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.
Next Live Stream + Q&A Submission - Friday, August 28, 2020 at 11AM PDT
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being able to play the game with 20% downloaded like some other mmos, or
letting us download the game but not play it before launch so its ready for the release night
My question is about how we will be able to switch builds between PvE and PvP specifically: For example I want to raid with my bard and presumably will have some manner of 'talent tree' but will almost certainly want a different set of specializations for Arena PvP.
How do I switch between them, and how much control and flexibility do I have with customizing my class? Many thanks!
1. Do you plan to change some ability animations in the future of will you just add effects on them? For example, Tank's "Resounding smash" (When tank is pulling 2-handed mace and strikes the target with it). Because it's not an actual weapon that you have equipped that will mess a visual fluidity of combat a bit and that you could not get visual progression for that particular mace because that's not a weapon you actually own (so that means that it will be the same mace through out the whole game). And with "Lacerate" tank spell i'd rather have a shield on my character's back then it to disappear . The rest of the abilities looks pretty good already and go with eachother pretty fluidly it seems, so great work on that front!
2. Will it be possible to shown your weaponry on your characters back rather then it to disappear completely while out of combat? This can maybe go as an option in Settings menu?
Those are not the most important questions but they are all about little immersion and visual progression of the game.
Keep up the great work!
I know ios was never intended to be part of the initial release, but w/ the prevalence of Macs in the artist world as well the possibility of permanently losing access to an entire market share is there any plans to move to a different engine, such as Unity?
1. Will necromancers be able to summon death knights or get skins for a death knight?
2. I know u can only have 3 summons at once but does that mean when u summon skeletons/zombies etc there could still be multiple of them under 1 summon like a max of 3 mini armies or is it just the one monster for each summon?
3. Will necromancers be able to raise beings they kill from the dead and use them as an ally whilst they are summoned?
Thanks,
Jaimes
Now to my Question:
My Friends and i are more on the casual side of things and i was wondering if there will be a Main Questline and Side Quests we will be following and how they will look like in this playermade world.
Im just asking this because you announced that the game is more "sandboxy" than your average MMO and i feel like it could be kinda difficult to set such a straight path in such an organic world.
Byee!
My question is what systems the team feel can wait for post launch patches, what systems would the team like to have in but could be delayed if they're not working properly, and what systems does the team consider absolutely vital to be ironed out before launch.
We basically want to know how responsive and smooth it feels just to move and use abilities. Could you compare it to another popular game? Nothing to do with the actual style of movement or abilities, just how it feels. I hope I am explaining it well haha.
Thanks a lot for being so active and responsive with the community!!