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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
The fight to survive
ArchivedUser
Guest
Please don't make every situation something you can stab/fireball/heal away. I'd like situations where you are fighting foes too powerful for anyone to beat, like titanic creatures or massive elementals or natural disasters and the goal is to trip you friends be faster than those around you.
If we are constantly killing every problem then the game just becomes another wack-a-mole MMO with regard to enemies. Maybe other solutions should exist, like pacification or sealing the evil away or leading it away from your node! The last one would give a reason for desperate player vs player fights while the monster is chewing on the unlucky few who tunnel visioned on opposing players.
If we are constantly killing every problem then the game just becomes another wack-a-mole MMO with regard to enemies. Maybe other solutions should exist, like pacification or sealing the evil away or leading it away from your node! The last one would give a reason for desperate player vs player fights while the monster is chewing on the unlucky few who tunnel visioned on opposing players.
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You see, in every single MMO to date, the environment has just existed. There was no chance for the player to log in and find things just "gone". I remember back in 2010 and 2011, I had hoped Rift would be that game that *finally* grabbed this concept and ran with it. Alas, they took a few tentative steps in that direction, but failed to completely deliver an experience where the player community as a whole could simply "lose".
The concept of loss and losing is one that has been largely forgotten and ignored, and most especially in MMO / RPG games. It's sad. I think that the possibility of actually losing the game should exist, and honestly, I can't think of anything more galvanizing for a community than the chance that they could actually lose.
Obviously, a system like that would need checks and balances. It would be grossly unfair to drop a massive event during a time of very low population. Nevertheless, re-introducing the concept of loss would be a huge shift in the MMO landscape, one that I think many people would embrace.
The developers have said we do have a very good chance of losing fight so this is entirely possible.
I think he is looking for something like the destruction of parts of the world because we messed up. An entire map, for instance, sank underwater due to some random giant farting on us too hard.
Anyway, making the environment challenging outside of dungeons by giving them a decent AI will already be amazing >.>. Not the usual "Oh, look my friend the warrior skeleton is getting rekt while I the archer skeleton is looking in the distance waiting for my death instead of helping my fellow monster."
I want there to be close calls, escapes and many moments they dodged death by a hair.
I want people to be chased, it sounds silly but when was the last time you felt like a dragon in a video game was a powerful beast that could kill you in an instant?
Why do the things we fight in MMOs just act like stationary glue tank to objects that you throw magic or arrows at?
Why can't we see people fleeing on horse-back shooting arrows behind them at a flying dragon and dodging his fiery breathe as he swoops in amongst them trying to bite people or grab them in his talons? They desperately try to reach the safety of the city but not everyone does.
I want this open world to feel like an open WORLD! D=
Sorry just had to rant. ♥
This could be quite tasty...Why does it have to just be uber dragons etc... that cause mayhem? Perhaps a serial murder spawns in your nice new metropolis? As the death count rises the moral of npc's suffers and perhaps they start packing up and running off. A manhunt ensues and lawlessness rises as a result of a emboldened criminal element. Lots of fun things you could do if they can really make this a living world instead of a static one.