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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.
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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.
Travelers and adventuring.
georgeblack
Member
Would you like to see in the open world:
forests
glaciers and snowstorms
caves
jungles
ruins
death filled battlegrounds of old times
deserts
mountains
seaside locations
towers and castles
Would you like to feel like you have travelled to these places? For me, if it doesn't take a good walking distance, having to fight some mobs here and there, reaching a desert, it doesn't feel like I TRAVELLED there.
For me if I don't spend a 3-4 days in a certain location, leveling up or farming materials for a gear or some other consumable components, or doing a quest that would unlock something that my character needs, or killing a raid boss to try and loot some item, it doesn't feel like adventuring.
For me if I haven't moved the camera up and locate a point that I want to "CLIMB" or if I haven't moved the camera down and wondered if I will die should I fall, the environment doesn't feel real.
For me if I dying on the open world from mobs just makes me say "meh, I'll go to the fridge and get back in that location in 2 minutes after I have a snack" it doesn't feel worth playing.
If I enter a dark castle or tower I want to feel threatened by those skeletons or death knights or demons or whatever lurks in there.
If I enter a cave I want it to give me a challenge and good exp or mats or loot as a reward for managing to survive in there.
And what about the progress in the game quality? Should your character feel the same in the desert just as on top of a snow covered mountain? An oasis in the middle of the desert could be a place where you can cure heatstroke after a period of time collecting giant scorpion poison glands. A cave with fire could be a place where you can restore MP and HP after battling trolls and ogres on a frosty mountain.
Using certain consumables can help in different environments. Running out of them it would mean that you would have to travel back to the Node for supplies, and then travel back to a location to continue your task that brought you to that part of the map.
It has been so long since I have played an mmorpg in which I feel like I am adventuring.
And as always, other players should pose as a possible threat or a friend that could save the day.
Open world mmorpg.
forests
glaciers and snowstorms
caves
jungles
ruins
death filled battlegrounds of old times
deserts
mountains
seaside locations
towers and castles
Would you like to feel like you have travelled to these places? For me, if it doesn't take a good walking distance, having to fight some mobs here and there, reaching a desert, it doesn't feel like I TRAVELLED there.
For me if I don't spend a 3-4 days in a certain location, leveling up or farming materials for a gear or some other consumable components, or doing a quest that would unlock something that my character needs, or killing a raid boss to try and loot some item, it doesn't feel like adventuring.
For me if I haven't moved the camera up and locate a point that I want to "CLIMB" or if I haven't moved the camera down and wondered if I will die should I fall, the environment doesn't feel real.
For me if I dying on the open world from mobs just makes me say "meh, I'll go to the fridge and get back in that location in 2 minutes after I have a snack" it doesn't feel worth playing.
If I enter a dark castle or tower I want to feel threatened by those skeletons or death knights or demons or whatever lurks in there.
If I enter a cave I want it to give me a challenge and good exp or mats or loot as a reward for managing to survive in there.
And what about the progress in the game quality? Should your character feel the same in the desert just as on top of a snow covered mountain? An oasis in the middle of the desert could be a place where you can cure heatstroke after a period of time collecting giant scorpion poison glands. A cave with fire could be a place where you can restore MP and HP after battling trolls and ogres on a frosty mountain.
Using certain consumables can help in different environments. Running out of them it would mean that you would have to travel back to the Node for supplies, and then travel back to a location to continue your task that brought you to that part of the map.
It has been so long since I have played an mmorpg in which I feel like I am adventuring.
And as always, other players should pose as a possible threat or a friend that could save the day.
Open world mmorpg.
1
Comments
Well... Yes? AoC IS a open world MMORPG, and I believe that intrepid told us that we would get different zones and biomes. xD
But that isn't what he/she talks about. It's about the feeling of doing real adventures... travelling... some like a world feeling
That will undoubtedly happen due to there being no fast travel in the beginning, meaning you will have to spend more time away from the cities. Also, from what I'm reading on the wiki, the way resources respawn will encourage exploration. Once a clump of resources gets used up they will respawn in another part of the world, so it will be up to the players to go out and find it.
Players are going to be locusts.
BUT maybe not the ancient battlefields...
Remember that we arrive at Verra thousands of years after the calamity, to explore, to repopulate, so...no "recently" created battlefields are there...
We need to remember Steven is a pen and paper RPG player as well as a long time MMO player and has a solid vision of what he wants ashes of creation to be.
I guess I'm just curious how attached and anchored players will feel to their "home" node and their housing (e.g. freeholds). I know each player will choose their own path of being nomads or tied down to a place but I mean in terms of what housing provides that would motivate you to lean more towards one style over the other.
The bagspace will force you to join caravans for transportation, which is a very cool idea in my view^^
I also think that this mechanic will bind many players to their home node, where PvE Raiders will flock to the main centeres to raid the higher dungeons/raids and PvP players migrate to the border regions and outskirts for engagements with other nodes.
Yeah caravans are cool. Traveling far to gather resources is not worth it if it's just a single bag load, but if you temporarily store it in a nearby node for mass transport via a caravan, then it would be potentially very profitable.
I don't think I follow your reasoning for PvP player migration to border nodes though. Because there are less high level/geared PvE people in fringe nodes so raiding caravans there would be higher success chance?
My reason for the PvP player migration to border nodes was more because there they will most likely meet players of enemy nodes. An example would be that your metropolis declared war on another metropolis, this would lead to all subservient nodes to become hostile for the other faction. It would be easier to attack enemy nodes/gank enemy players, when you dont have to walk for 30min jntil you reach them.
OR they are part of a scientific metro
Awwwww yeah! Scientific metro all the way!
I honestly think Science Metros will become known as zerg metros because when you attack one you may think there is like 20-30 defenders, BUT THEN, all of a sudden about a hundred people swarm through the teleporter as reinforcements "HOLD THE GATES!!!!!!!!!!!!!!"
Yes.
Cant wait to explore lv up and PvP in an open world. Plus all the new and unique systems and features.
And then the airship comes in from across the map with further reinforcements: "Brothers! Gondor calls for aid and we will answere! For the Riddermark! To death and glory!"
Always. Open field and mausoleums. Catacombs or even something like pyramids. Necromancer classes are not my thing but fighting skeletons and undead are one of the best pve themes in mmorpg.