Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ 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 5+ 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.
Comments
They suggested they would have imperfect information in the game a long time ago but the more recent node-specific building info they put out goes a bit contrary to that .
Yesss, quests that fit your class or capabilities. Not the same quest every other god damn person is given. The warrior is tasked to kill alligators so as a priest I must. .. kill alligators? I mean, I guess the quest givers probably don't care how their needs are met, but it would be great if there were things that only certain skillsets could accomplish, and let me do more things that fit the character/my enjoyment: Craft specific, gatherer specific, just deliver cause you like seeing the roads...
Steven himself has spoken of quests like "choose your own adventure" books of the past in the early developer live chats, so is there any way to have at least an early quest with branches that let the player identify if they are PvP or PvE, or even what quadrants they favour of according to studies like Professor Richard Bartle.
So an early quest that puts challenges, exploration and npcs to kill or go down rabbit hole conversations with, which value judge the players responses then branch to quests of the type to forfil those wants and show the player what kinds of activites are good advancement paths for those kinds of players (Ie sending Acheivers towards developing nodes, Killers to Caravan/Seiges and advancing PvP, the socials off to taverns, billboards and guilds, and the explorers quickly shown how to identify areas appropriate to thier level and letting them explore.
Make the game feel tailored to a player.
Could probably get some cheap positions for psych majors studying this kind of interaction if they can present results for college credits.
In order to unravel requires discussion / interaction to discuss, interpret further the quest