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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Random Events/ World Immersion
Coolhandr
Member
I have been following AOC for a few months now and am really excited for a promising new MMORPG. I have a suggestion about throwing in some random events to help with the world immersion as it would work perfectly with the node system. For example, you are questing through a forest and see an NPC being chased by a monster and you can either help or ignore them. These events can happen randomly throughout different nodes and it would help make the world a more interesting and unique experience. You can receive either a small xp bonus or a cash reward or maybe a discount from a local shop. I have seen this in other single player RPGs but never in an MMO. I’ll list some examples to get your creative juices flowing and drop a few ideas of your own and maybe the devs will implement a random event/quest system into the world.
1. Lone fisherman pops up at fishing hole and you can help him catch a certain fish?
2. NPC surrounded by bandits or monsters, offers reward for saving?
3. NPC injured requires aid, offers reward for healing?
4. Hunter appears asking help to slay a rare monster?
5. Alchemist appears asking for specific herb, rewards with a recipe or small buff?
These events would be totally random and could occur naturally in any part of the world. What are your thoughts on this system and drop some ideas.
1. Lone fisherman pops up at fishing hole and you can help him catch a certain fish?
2. NPC surrounded by bandits or monsters, offers reward for saving?
3. NPC injured requires aid, offers reward for healing?
4. Hunter appears asking help to slay a rare monster?
5. Alchemist appears asking for specific herb, rewards with a recipe or small buff?
These events would be totally random and could occur naturally in any part of the world. What are your thoughts on this system and drop some ideas.
0
Comments
A lycanthrope boss spawns. Everybody who kills the world boss gets infected with lycanthropy. This version is incurable and they'll have about 30 seconds to loot the boss. They then become lycans and can infect other players.
A lycanthrope will be a transformation, enhanced damage movement and a unique skill bar. On this bar will have a skill: infected bite, this debuffs the target with lycanthropy.
Lycanthropy lasts 16 min. If the timer expires or HP reaches 0 you are transformed. Multiple applications of infected bite reduce the timer by 4 minutes each bite. All forms of chat are disabled for the transformed. You will no longer be able to understand your friends😈
A professional monster Slayer not called a Witcher arrives, opens quest chain to build a temporary shrine to cleanse those who haven't been turned, and grants immunity to those not yet infected to fight back. This NPC will spawn on the world bosses death, or after the first hour of the event starting. Whichever comes first. Once the shrine is complete or the end of the second hour and if the world boss is up he'll move to engage the NPC. If the monster Slayer is defeated the event fails.
Players infected with lycanthropy will respawn as lycans near where the boss first spawned, unless slain by a player who has been blessed at the event shrine. At which point they respawn as their normal self and can aide the defenders.
Victory condition would require at least 80% of the fully turned lycanthrope population be eradicated and the event boss slain. The boss will have an aura that heals player lycans, and will drop double loot if killed with the monster Slayer present. He'll also be a raid boss and can one shot player lycans. They will rally as defenders near the shrine. He won't drop any loot but if a player manages to land the killing blow on him they'll get an achievement and title 'Slayer of Monster Slayers'.
On next sun rise, the professional monster Slayer, not named Geralt, becomes a vendor who trades multiple lycan pelts for various rewards including a potion that is a one time use than can cure lycanthropy. ( Removes debuff in pre-transformation, not soul bound)
Player's who remain lycans by the next sun rise revert back to their normal form until the next blood moon. 3 in-game days before the next blood moon the lycanthropy debuff will return.
Only the infected player will know that they have this debuff.
They will be able to cure this debuff within the in game 3 day window assuming they can get their hands on the potion sold from the victory condition of the last blood moon.
However, the debuff will provide increased stats and combat procs that get stronger at night and even stronger the closer to the blood moon you get. On normal full moons leading up to the event you'd see a 3% global stat buff.
Once turned on the blood moon, monsters become friendly, guards and player's will not. No matter where you are in the world you are free to infect as many players as you can, once they turn/die they're teleported via some sort of wild hunt themed juju to the events rally point for lycans. You won't be teleported unless your health reaches zero or remain out of combat for a certain amount of time. The blood moon demands your blood lust.
As for the vendor the rewards could be cosmetic wearwolf hunting gear/garb silver etched weapons and enchantments that do bonus damage to lycans. A consumable that lets you track lycans, and the cure potion.
The cost in pelts should be high enough to require farming the event multiple times to get everything.
The bosses loot tables should be up to the devs, but nothing from the vendor should be soul bound, including the lycan pelts.
🌒🌓🌔🌕🐺
Daytime:
Example; Goblins hide in their caves during the day, further working to expand their tunnels into the depths (as nodes level up these goblins further dig into the tunnels, find buried cities that they begin to live in and use to upgrade armor, weapons and leadership begins to form until finally at max node they find something of power) The higher level more interesting mobs would be at the end of the tunnels or in the underground city.
Animals, Orcs, Humans etc. are out during the day doing their thing working to gather resources or whatever for their nodes and for the most part are as we normally expect from a mob in an MMO
During the nights things change:
Example; The animals, orcs, humans etc. majority of them turn in for the night or hide from the threats that will come out at night.
The goblins and leaders/special mobs (if high enough node level) all come out of their caves looking to raid nearby nodes and attack players.
Wolfs and other hunters that favor the night all come out and begin to path areas they would not path during the day.
This would create an interesting dynamic where the nights in an area depending on what has developed could be extremely dangerous for players if say the goblins are more likely to raid caravans and player towns while wolves will look to just hunt players out in the wilderness.
1. You are walking along the road and a traveling merchant appears with discounted or rare items for sale.
2. A lone child appears and asks for your assistance in escorting them to their family.
3. A group of bandits appears with a hostage.
4. A group of feral monsters appear.
5. A random dead NPC appears with lootable corpse.
Just small random events that the player can either choose to do or ignore but some may have rewarding loot or xp which no two players may ever see the same events.