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.
@Devs How do you view the Mythic Dungeon International?
OrcLuck
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I'm interested in how you view dungeon running as a competitive esport type thing.
Are you happy that its a thing, do you think its not something that interests you?
I understand that there will be world firsts, but how do you feel about perfecting a dungeon run over time?
Are you happy that its a thing, do you think its not something that interests you?
I understand that there will be world firsts, but how do you feel about perfecting a dungeon run over time?
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Comments
If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards. – Steven Sharif
https://www.youtube.com/watch?v=JH-sX1aFljM&feature=youtu.be&t=39m48s
But IF it brings esports and IF thats good for the game, why not
Personally, I'm just so glad the devs are trying to design dungeons so they don't need to be farmed over and over for items. Whatever happens, I hope they keep a focus on progressing the genre by moving away from heavily repeated content.
The idea is that we have a labyrinth type dungeon, where the whole run is on a timer. Each boss has a cheast and gives you some extra time to progress further, and when the timer runs out you have to fight the last boss, while the other boss monster turn to stone.
Could be a really nice competetive dungeon in my opinion
I was just curious if they'd talked about it or hadn't commented on it yet.
Virtue is the only good.
I'm hoping he keeps his word, I don't enjoy DPS meter or anything that tracks your performance.
We have become so accustomed to addons that we think it's impossible to play or have great set ups without them.
I believe AoC can become a game where you play the game, and that's it. No necessity to watch over Health bars like it's the actual game, or some random numbers left of your screen.
I like DPS meters for two reasons. You actually know who pulls his own weight in a fight, and I like it when the meter analyses where my dmg comes from (Did you know that in WoD the top dps from a combat rogue where melee attacks, off hand attacks and a filler?)
DPS meters are not always about number paddling. As a raid leader, you HAVE to know if someone does nothing (we once had a good equipped hunter who spammed one ability and then autoshot) or not. Without dps meters we would have no idea about these important pieces of information (dps, total dealt dmg, which is way more important then dps btw, interrupts, cleanses, etc).
I have to agree with you, that you should not ONLY look at the dps meter / anyone that is below a specific dps number would get kicked. We oftentimes took people with mediocre or bad numbers with us because they had good synergy with us and they did the mechanics correctly.
All in all, you should not live after the dps meter, but it is an extremely helpfull tool for raid leaders, because it is OUR responsibility to get the raid as far as possible.