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.
Comments
The things said there sound pretty nice.
how to reduce player downtime with intrepid studios. seriously tho, if they make an app for this stuff id be on it so often. it would allow me to go off and play something else for a little bit but maintain a bit of my gold income.
Most of the time they seem like the perfect combination of World of Warcraft Retail, Skyrim and some other MMORPG systems.
Some I can recommend are: Zhan Long, The New World, Reincarnation of the strongest sword god, Virtual World: Close Combat Mage and MMORPG: Rebirth of the Legendary Guardian. They are all mostly the same from a story standpoint (Except The new world and VW).
A person reincarnates into his younger body after he got somehow betrayed by his closest friend/lost the love of his life and starts to cheat with his better understanding of the game, its mechanics and how to get the best items. Pretty funny and like i said: The actual game system all look pretty interesting.
Or you can just look here:
https://www.novelupdates.com/stag/mmorpg/?st=1&col=2,3,4&sort=trank&order=asc
Best is to sort by Rating.
Make profesions actually mean something. Give people a massive sense of worth when they grind for two weeks. Make professions make good money.
Make each profession in some way shape or form require other professions from time to time. It's an MMO, people HAVE to have to trade/use the AH from time to time.
Make tons of professions. Make them have personal quests and lore and awesome end game items that make the whole thing worthwhile.
Basically what i'm saying is to make food worth more than a temporary buff to your stats. Maybe make some food give gathering buffs or exp buffs. (makes trading go crazy)
We should have a main cooking profession ;D
Imagine opening your own tavern!
(Would be awesome if we could actually open a tavern and it would give players that rest a certain amount of time inside a nice buff or something!)
I personally hope this isn't included as I can't spot where the fun is located.
Having said that, who hasn't spent days grinding things that aren't fun, just for some obscure title / achievement.
So, compromise, if you want to take it on, you can get an applied 'satiated -> hungry -> starving' effect that disappears when you eat, after x hours / days you get something irrelevant, like a dwarvish war belch emote.
Throw in a couple more pointless minor achievements, like taking a bath, and you're well on the way to being a 'nugatory noble'.
All hail to the prince(ss) of the petty! *cheers*
I think my point maybe was a little vague, to which i apologize, I get a little giddy about MMO's they've been my main thing for about ten years now.
What I meant was grinding for leverage, not grinding from point A-B. As in, "Whoa man, now that I can finally use this super high level skinning knife, I can skin 'spirit animal' pelt which a super high tier crafting ingredient which is hard to find, and takes a long time to be able to gather".
Once you're at this point, you don't have to continuously grind from heeeeeere to theeeeeeere. Now you're grinding at a different level, making your specific character different from others, helping you stand out and recognizing your achievements. also rewarding because that 'ingredient' sells for a lot, and not everyone can gather it. Make it difficult to get there, but once you are...
You realize the 10k server population is stated to be the goal of concurrent players per server?
So even if you have 50 seperate markets there can still be 200 concurrent (online) players per market. Thats means there are even more offline players per market.
And don´t forget: If only one metropolis is a economic node then approx. 25% of the world will be one market.
Also due to progression capping of nodes in the ZOI of other nodes i don´t think we will have 50+ markets. Because marketplaces unlock at Stage 3 (village) of economic node. Maybe marketplaces unlock only in stage 4/5 for the other nodetypes?
But that is just speculation because we don´t know enough about the ZOI progression capping and about marketplaces. 50+ marketplaces seems just very high to me.