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
I am curious if parts of a characters name or title can be changed to represent in game achievements or connections. For instance a family name shared by the 8 characters in an in-game family. Some other possibilities are: a surname shared by all characters from a single account, a city name shared by all characters from a single node, a title earned from achievements, a family name can be shared by all members of a guild.
Class power/Node perks/Racial feats etc.
How will you address various "metas" that arise?
In the preview videos, especially on the Mage ArcheType, some animations looked quite long.
I fear that when i cast a fireball and hang in the air for a while, people will just have plenty time to stun / kill me.
I understand that its just a first look at it, but is there already an idea of how long a fight will take? Will the animations be locked?
I remember you guys talking about all this from previous livestreams, but if I'm mistaken I apologize.
However in that case, can you go into more details about how the different classes are going to actually feel unique, instead of eight classes with eight different flavor options? As from what we've heard so far, the system in place seems like there's only going to be minor changes to abilities, and nothing to make your two archetype selections actually feel like a class instead of a talent tree.
Guilds don't take nodes. The mayor is decided based on the node type.
We are building a brand over the next couple of years - and we recently established a Guild home-in-waiting for Ashes in another major title, but the 20 character limit leaves us exactly 1 short. We don't want to re-brand or have to misspell our name at launch.
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Will guilds never be able to 'respec' their perks or can we see what all of the perks are pre-launch so we can plan what route we would like to go from a GM perspective?
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Thank you, we would really like to ensure we don't have to create a new guild just to ensure our perk points are where we want them to be long term!
I have two questions related to each other.
Can we protect our property/guild base with guards?.. and what I'm most interested in... do we have lore wise the possibility to have guards related to our class? For example necromancer could have skeleton or zombie guards.
Best regards
The Dark Wanderer
Bonus Question! I have a friend who's very much into the more Tech side of the game, Do you have any more information on things like the Potion Launcher and what class would wield it, or if there's anything in the game planned to have that kind of aesthetic?
Thank you so much!
Will there be climb points in a siege?
For example: I know that there will be collision, so a shield wall might be blocking a door to a castle siege. Can there be a crafted grappling hook to climb over a side wall, or (personal wish) a climb point for rogue class that gives them a chance to sabotage and/or spy on the enemy forces?
The rogue class is slated to have the ability to find hidden items/paths in a dungeon, this would be a natural extension. This would also give rogues and other sideline classes involvement before the doors fell. This also fits historically into warfare.
This will make defense more dynamic. The defense will want a rogue or two of their own to guard or counter the attacking forces. Defense forces will have to monitor their walls, not just bunch up at the main door and afk.
Can tanks block single-target spells with their shields?
Bonus question : Dual Wielding Shields, yes or no? I'd really like to play as Infinity War Captain America.