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.
Questing Via Minimap
FutureCultLeader
Member
Hello all,
I noticed in one of the dev updates, that a quest involving searching for and looting items had all the locations of said items neatly and obviously laid out on the minimap.
I'm a little concerned about this (not hugely) because generally if these mechanics are implemented, you very quickly begin to ignore the visually stunning area that the devs have built and simply start pointing your minimap at said item and running at it. Rinse and repeat.
I've found that games that prefer players to visually look for clues and cues of item locations to be FAR more engaging, does it take a little more time? Yes, do you end up missing items and having to backtrack? Yes! Is it all round a far more engaging and fulfilling style of gameplay? Absolutely. It keeps you in the world. It activates and stimulates your senses far more.
It's such a small thing, but one I believe that leads to big impact over the entire gaming experience.
I hope this is something that you might reconsider.
Love,
Your FutureCultLeader
I noticed in one of the dev updates, that a quest involving searching for and looting items had all the locations of said items neatly and obviously laid out on the minimap.
I'm a little concerned about this (not hugely) because generally if these mechanics are implemented, you very quickly begin to ignore the visually stunning area that the devs have built and simply start pointing your minimap at said item and running at it. Rinse and repeat.
I've found that games that prefer players to visually look for clues and cues of item locations to be FAR more engaging, does it take a little more time? Yes, do you end up missing items and having to backtrack? Yes! Is it all round a far more engaging and fulfilling style of gameplay? Absolutely. It keeps you in the world. It activates and stimulates your senses far more.
It's such a small thing, but one I believe that leads to big impact over the entire gaming experience.
I hope this is something that you might reconsider.
Love,
Your FutureCultLeader
2
Comments
What you saw was raw alpha footage. A revamp of the questing UI and system is definitely going to be done at some point before beta or even during beta where they will probably redo it entirely, and thus everything you see at the moment is not indicative of anything.
The current system is more than likely just set up for ease of testing systems.
I agree with you.
Also, that's what the guides are for, which will surely not take long to do;
Searches, treasures, missions, etc.
It might even be worth considering of making it an optional setting in the options, this way imersion is not broken for the players who dont want to see it. (easier to opt out than opt in)
If it highlights regions sure, but not something even close to as specific as like a circle on the map specifically positioned around the objective
It needs to be specific enough that people know the general area they need to be in (not just the node or zone). If this doesn't happen, then people will be going to external websites to get answers and I'd argue that breaks immersion even more.
It should be something that can be toggled on/off so you only see it on the map when you want it.
But yeah, I would be overjoyed to receive guidance in the form of verbal directions or clues, and actually be engaged with finding quest objectives, rather than just following constant map markers. (Although, if map markers were used sparingly, and had variations, then they could be considered just another type of clue.)
I'd argue that's still preferable
Players will optimize the fun out of a game as long as it's easy, and a toggleable option, while a good compromise, is still far easier than looking up the answers.
Toggle for the win! If it is a toggle then there is no issue here. I think expecting that everyone will read the text and understand the tips is a little fargone. Especially for non-english speaking players.