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 agree with you on this - it would be great if exploration, or at least some part of it, was not reward-driven.
A hidden beautiful view drastically loses its charm when everyone and their grandma went to this same spot because you have to collect all the "vistas" to get the "map bonus".
And it would definitely be great if despite that - there were still deliberately crafted places worth exploring.
Unfortunately some of the comments in this thread seem to be missing the point.
"A hidden Dungeon/Achievement/NPC with rare recipe"? This is not a single player game, it's not "hidden" - it's going to be listed in the Wiki because if this Dungeon or Recipe is useful at all - everyone will want it, and if it is an Achievement - well, most people probably know this nagging feeling of dread when you don't really care, but you need to unlock all the little squares on the achievement page...
A hidden place worth to be explored, really explored and not autopathed to or found with a guide from wiki, must have no gameplay value apart from maybe text-based lore.
I already mentioned in some earlier thread - my favourite example of this kind of exploration is Skyrim (it is also singleplayer unfortunately, I have no good multiplayer examples). One of the best exploration bits in Skyrim were random skeletons, each of which would "tell" a story. A skull with two skeletal hands above it - haha, funny deer. A skeleton at a mountainside with a dozen of swords piercing its chest - well, someone must have hated this one. Many were way off the roads and definitely not something everyone was expected to find, and many would give me a good chuckle. No quests, no lore, just some funny skeletons.
I suspect your freehold will become a famous tourist spot/trap.
There'll be a whole bunch of selfie-screenshots on the internet titled something like "Me at Citadel of Nagash, dwelling of the world-famous necromancer"
What they do after taking a selfie is ... a different story.
For the first point, in one game there is a side quest that takes place at the beginning of the game, almost as part of a tutorial to teach you about dungeons. It’s just a single quest given by this new party and they’re never really mentioned again. However, if you talk to the members of this party, they’ll mention going to X location or doing X. After progressing through the story, you can find them doing exactly what they said they would. They aren’t doing anything to draw your attention and if you’re blindly running through the game, you’d never notice them. But if you sit down and talk with them at these various locations, you’ll learn about their personal struggles with becoming adventurers and the loss they’ve experienced along the way. It's just a small storyline with no tangible reward or benefit other than to the player's own experience.
On the second, there are times when an NPC will have flavor text about how they’ve dropped something or seen something crazy in a certain location. Just a line of floating text over their head to make them seem alive and give them a bit of movement. Most of the time it’s nothing more than that, just some text that pops over their head over and over as the player gets close to them. But when it turns out you can go to the field and see the picnic this person dropped, even if you can’t do anything with it, it’s always neat.
So, in short, I love finding bits of lore that won’t impact a normal player but will enhance the experience of those looking for it. As well as characters having even the slightest shred of depth even if nothing but the journey comes from it.
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther
Then remember the mantra "actions have consequence".
And, next to the plug, a big red button that says "DO NOT PRESS"...
I was glued to that game for a while because I wanted to climb/glide over each hill/cliff to see what was on the other side.
3 things I think that helped with this:
This means, to me, that meaningful exploration is meaningfully rewarding to my character, in things to do, useful items, materials, recipes, super powerful weapons (yes) or strengthens my character in some way.
Just filling in a map is boring as are exploration achievements.
My Bartle Score is: Explorer 87%; Socializer 73% ; Achiever 47%; Killer 0%
I love to fill in the map even without rewards. Though I like it when exploration gives xp and there are times when it would be nice to at least see some NPCs or mobs wandering around. Learning some lore about the location would be enough of a reward for me.
Sounds to me like you're more of an Achiever than you are an Explorer.
Many came with their own little rewards such as titles, or tabards, but it was just really cool actually finding some of these hidden gems tucked away in the fringes and borders of the zones.
Examples:
- Enemies that only spawn in areas where players haven't been going much, and that after being defeated respawn in different locations;
- Increased resources in areas where players haven't been going much. When a player explores an otherwise 'useless' location, he is rewarded with extra ore and/or rare monsters;
- Mobs giving bonus XP the longer they have been left alive;
Advantages:
1. Real exploration would be rewarded (instead of reading some guide "this is where you find ore");
2. It would become much harder to create an online guide for the game, making it more unpredictable and having players spend time playing the game instead of browsing online guides;
3. The game would stop punishing players that "go out to explore with their friends" (looking at you, WoW);
4. Players would stop spam-grinding the same locations for XP. No guide would be able to say "this is the best way of lvling up" since on each server the XP locations would be different and change from one day to the next.
I think there is nothing worse for an MMO to have a webpage or youtube video with a "list of BiS items and best areas for farming", basically making the rest of the loot and content completely useless and "forcing" players into playing in just a very small part of the game.
IMO resources (and maybe even gear?) have to be something that happens by accident, and not something players read online about.
Does that make sense for others here?
I mean, there a places I've gone while swimming around continents where I've wished I could have had something to show for my troubles. Doesn't necessarily have to be "rare" or sellable.
- a better kayak
- an improved sextant
- a more accurate compass
- a telescope
- a flag to plant on a peak
- some bonus to map making
- identifiable stars that are brighter to me than to other players
- Etc