Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
A lesson learned from Ultima Online's Virtual Ecology.

Hey gang. I found this while checking out older vids. I think they make a great cast when dealing with the ECO systems of any game, Have a look and comment if this might happen in ACO. Thx
https://www.youtube.com/watch?v=KFNxJVTJleE

1
Comments
1. Attempt to force the players to stick to their desired vision
2. Adapt the game to what the players are doing
When you give the players so much control over what happens to the game world (like Ashes will) there will undoubtedly be things that the devs never anticipated. It will be interesting to see which way Intrepid jumps when those situations happen.
1. Never assume to know the future player community.
2. Never assume to know the possible created meta.
3. Dont overcomplicate things.
4. Tell the players what you implemented from the beginning. (Except things that are supposed to be hidden)
5. Adapt as fast as possible, without compromising your original gamedesign.
We generally know that our actions will generate xp for the node but we don't know what is the most efficient.
And for the resource they just have a randomized respawn so there to nothings to worry.