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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.
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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.
risk vs rewards on quest and death penalty
Godgear
Member, Intrepid Pack, Alpha Two
hello everyone,
most mmo's usually do a standard quest where there is no risk
i want a quest that have risk vs reward
for example: quest ( F ) quest ( A ) quest ( S ) quest ( SSS+ ) etc.
if you complete a quest - u get a reward + 20 stamina
if you fail a quest - level loss by 1
and the death penalty - is example 36 percent of loss leveling point
makes the game more immersive
what do you guys think ?
i get my inspiration by reading a mmo novel called overgeared
https://www.wuxiaworld.com/novel/overgeared
most mmo's usually do a standard quest where there is no risk
i want a quest that have risk vs reward
for example: quest ( F ) quest ( A ) quest ( S ) quest ( SSS+ ) etc.
if you complete a quest - u get a reward + 20 stamina
if you fail a quest - level loss by 1
and the death penalty - is example 36 percent of loss leveling point
makes the game more immersive
what do you guys think ?
i get my inspiration by reading a mmo novel called overgeared
https://www.wuxiaworld.com/novel/overgeared
0
Comments
Godgear just happens to be reading this amazing book called overgeared.
https://ashesofcreation.wiki/Player_death
https://ashesofcreation.wiki/Item_sinks
Risk Vs Reward is a core value of AoC.
This is my personal feedback, shared to help the game thrive in its niche.
Sure bub
The issue with MMO's in books (or in shows) is that the things they suggest don't need to make for good games. The mechanics they suggest need to make for good stories, not for good games.
This is a discussion we have had on this forum before.
This is my personal feedback, shared to help the game thrive in its niche.