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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Also would totally buy a hat...or two. >.> gib hat.
Have you considered or are you considering launching the game without certain systems like social organizations or religions in order to focus on allowing players to get into the game sooner, and adding complexity as time goes on, or do you feel that these elements all need to be present at launch?
If all of the systems already discussed need to be present at launch, what types of expansion content will there be?
NB: I would prefer that the game launched earlier rather than later, even at the cost of having to wait to have every possible augment and activity available.
I'm curious how you will make it viable to play with Tank or Priest as your main archetype? With players not being able to swap between roles, it seems tanks and most significantly healers would have some trouble playing solo or in a DPS function out in the world, making them reliant on having a group. Are there any plans to allow role swapping or "spec" swapping to a secondary class?
Thank you.
I have found that a game loses its emotional impact when the devs choose stock music over custom-tailored, and I would love to help out if you haven't found anyone yet. Cheers!
I have two question, both regarding Gear Repair:
1) With gear requiring such significant repair upkeep and having the possibility of breaking, does that mean we could feasibly see extremely rare/legendary items lost forever?
2) What is your vision for time investment required to farm/process materials needed for gear repairs and upkeep of rares/legendaries.
I’m enthused by the idea of real risk existing in the game, but worried about the line we walk a la turning gear repair upkeep into a grindy chore when all we want to do is explore with friends or PvP for a few hours. And failing to maintain that chore meaning we lose extremely rare items we spent weeks/months working on.
Stylized graphics seem to keep video games feeling much younger for much longer than “realistic” graphics. They can also be a huge pull for new players. Are there any concerns/plans for keeping the game feeling & looking “modern” even 10-15 years down the road? Thanks!
Greetings from Canada
During one of your previous live streams, you mentioned possibly having character creation go live before the servers do. I do not want to rush character creation, but I will do so for the sake of getting to world and game play as quickly as possible. Does this still seem like something that would be achievable or is it hopeful thinking?
P.S.
I am a big fan of pole arms as a weapon type and I greatly appreciate you taking the time to include them.
I think players should be able to sell their Freeholds, at least just the base plot. The seller would get a Blueprint for their layout similar to how they get one when a Freehold is destroyed and they would have a window (24hrs?) after the sale to caravan any goods in Storage containers. (Perhaps the caravan for this would spawn with the goods in the node center where the Freehold was purchased to avoid a buyer from assaulting the caravan too easily.
A lot of MMO's, and seemingly also yours, sell the fantasy of being able to dedicate yourself to filling non-combat roles through crafting, gathering and trading. However, most of the fans sold on this fantasy often find themselves disappointed when the games fail to deliver in two essential ways:
1. It's hard or impossible to successfully conduct those activities without also actively and regularly engaging in combat content.
2. The gameplay connected to crafting/gathering/trading is not complex and/or challenging enough to offer an engaging long-term experience on its own.
So, my question is: Are you designing the game to avoid one or both of these two issues, and if so, can you offer some insight into the design philosophies you have in this regard?
For example: A horde of monsters are traveling in a certain area and if you get close enough you automatically get a quest to kill them all or for harvesting: Berries are rotting away, collect them all before they are gone.
Without countermeasures, these professions will be fully explored and all the information available on Wiki/Spreadsheets. At this point, the professions might as well just have open book recipes, since all the information is available on the internet upon launch anyway
Extra info to explain my question if needed -
After watching Apocalypse footage compared to the tab-target combat of the current AoC gameplay footage and the information currently available to us, it seems like we're going to have to be swapping in and out of Action-camera (reticle) mode as we need to fire off reticle-based abilities like bow skills or skillshot projectile spells before swapping back to MMO-camera to do regular tab-target combat. This seems like it might be jarring as having to change camera mode mid-combat is not ideal.
1) Will high level tamed animals be sellable to other players?
2) How will tamed animals work in fighting?
If we get XP from PvP kills in open world, would this XP work to decrease corruption on red players?
Thank you!
Many quit a game because of these politics. You have many mechanisms for the social game but no mitigation of the negative consequences of those mechanisms. What is available to the solo player who just wants to log in, take down some content and get the rewards, and do so without the politics impacting THEIR game?
In city life it could turn into slums. What are your thoughts regarding this?
Will the abilities in action combat be operated through hotkeys, or will they be used in a combo system (e.g. Shift+ Right Mouse, Shift + Left Mouse, Q, Shift+Q, etc...) and if so will the option to be used a hotkey still be available, or will some attacks be strictly limited to the key combos.
I have a question of "aggro" nature. How will aggro work when engaged in combat with NPC, is the chase distance limited by certain radius or is it going to be relentless like good ol' Lineage 2 or maybe a combination of both where striking chasing monsters or casting taunt against them resets the return timer and lets you lure the mobs further. And another one, will Polearms let you strike multiple targets, as former L2's Warlord player these questions are of utmost importance ; D