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.
No fast travel, weight limits and blank maps.
No fast travel. Carry weight limit/inventory slot limits. No traditional map.
I feel like I have to constantly remind myself about these things and how dramatically they will impact how an MMO is played. Reading through some posts made me think others may also benefit from this reminder.
Because of the fast travel and carry weight limit mechanics:
I feel like I have to constantly remind myself about these things and how dramatically they will impact how an MMO is played. Reading through some posts made me think others may also benefit from this reminder.
Because of the fast travel and carry weight limit mechanics:
- Zerging will be super hard to pull off
- Finding out about dungeons and POIs will have to be through word of mouth (includes NPCs/quests)
- You can find secrets in the world that you can keep to yourself (like farming spots etc)
- Running dungeons will be a coordinated effort and will likely be local
- The local economy is really local
- Gathering resources will require a lot of traveling back and forth
- Understanding the local region/map is super valuable
- Forgetting items in your bank will suck
- Forgetting to put items in your bank will equally suck
- Dying and spawning far away will also suck
- Planning out your path, stopping by a tavern to pick up quests etc will be important for efficiency
- Organizing large PvP/PvE events will take time
- Preparing for large PvP/PvE events will take even longer
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Comments
Keep in mind certain realisms seem fun now (like weight limits)
A few months or a year from now, you will be like "fuck why did I suggest the stupid weight limits.
Very easy to bypass weight limits with some magic portal bag...Magic..
In my game arrows don't use bows because long ago archers realise once they ran out of ammo they couldn't fight long battles.
So enchanters put a spell on every bow made that creates arrows when drawn.
Its really easy to remove boring realisms.
If you can carry around 100 tons of ore in you backpack (which is just stupid), then no one would use caravans.
So the weight limit has not only the reason to be more realistic. It also ensures that everyone will use the caravan system and mules.
There are going to be a number of systems that will hark back to older games and will take sometime to get accustomed to once again. There does need to be a balance though between mind numbing tedium and somewhat realistic game mechanics.
As long as they make getting a donkey or mule easy and early on in the game I am fine with the combination of Donkeys for gathering and short haul transport and caravans for the long distance transport.
What i really hope for is some kind of internal consistency in their game logic. What i mean by this is if i can levitate a 2 ton boulder and hurl it at you why cant i make my bag lighter? I think these kind of interaction are often overlooked in games. If i can cause effect A against a mob why cant I cause the same effect on a non-mob. I think IS really needs to think through these kind of tangential lines of logic and make the game truly unique.
For no build in full map it will bring extra benefit for world exploration, because if you find anything, either you will be the only one knowing about it, or be one of the few (unless someone spoils it on some wiki or youtube for views, but for some time only few players will know about certain spots and locations). Map should draw itself when you explore it or players would have to draw it (imo drawing the map yourself is a bit too far, as players would put more time into remembering map then actually playing the game).
Well making bags is a whole profession and there probably are ways (e.g. enchantments? base stats?) that can increase weight limits. Animal husbandry will also make strong mules :P.
Also, I'm pretty sure for a game to be considered as an RPG of any kind, by law, you are required to give people more things that they want to but can't carry. Do you want Steven to go to jail? In a cell with tough men wearing his sandals? Such cruelty.
IS really needs to start answering some of these questions. Instead of answering the same node questions every livestream. I have posted several mechanincs questions but they keep answering the low hanging fruit questions.
There is fog of war and you can lift it, but if you want to see the POI on your map, you need to first discover it in person. So before you go to a dungeon for example, it won't show up on your map and you won't know it's there.
EDIT: fixed a typo XD
I do hope that we get a journal that contains our world map, thus as we uncover the world and find points of interest we are able to put our own pins down with notes. Find an area to harvest make a note of it, while it will be exhausted one day it may return. We know as the node levels the map will change so going back and finding what has changed will be part of the fun.
I'm sure we can put our own pins on the map but I was actually thinking of some journal functionality too for a specific purpose... I'll make some discussion post about it later.
or if you'd be able to empty your scraps on your mule.(like currently planned?)
The long afk rides to bank items every 20min make grinding really boring really fast...
I also was intrigued by the idea of decaying bags or even stackable items you can fix bags with but then I asked why and thought it would make only little sense.
Irl quality leather bags even without care last a lifetime and decaying bags would only be yet another thing to manage.
Instead there could be backbags for different purposes, like herbs, tools, tool/weapon belts, ores, alchemy etc. As these all can benefit from different properties. This way you could also keep the bags ready with necessities in your storage.
With backpack and belt there could be separate hand carried bags for extra weight that you need to drop before doing things with your hands.
This way there would be demand for multiple bags and multiple bag types.
In short they should decide between irl and fantasy approaches and imo stay away from mixing these when it comes to carrying.
If there are disadvantages of irl there should also be advantages of irl.
I do believe the bags for different purposes was mentioned sometime back in one of the live casts, finding it however. It will be interesting to finally see just how they plan to handle carrying, storage and banking.