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.
Gambling Your Gear !!!!!!
so i was thinking of a system that allows you to gamble your gear through crafting. you have a chance to upgrade your gear if successful, or downgrade if not successful through using an item. ( upgrade stones ) etc. earning these stones can range through a lot of possibilities like mob drops, weekly quest, big events etc. the point is, it will make the users feel unique and can be addictive to all players. upgrading your existing gear will of course have a stat cap, but the higher you upgrade, the lower the chance to be successful.most likely players will lose all their fortunes lol.
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If my character has the skills and materials and place, why would they fail?
I know, irl all sorts of horrible things can go wrong with crafting, but is there any evidence things can go wrong with magically enchanting things?
In addition, they have been clear that the little rng that is on enchanting will be towards vertical progression, not horizontal. So the only time you will take a chance on getting a bad result is when you are trying to boost something beyond its normal power level. They will not be providing materials in the store to reduce loss chance and all the other dirty shit that certain games with rng crafting and enchanting have pulled.
They do say there will be a potential risk of destroying items while over-enchanting them. This is for making them more powerful. I don't really like this kind of stuff but I guess it is an item-sink so it sounds good to me.
I could be down with betting gear.
I wouldn't mind this system, it was reasonably fair and a decent item sink.