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.
Beginning your journey: Fight or Craft?
ArchivedUser
Guest
The question I want to discuss:
How would you feel about:
(1) starting with the decision whether you want to first learn how to use weapons or how to use tools? And
(2) that fighting and crafting are both viable, similarly rewarding ways of playing AoC?
Thoughts on this: Playing MMOs for me was always about dealing more damage and killing stronger mobs... and to be honest, I loved it. However, recently I found myself enjoying the crafting side of gameplay much more than the fighting(/grinding) side. Hence, I wonder why players never have the opportunity to playing the game as an artisan on an equal footing with a mob-fighting adventurer? It always starts in the first few minutes of the game: you get thrown into the world with a weapon in your hand and learn how to fight. But this spoils so many of the opportunities of MMORPGs - the saying "when all you've got is a (war)hammer, everything looks like a nail" fits the picture quite well. Crafting often comes into the gameplay later on and is usually merely a means to support fighting - why not make it have value of its own? I would love to not be told that I should spend most of my time wielding weapons. In AoC e.g. the progression of a node might benefit as much from the availability of high quality furniture, as it does from eradicating monster camps. You could even go so far as to not be able to upgrade a node until a certain number of wares (let's say building bricks and papyrus) is reached. I'm looking forward to your thoughts on this!
(Former discussion title: Starting (and developing) your character without weapons)
How would you feel about:
(1) starting with the decision whether you want to first learn how to use weapons or how to use tools? And
(2) that fighting and crafting are both viable, similarly rewarding ways of playing AoC?
Thoughts on this: Playing MMOs for me was always about dealing more damage and killing stronger mobs... and to be honest, I loved it. However, recently I found myself enjoying the crafting side of gameplay much more than the fighting(/grinding) side. Hence, I wonder why players never have the opportunity to playing the game as an artisan on an equal footing with a mob-fighting adventurer? It always starts in the first few minutes of the game: you get thrown into the world with a weapon in your hand and learn how to fight. But this spoils so many of the opportunities of MMORPGs - the saying "when all you've got is a (war)hammer, everything looks like a nail" fits the picture quite well. Crafting often comes into the gameplay later on and is usually merely a means to support fighting - why not make it have value of its own? I would love to not be told that I should spend most of my time wielding weapons. In AoC e.g. the progression of a node might benefit as much from the availability of high quality furniture, as it does from eradicating monster camps. You could even go so far as to not be able to upgrade a node until a certain number of wares (let's say building bricks and papyrus) is reached. I'm looking forward to your thoughts on this!
(Former discussion title: Starting (and developing) your character without weapons)
0
Comments
I don't think that should be a problem. Sanctus has low technology, and people start as expeditioners from there. What one would expect from expeditioners might be something to defend themselves, yes, but just as logically some tools to survive. And then you could choose whether you want to main your weapons or your tools. (I should accordingly change the topic of the discussion)
That being said I think one of the goals of the game is to make its different systems organically involved with each other. Sure you can focus on crafting but if you want to gather more or different resources, or need to defend your crafting home from invading monsters, you have to pick up that warhammer. You can choose to be super exclusively non-combat crafting focused but it will just cost you a bunch of money to get things combat players get and you'll be at the mercy of your local economy :P.
Crafting to have more efficient stuff to explore the World, or more money, to have more resources for exploring, etc.
I don't like daily quest or things you have to do the same, everyday day... Seems like work. So crafting or fighting are secondary for me but important.
Questing is my path. #TeamJeffrey
I think the philosophy is that there will be too many things to do in game. You can't treat something as secondary and be as good as someone who focuses on it as their primary goal/objective. So I think your concern is resolved by having systems with enough depth where you could sink all of your time in trying to master any individual aspect of the game therefore you choose how much you want to invest and how much reward you thus reap from said investments.