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 – September 15th, 2017
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Can you explain some of the guild systems? What is speziall, what can you make with the guild... Are there spezial trading options or military options for a tradimg guild ect ?
My question is about medium sized groups, like 24 or so players, will there be content specifically built around groups that size and for smaller guilds who might not be able to field enough players to siege a castle or coordinate enough to regularly do 40 person content? Dungeons that still require skill, time, and coordination, and maybe a slight equipment curve to play, still rewards generously but maybe not as much as the larger 40 person counter part? I do mean specifically separate as well, not just the same thing made smaller for a smaller group. Best example I can think of is like ZG and AQ20 in classic WoW.
Second, I have played games that were very easy, group of 5 never talks, face rolls a dungeon without needing to stop moving one time, and then its over almost like you were never even there. I remember when planning pulls mattered, when you had to sit and drink to regen mana/health, or when someone standing in the wrong place could wipe your group. What systems will you have to make dungeons harder, make pulls meaningful, or to make people take care or face the consequences, what risk will you put in place so the reward seems meaningful?
The only MMO I have seen do finishing moves marginally well was Skyforge. Each class has a finishing move attack (which grants benefits like energy or shields when successfully finishing someone). So it's within the realm of possibility for an MMO.
Well there be a central bank?
Ex. A branch in my home node and a branch in a node on the other side of the map that I can use?
I like to be able to sell my old, used gear to invest into new gear or upgrades. Gear binding would also conflict with DKP systems in guilds, for example when guilds do raids or dungeon runs to distribute the gear evenly to all participating members.
when will we be able to use images for the forum signatures again?
If gear will not be bound that's great, but I'd still prefer to see an official statement about this to easy my mind, so I can continue working on guild plans and strategies.
What are your thoughts in making PvP attractive to professional gamers?