Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Lets have a discussion about benefits you would like to see on the other nodes types
CM Kalez
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
Econ - i would like longer/faster trade routes
Military - faster movement speed while in a raid in open world
Religion - buff power increase (+5%)
Military - faster movement speed while in a raid in open world
Religion - buff power increase (+5%)
2
Comments
This is something I am apposed to. IMO everyone should be able to pick the class they want.
Join now and get free supply of replacement bones to last you at least for the next 10 years
sounds like a great religion
Scientific - Increased experience for quest hand in
Military - Cheaper weapons and armour in shops
Just speculations at what sort of things could work and be neat to have
I know, if only the wages were better...
Eco - 5% off on NPC merchants and maybe less tax on auctions
Religion - faster movementspeed, slightly higher regen of hp and mana
Economy = Able to shut down the market (no sales)
Religion = Able to inhabit a Boss (Godlike) ----> based on previous statements
Religious: Can declare religious wars based on mayor's religion (t6 superpower) Bonus religious xp, and some sort of PVE drop rate buff/bonus against dungeons/raid bosses.
Economic: linked auctions and shared commerce for allies and vassals. Passive yields to profit gain for citizens. Can place tariffs/economic sanctions. (Superpower)
Science: Teleport for allies and vassals(t6 superpower), rng reduction penalties in enchanting and rng favor for other crafting types. (Reductions in mats for repairs lower risk of enchanting etc)
Divine: Temple for getting blessing buffs while in zoi, lore related quests, "charity" / "volunteer" quests for ppl to work off their corruption faster. (e.g. well you've had your ganking fun by murdering X non-combatant players. Now go escort Y caravans started by other players, or complete Z grinding quests (for a fraction of the original reward) posted by players)
Economic & Science: Good as the way they are. One facilitates trading, the other being essential to crafter progression.
Religious:
Extra ideas:
Economic - all caravans are faster/sturdier but also more lucrative