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 Live stream Q&A Question Thread – August 23rd, 2017
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Comments
i'd link the stream but i cant find it anymore on their channel.
Thanks a lot, I'm glad to hear it
I like to play games using different tactics and high APM because it's way more funny and challenging. I already know about position-oriented skills, but I dont know how many skills i'll be able to cast per minute. So, can I use my keyboard as piano to cast a lot in battles?
I would love to know whats your concept for "Gear Progression" in AoC?
IMO its important that a gear upgrade (e.g. getting a higher level / tier item) should make the player feel more powerful, which makes the effort of aquiring new gear more rewarding!
So my question is: Are rare and epic items really rare and epic or will everybody run around with all-out purple gear in the end? And how much of a power difference is between each tier?
I´m a bit dissappointed how this aspect is handled in an other big MMO in which the player is constantly fed new, slightly better epic gear and therefore the feeling of "wow, now if feel more powerful" is almost completely gone.
my Question is about the design and variety of quests in the game.
Im kind of sick of the quest hubs we have seen in so many other mmos
that give you a hundred uninspired quests to gather stuff in the near
surrounding to then move to the next quest hub upon completion.
I miss the quests that reward you for exploration. For example, when you stumble across the small cult in a cave, nobody knew of and once you killed them all that Demon they prayed to might offer you a quest.
Things that make the player feel "this quest happend because of my interaction with the world!"
What is your approach to questdesign?
:Д Будут ли свадьбы ??
English = Will there be weddings
Будет ли творческие задания для получения ключа
English = Will there be creative tasks to get the key?
for example is there a mini game so that the player can effect the success percentage of the crafted item or will it be base only on skill.
so the real question is how can or will the player effect the crafting process