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.
Subclass
Now I know there's going to be many subclasses to help flavor one's character and add more mechanics to the game outside of combat but I do hope to see a scribe sub class. I think it would be cool for players to be able to write notes books Etc to be sold, purchased, or even found simply laying around. or at very least for the ability for all characters to hold and write in a journal.
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Comments
That sounds sooo cool, you'd have a battle with all these contraptions and all the players and someone in the background is just sitting there, painting that moment. People will be watching the battle unfold from a safe distance and writing stories, songs, making art about it. Making history
Nostalgia is a heart warming thing. ...and equally painful when you realise it will probably never happen.
If this is going to be a sandbox-game, then why not having characters who can do anything?
Level up the skills instead of the characters, so a character's development depents purely on which abilities the player truly uses. If I swing a sword for ninety percent of the time, then I'll end up unlocking a lot of sword- and body-focused skills. If I switch to other skills, my warrior skills will slowly degenerate because I don't use them. Or make it so that unlocking everything would take an incredible amount of time.
I always hated these restrictions in MMOs. PvP always ends up in paper-rock-scissors.
From a technical angle, classes do help make the game easier to balance.
I'm not saying everyone does, but many people identify with their class. It has been a staple of the high fantasy genre dating back to D&D. I do see your point however
The argument that it is *easy to balance* is true, but as I said... every MMO which does that ends up with a paper-rock-scissor PvP at the end of the day.
Tank beats Rogue, Rogue beats Healer, Healer beats tank,... add more classes of your choosing. In a cubclass system, it gets even more complicated with the numbers of permutations.
It's simply a result of having fixed roles, even if you can combine fixed roles with each other, you still end up with fixed roles, just a lot of them. After dozens of MMO's over the years, if game developers tell me that they found the perfect balance... I simply laugh at them. There is always something that doesn't add up or makes it past the Beta-Test.
In the end, only the players themselves find the really broken tricks.
I don't call that a balance.
It's far better to have a few cookie-cutter-builds which change from time to time without the need to start a new character.
At least you don't walk through the PvP zone with your Tank and take your hands off the keyboard because you encountered someone who is the paper to your stone.
And be it large scale, group, or 1vs1, it has to be good and interesting, giving players the opportunity to tinker with their builds.
Otherwise, the game will fall as quickly as it rises.
Games like Guildwars2, despite some of their other failings, have already shown that the times of selecting a target and rolling off skill-rotations are over. MMO's of tomorrow need a dynamic, interactive skill-system.