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.
Open world dungeons and my concern with them
Honestly the only real concern i have about open world dungeons is that large guilds can camp the dungeon and bar off all other players from the dungeon itself.
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The thing is the conflict creates player interaction. The alternative is a solo esk click tab to teleport system.
Interaction builds communities and player driven content.
Streamlined single player systems make for a weak/poor MMO with little to no world exploration or interaction.
If they're camping in the sense of clearing all the content before others can get to it...maybe dungeons might be too big for that.
The game seems to be that the level of the dungeon, or rare monsters. Are based off the hard work put into the node itself. Or the closest node near it. Making bigger (higher leveled) guilds more of a target. As they will be at a higher leveled node. That they most likely leveled. I feel like the game will more or less be focused on protecting the effort you have put into a node than your usual MMO dungeon delving.
To be honest I am more worried about how questing will go in the game. I kind of feel like the game is just going to start out as a free for all. And people just run to nodes, and start stuff. And sense you need 5 people to even make a guild, and stuff. I am worried progress won't be all that strait forward, and many people are going to be asking "what am I suppose to do?". Well at least until some nodes do get developed.
I feel this game is entirely focused on organizations. And guilds will be fundamental to how the game works. Making socializing mandatory. But than again maybe I am just reading to much into it. But if I'm right this won't be a traditional MMO. So I wouldn't base my worries off of previous games you may have played.
Though to directly answer your point. I feel like all guilds will be trying to control a node, castle, dungeon, etc. And that controlling access will be core to this game. Weather it's intended or not.
Primary reason to go to dungeons is because you home Node has created one in response to specific Node conditions. So, it's mostly going to be citizens of a Node adventuring in the dungeons in order to complete specific objectives rather than RL guilds camping static dungeons that respawn.
"None shall pass."
But seriously, after a couple of hours you get bored and move on to do other stuff......
People are there to help me kill things I cant solo and trade with me.
If they can block dungeons or explorable parts of the game, the devs will remove that after a lot of complaints.
Even with a dynamic system they won't change every minute or day so there will still be the opportunity and reason to bring PvP to said dungeons. As for camping it allllll day and night, personally that might hit to the point of griefing which the devs are against.So who knows what they may implement or say regarding that situation.