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
What typically rankles me in RPGs, like D&D, is when the NPCs assume my character is an ADVENTURER.
Especially if my character is really a Farmer who happens to be really good at defending his home.
I'd rather have NPCs respond to the title I've chosen to display rather than my class (unless I've chosen my class as my title). I don't even necessarily mind if the NPCs refer to me by the name of a specific deed.
Having the title, Goblin Slayer, doesn't necessarily mean I'm an ADVENTURER. Slaying goblins who attack my home doesn't inherently mean I'm an adventurer. And doesn't necessarily mean I'd be willing to join a raid to kill a Dragon.
I felt like I was the primary hero in Cataclysm. That being said, I had no interest in continuing to play WoW after Cataclysm, so I don't really know which expansion would have been the one to make feel like I was just a sidekick to the iconic heroes.
That feeling was inescapable in Shadowlands.
Let me be a random guy who helps people because they give him rewards, because why else would you do quests?
Having the story narrative force the "perception of being a hero (by default)" upon a player results in an awkward & inconsistent experience as in GW2:
During personal storyline quests, I'm the Pact Commander, the Elder Dragon Slayer. But as soon as I finish the quest and am back in the open world, suddenly I feel like a grunt, and the NPCs seem to treat me as a grunt. And when I enter WvW, now I'm downgraded even more to just a zergling, coz that would be my value in an WvW zerg unless I tag up (as commander), get on comms, and lead a zerg efficiently.
IMO to be a (more or less) "true" hero in an MMORPG would inevitably require "recognition from a large number of other players". Some examples would be the most skilled & charismatic fleet commanders, or exceptionally skilled pvp pilots in Eve Online.
You'll finally feel like a hero only when other PEOPLE starts treating you like a hero. And that means you have to work towards earning that recognition, which means you need to excel in some way and be able to prove yourself, which means being a hero in mmo is often not for everyone.
If one's obsessed with being the hero no matter what, just go play a single player rpg.
Not going to come as a surprise to any one here, but I prefer that player characters are not directly tied to any over all main story narrative. I guess this would make me lean to the nameless figure camp.
I could lose an hour long skirmish defending a caravan with my friends. Retelling the story of the lost caravan later on to other people would feel like it is more a part of my characters story than the fact that I read some quests and defeated the games main NPC villain.
Being a huge advocate for emergent game play and sandbox gaming. This is just how I feel.
Nothing wrong with people wanting to play a game where they are the hero of the land though.
This is my personal feedback, shared to help the game thrive in its niche.
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther