the game 2 hours or 2 years.
1. Player Controlled Bosses
Randomly Selected Players have an Opportunity to reek havoc over the world
2. A PVP Arena with Solo/Team Fights; that people can wager on
3. More Immersion
If the spells/skills were more like selecting a line of keys (PC Only), that would cause an effect (Short Cut to assigning skills to a bar)
4. Customizable Armor/Weapons
If these Items were dropped down into smaller categories, you could customize the Armor and make it more unique. Say for instance: Breastplate = Chest Pc + Stomach Pc
What do I want in a game? In short I want it to be epic. No, I don't have to be epic, but the story should be, specifically the meta story. Everything that is happening in the world is a clue to the grand story that is going on, something so big that no one can really see it or believe it. Something stirs deep in Mordor, but it will be years before it comes forth. Meanwhile we're all just living, adventuring, having fun and hopefully sometimes discovering clues to the Grand Question of what is actually happening so we can hopefully discover the correct way to stop it before the great evil sweeps over the land.
Which game did this the best? Actually none have and I've played or tested UO, AC, EQ, SWG and WOW. To get that grand sense of danger, I have to go all the way back to pre-computer times, Gary Gygax and his world of Greyhawk. The meta-story was that the demon Uiz was working his way back into corporeal form, but most players never knew. It was only the greatest that got a hint of it in a book in a library or a magic gem in a dragon's lair that nobody knew what to do with. In the end, it was a giant puzzle and players would have to solve it to stave off disaster for the next 100 years. Or maybe just a year or two.
So that's what I've got - I'm more excited about this game than I have been about a MMO in a very long time...cautious, but excited.
I hate how most mmorpg's have the same dungeons with the same mobs/ bosses and their skills never change. A great way around this where its more engaging is (like loot) have a mob and skill bank that the mobs get generated from and the skills they have are randomly selected as well so its never just a repetition contest.
And once "raids" start i really hate the whole stage system on a boss encounters. Some way to make it different every time your party encounters it would raise the difficulty that "hardcore" players seek.
Bosses should also learn from their encounters not just the players. This way of randomizing could achieve this. Your party wipes, while your respawning and returning, the boss is also changing how he fights. This would make completing dungeons and raids much much more gratifying. (keep the randomizing true to lore and mob capabilities tho)
This system could also expand with the node expansion or degrading.
I also think group content should be hard and scale based on highest party level(not just HP).
This would be time consuming but set this game apart from any other game, and the gratification from clearing content for PVE players would be so much more gratifying.
1) To not use 'grinds' as a means to rewards, and to instead have actual content to getting said rewards. I.e. quest chains, difficult tasks vs kill x 50 times for tokens to trade in.
2) An economy where 'every single item' that can be gathered/farmed has some purpose so that players who just love doing x even though it makes little $$ feel like their providing a useful service/utility.
3) Utilisation of the game world - (new) content should utilise the game world the devs so painstakingly craft. It's sad when there is no reason to revisit a zone after levelling through it.
4) Gear variety. This I cannot overstate. Gear that supports a variety of play styles so that players can feel unique in their character development.
5) The ability to craft the most powerful gear. Real heroes don't use the hand-me-down drops from past heroes - they create their own legends.
6) Absolutely no pay to win or pay to convenience.
7) Most Important of all - absolute minimal randomness in rewards. Players should have an idea that killing x will give them y. Make the challenge in killing x rather than creating artificial and superficial challenge in having to kill x 50 times (relates back to 1).
If an AoC dev reads this - keep up the awesome work! We're all cheering for you
I know its not going to happen but also the ability to put points into my character the way I want to..so if I want 100 in jump and 5 in sword that is MY choice to make my character great or gimped!
This was explained on the following livestream: Livestream, 16 November 2017 (30:45)
Hope this offers some comfort regarding the combat system
Would even see like to see the raids change the landscape. Kill a dragon rampaging the area and open the land for a keep to be built on it's fallen corpse.
"Not ignoring the issues, and not enforcing bad decisions that the players hate."
Most MMO's tend to do this, sooner or later. They know there's a giant issue, they're called out on it, it's not that hard to fix - But they never fix it. At the end of the day, some random smoch puts up a random server and fixes it(proving it really wasn't that hard. No matter what they say). And when I see this, I get the urge to vomit. If not for legal issues, and marketing issues, these people would steal most of the players. And I am starting to think they should, as companies never change their attitudes and act dismissively towards theit customers.
Is this point not why we're all really here? Because they promise to actually listen?(Although I am still somewhat disappointed that my rather vocal question, asked by many others besides me has yet to be answered. Regarding the magic schools/magic system/Shadowmancers/Shadow Casters/Necromancers).
I tried to steer the combat toward tactical combat, rather than spam combat for this very reason. It allows everyone's minds to work at a fast pace, even if the hands dont need to or cant. Turning a game into a spamfest of finger gymnastics really only supports the younger generation with unimpeded nimble fingers and twitch reflexes...or those using computers to play the game for them. Neither of these are desirable in the long term for a wide variety of playerbase IMHO.
Pressing key combinations to perform skills. Key combinations should flow in from each other to link skills together.
For example:
shift + LMB -> shift + f -> f
Hold shift + LMB to perform a skill, let go of LMB and hold shift + f to flow to another skill, then let go of shift and keep holding f to do another flowing skill. (along with this cool flashy animations to make you feel like a badass whilst doing them is a must) The fluidity of this is so satisfying.
You could even add to this to allow other players to press a key when prompted to add to the other players skill causing additional damage/buffs/healing (eg: like the elder scrolls online synergies).
I hope there will be a combination of fast paced and slower combat.