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.
Cities Castles Fortresses and... Hideouts? Ownership and pride
ArchivedUser
Guest
Most good mmorpgs have Castles fortresses and guild halls that players compete to own.
The common thing about all these buildings is that players had to be part of a strong guild in a strong alliance to manage to enjoy them.
I am certain that many players have formed strong friendships over the years and there are small groups... small teams of up to 10-15 players that are orginized and some times more arrogant in a good way than big guilds, going against everyone, sidding with no alliance.
What if in AoC we could provide these small groups with HIDDEN Hideouts across the map.
Small caves (behind waterfalls), ruins, abandoned cottages. A base that they can port back when they die, a base from which to go out and pillage, a base were they can craft and install a dummy for dps practise, or a crafting station or a storage chest. Banners of the group etc etc.
A place in which a single player, NON guild player can claim, and assign priviliges and permissions to players from /friendlist.
And here's something interesting.
These Hideouts can be discovered and trespassed by other players that ARE NOT part of a guild. These players would have to destroy any structures that are inside the Hideout in order to claim it for themselves and become the new bandit group of the area.
These Hideouts could be a usefull base for intepended player groups that want to go against big guilds.
Offer them something that they can claim, build upon, protect and be attached to.
More things for players to explore on the map.
The common thing about all these buildings is that players had to be part of a strong guild in a strong alliance to manage to enjoy them.
I am certain that many players have formed strong friendships over the years and there are small groups... small teams of up to 10-15 players that are orginized and some times more arrogant in a good way than big guilds, going against everyone, sidding with no alliance.
What if in AoC we could provide these small groups with HIDDEN Hideouts across the map.
Small caves (behind waterfalls), ruins, abandoned cottages. A base that they can port back when they die, a base from which to go out and pillage, a base were they can craft and install a dummy for dps practise, or a crafting station or a storage chest. Banners of the group etc etc.
A place in which a single player, NON guild player can claim, and assign priviliges and permissions to players from /friendlist.
And here's something interesting.
These Hideouts can be discovered and trespassed by other players that ARE NOT part of a guild. These players would have to destroy any structures that are inside the Hideout in order to claim it for themselves and become the new bandit group of the area.
These Hideouts could be a usefull base for intepended player groups that want to go against big guilds.
Offer them something that they can claim, build upon, protect and be attached to.
More things for players to explore on the map.
0
Comments
As for the idea, it seems to me to be little more than a way to encourage players to segregate themselves into smaller groups, in a game that is all about encouraging groups of players to band together to take on larger guilds.
That small guild in your post shouldn't be looking to take on a larger guild by what would amount to little more than gorilla tactics, they should be looking for other groups that they can band together with.
Though, it would be nice if guild members could have the option to move freeholds closer together. But I suppose large guilds could take that aspect out of hand.
AOC has a motto or sorts......"putting the mmo, back in mmorpg" or something near thar.
Anyone can have a freehold I believe. But to give it benefits akin to a castle, that takes so much more effort and coordination to attain, seems belittling.
Single player and small group content will exist, however it has been repeated many times that this is not the primary playstyle the game will be geared towards.
PvP also won't be isolated. There are twice as many systems to assist in PvP initiation than any other MMO has, and far more at stake for the winners of that PvP.
The problem here is that where Intrepid want players to think big, some insist on continuing to think small.
Th OP suggested that these hideouts function like a castle or clan hall, only for a solo to small group of players.
I'd just like to see gangs and bandits in a game with caravans.
Something like Hideouts (that by no means would offer benefits more that a brick of a Castle) would make bandits a new mmorpg experience
Freeholds seem to be visible to the naked eye and similar to each other.
Do they have set known to everybody (like castles) date and times of siege?
It would be bad for the game overall to have locations all over the world where people have easier access to raiding caravans. It would stifle the economy of all nearby nodes to a far greater than desired degree.