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.
Trade Route Environmentals
ArchivedUser
Guest
As we know there will be Trade Routes via Land and Sea. My thoughts here are putting an emphasis on Environmental changes and interaction during each trade route, outside of the scope of just weather effects. For example, for sea trade routes, could there be a % chance of certain creatures following and jumping behind Trade ships, (similar to how we see dolphins in RL follow ships), Along with flying creatures landing on the masts, or even having random generation of floating supplies in the water around that route. For Land, I'd like to see interaction with the land animals. For instance, if a herd of creatures are on or very close to the trade route road, they would become spooked and run off (or stampede off). Having Roads show wear after amount of time, and similarly to what i said previously, have some empty supply boxes or containers near the routes adding to the environment. These are just a few ideas, however I think there are numerous amount of other ideas that can be added during trade routes
What do you guys think about this idea?
What do you guys think about this idea?
0
Comments
Now on a side note, similar to the size of kraken, I was pondering that there could also be a possibility of adding a % chance of a specific mob spawning on a trade route (dependent upon Trade variables) which would be exclusive to trade routes only.
- Terrain/weather and it's effect on caravans: snow, flooded areas, sand, etc. could hinder caravans and could add a different dynamic to customisation as different wheels, caravan animals and equipment could suit certain terrains, seasons and biomes more than others.
- Flora could affect the various routes: overgrown terrain as trade routes are rarely used and could make things initially slower but as the trade routes are further established and become more popular it becomes less of an issue.
- Nearby fauna could also effect caravans: different fauna and threats could necessitate certain equipment being used on certain routes to protect from threats, perhaps a route with some angry fire throwing demons would require some fire retardant coverings or a route with nearby trolls would require a heavier caravan capable of withstanding attack.
All of these would make the caravan system more interesting, would make the journeys more unique and the terrain and surroundings could play a bigger part in making the world feel a lot more alive and the environment being more than just a colour palette swap.