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.
if you have time for an interesting article.
ShroudedFox
Member, Alpha Two, Early Alpha Two
Article on Social architecture.
http://www.nickyee.com/daedalus/archives/001625.php?page=1
"Game pacing has increased dramatically. In EQ, it took significantly longer to kill mobs and there was also much more downtime between combat. As some respondents pointed out, the availability of downtime increased social interaction among players."
"More importantly, game mechanics don't only change how we play the game, but they also change how we interact with other players and what cultural norms emerge. In EQ, it was perfectly normal to stop and say hi to a stranger running by and ask for help, for a buff, or for directions. In WoW, you oftentimes can't ask for help without being told to look it up on Thottbot.
Whilst reading through the DPS megathread I remembered this old thing I read years ago, and thought id pop a link up for some light reading.
http://www.nickyee.com/daedalus/archives/001625.php?page=1
"Game pacing has increased dramatically. In EQ, it took significantly longer to kill mobs and there was also much more downtime between combat. As some respondents pointed out, the availability of downtime increased social interaction among players."
"More importantly, game mechanics don't only change how we play the game, but they also change how we interact with other players and what cultural norms emerge. In EQ, it was perfectly normal to stop and say hi to a stranger running by and ask for help, for a buff, or for directions. In WoW, you oftentimes can't ask for help without being told to look it up on Thottbot.
Whilst reading through the DPS megathread I remembered this old thing I read years ago, and thought id pop a link up for some light reading.
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Comments
"Game pacing has increased dramatically. In EQ, it took significantly longer to kill mobs and there was also much more downtime between combat. As some respondents pointed out, the availability of downtime increased social interaction among players."
"More importantly, game mechanics don't only change how we play the game, but they also change how we interact with other players and what cultural norms emerge. In EQ, it was perfectly normal to stop and say hi to a stranger running by and ask for help, for a buff, or for directions. In WoW, you oftentimes can't ask for help without being told to look it up on Thottbot.
This seems to be what they are going for. The slower world where every one helps the community vs what we see in WoW these days.
We are in a different age now, and I doubt people are willing to backpeddle our society with communication devices or slow down people's hyperactivity.
By making groups dependant on certain classes, hopefully more people will be more inclined to socialize. But we live in an entitled world, where we don't want to rely on anyone and want do it all solo, because they don't know how to be social (group finder?).
It used to be... People would band together and try and solve problems (quests or just kill mobs). Remember... "group seeking dps at north wall!"? Now, it's just a race to be on top of the leader boards and I don't need anyone for that.