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.
Comments
1) Styles that have been rendered clichéd by other video games. For example, "Bowser's castle" type dungeons, regions where clusters of giant faceted crystals are sticking out of the ground as decor, "dinosaur land" type regions copied directly from old concept drawings of prehistoric Earth, tropical forests that look like water parks with giant day-glo flowers, etc..
2) Environments that are awkwardly scaled with respect to the world. For example, the world map shows a region that covers 1/5 the latitudes of the entire world, but it takes only a few minutes to traverse and you can see all the way across it.
3) Natural environments that seem too "designed," where every square inch is packed with conspicuous landmarks and points of interest.
4) Buildings, foliage and other decor that are grossly out of scale to the players or to one another.
Nothing like waiting in a lobby for a dungeon instance to remind you that your playing a video game. Rather than getting lost in a beautiful fantasy world I felt like I was spending most of my time standing in line at an amusement park and the linear nature of said dungeon instances were like riding a roller coaster. It was pretty fun the first time, but after a few days of doing the same instances everything starts to feel like a speedrun and ultimately lead me to quitting the game.
This seems to be a growing trend in MMO's nowadays. I think this is something that sounds good in theory, and I can understand why it's appealing to some players. Sometimes you spend 20min looking for a tank, than when you finally get one your healer has to leave. Some nights just don't work out, and it can be frustrating, but I think this is a big part of what makes it so great when you have a good night. I think this also encourages players to build long lasting relationships, instead of superficial ones that only need to last until the boss is defeated.
Abuse of unnatural colors for particle effects.
Loading Screens for every Area, Loading Screen for every Region for every House you enter, for caves a.s.o... horrible
i think thats the biggest point that rips you ''out'' of the immersion
That is not dead which can eternal lie. And with strange aeons even death may die.
Immersion is very important, in any game. To me, anyway. Moments that break/broke it are bugs. But also people that keep jumping around like crazy.
A more relevant example to you, perhaps would be Elder Scrolls Online's launch. Grouping up was a pain, I couldn't help a friend do something I had done already, and vice versa. But that's just annoying, not immersion breaking, probably the contrary. What -was- immersion breaking though. Was seeing 50 or more people in a cave waiting for spawns.
I don't wanna see "SerCheekClapper" or "Satsuki Kusanagi" in a world like Verra.
Atleast you have the chance of kill them
Pop-ups in general, some hints make sense for newer players though.
Wrong music in the wrong places, music has to fit the theme and NOT be repetitive. The same track just becomes a little annoying and makes you not want to return to the area.
Mounts that dont fit the theme of the game, i really hate this in WoW. I feel like mounts should stay semi-realistic to the game, but i think you guys are doing this just right.
Goofy gear, to an extent i think its okay but it can get out of hand real quick.
No voiced dialogue, although it makes sense if this isn't possible due to budget. Completely understandable.
Weird animations.
Being able to use your weapons in cities if there isn't a dummy.
Immersion breaker 100% of the time except when playing an animalistic race with inherent traits such as improved jump / reduced fall damage (ArcheAge). Balancing this within the context of PvP content so that random and ludicrious jumping does not provide an inherent competitive advantage over those who cannot.
I'm okay with it if it has some logical explenation (like venturing to some place)but most of the time it's like; really dude? The mobs in question are literally everywhere around you my dude and you can 1 shot them.