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.
Official Livestream Q&A Question Thread – June 30, 2017
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Comments
Question:
Is the NPC interaction system going to be expanded to have real consequences beyond quest discovery when selecting from dialog choices?
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Elaboration if required:
We saw in the placeholder quest in pre-alpha that there is some interactivity with NPCs when a player is given different response options.
Ideally, this would work best with a karma system but I know you said in a past Q&A that you are leaning away from doing a Star Wars type light vs dark system. That said, I could still see there being reputation rewards based on the response or even something extreme like a NPC attacking you for a response that he/she did not like. E.g. I will not give you the ice cream (^_-).
Not sure if anyone has really asked about inventory management.
Question: How will inventory be managed? Will there be x number of bag slots or as much as you can carry? I know that there is encumbrance. For example, 13/20 while carrying a small bag etc. What about for bank space?
Will you encourage searching for secrets in dungeons and other places, rather than running to the end of it as fast as possible? How?
In other games there is always a singular guild leader that has the most power. It's be nice to be able to share that power.
Is this going to be open for community feedback?
a question with follow up prompts
What happens if Player A performs an action (e.g. starts a quest, or interacts with an NPC/monster in some way) that spawns a storyline/event monster. Then, before Player A can locate/slay said monster, Player B and his guild run into it and kill it. What happens then? Is the quest null and void? Or will the story monster respawn, because a player has an active quest for it? Or does Player A have to go back and get the quest again?
Thank you in advance.
How many are there? Can you give us some examples? Like God of Healing , God of Combat. Will Clerics all have the same spells but get Augments-Perks pertaining to their GOD Or will you be BOLD and do all that PLUS give Clerics at least one SPECIALTY SPELL {that relates to their Sphere of Influence} every level or every other level that is totally different from all the other GOD? Every level for Cleric/Cleric but every other level for Cleric/Other. Kind of like the Specialty Priests in The Forgotten seems about right
You said that there will be a RELIGIOUS Organization, kind of like the Backer Goal Organizations, but for Clerics & Possibly Half Clerics, such as PALADINS and that you can Rise within the Ranks of the Clergy. So is it possible become the "LEADER of that Priesthood"? And will those with the Highest Rank get access to QUEST SPELLS, your D&D fans so you KNOW what I'm talking about
2. Instanced or not, without fast travel how will characters get together for them without traveling 1/2 the night?
3. How will the economy be balanced? In some games you can have millions of silver or gold very fast and other games it takes time to build up money. I would prefer a slow build up of money but, If someone started playing a year or two into the life of the game would they be able to catch up?
4. In regard to the economy will some player made items be price locked or controlled?