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A change for the Bounty Hunter idea.

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Comments

  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2020
    I didn't mean they were whining in this thread. No worries on that front. I came to make my name concealment request when a Bounty Hunter is flagged. I read the entries in the thread here and joined in the discussion with fellow Bounty Hunters (I assume). So I was just being real.

    As I say, if no-one goes corrupted I will move from a Military Node to a Divine Node. It's not a massive issue for me. At this point I've wanted to be a Bounty Hunter for so long that its kind of got stale before I've even touched the Bounty Hunter skills in game. I've seen corrupted in the 4k Video Stream but those testers are just testing the mechanics. If anything, at least we may get to test Bounty Hunter in the Alphas and Betas, if not in the live game.
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  • HazardNumberSevenHazardNumberSeven Member, Alpha Two
    Me and my friends are already excited and willing to help each other with bounties, even if only one of us gets a reward at a time. The thing is if we work together, we can get rewards for all of us much easier and quicker than if we are selfish and only do things to benefit ourselves.

    This is the nature of the MMORPG. This is the way.
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Another thing I wouldn't mind seeing is variable corruption. Meaning if you are close to a node center the corruption gain is substantial, if you are very far from the center the gain is far less severe.

    This would create real danger zones between nodes that developed far from each other. The larger the node the further its influence.

    The location of these dangerous areas would differ from server to server depending on which nodes evolve. Also the location of these bad lands areas would change as new nodes rise and fall. Bandits could find them selves with new hunting grounds when a node collapses under siege and could also find themselves homeless when a previously small node next to them now has room to progress.
  • HazardNumberSevenHazardNumberSeven Member, Alpha Two
    diamaht wrote: »
    Another thing I wouldn't mind seeing is variable corruption. Meaning if you are close to a node center the corruption gain is substantial, if you are very far from the center the gain is far less severe.

    This would create real danger zones between nodes that developed far from each other. The larger the node the further its influence.

    The location of these dangerous areas would differ from server to server depending on which nodes evolve. Also the location of these bad lands areas would change as new nodes rise and fall. Bandits could find them selves with new hunting grounds when a node collapses under siege and could also find themselves homeless when a previously small node next to them now has room to progress.

    I think the risk with a system like that is, you're allowed the option to kill someone even if they're unflagged for a reason I believe.

    For example, if someone is following you around, unflagged, harassing you, spying on you, taking nodes/mobs, just generally doing whatever they can to troll you without PvPing you, you should be able to kill them at least 1 time to get them off your back without 'too' much of a penalty, and that is why I believe corruption is a scaling punishment. 1 murder might suck, but it's not the end of your playtime for the day, you can skulk off and work away at it.
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