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.
Concerns regarding progression
KronKrian
Member
My corncerns are that the leveling experience will be something akin to BDO - non-inspired grind fest of mobs for experience
that die in zero time with no challenge in fighting them and zero-depth questing. I want the leveling experience to feel rewarding, memorable and challenging; so much so, that the game itself to encourage (but not force) grouping to tackle leveling and questing content. I want the mobs to present a threat to the player, instead of being a punching back that barely, if at all, fights back. I know of the death penalties and it sounds amazing, but what would be the point if you are not properly challenged and threatened along your journey both by other players and by the mobs.
IN SHORT: I don't want the leveling and questing to be dissapointingly easy.
that die in zero time with no challenge in fighting them and zero-depth questing. I want the leveling experience to feel rewarding, memorable and challenging; so much so, that the game itself to encourage (but not force) grouping to tackle leveling and questing content. I want the mobs to present a threat to the player, instead of being a punching back that barely, if at all, fights back. I know of the death penalties and it sounds amazing, but what would be the point if you are not properly challenged and threatened along your journey both by other players and by the mobs.
IN SHORT: I don't want the leveling and questing to be dissapointingly easy.
0
Comments
I agree that it would be bad to have BDO type leveling (BDO type anything, really), but why would that be a concern that you have? This game isn't really all that much like BDO, so no need to be concerned about that.
We just don't know how that will play out yet, and it might be a while until we truly have the full picture on it.
A good flow of battle has pacing:
1. lots of bread and butter attacks that build up the potential for:
2. climactic combo, which if pulled off correctly:
3. grants bonuses (buff/heal/status effect/recharge/etc.) that synergize with bread and butter attacks
You can flavour this cycle using:
- opening skills
- finishers
- mode switching (like temporarily going super saiyan when rage is full)
This keeps combat super engaging in and of itself and you just want to hit stuff for the sake of climaxing and supersaiyaning.
This flow is just based off the way music works: introduction, motif(s), prechorus, bridge, chorus, (release), motif-v2, etc. ... and then eventually the final cadence.