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
Will character creator will include the option to make your adventurer a left handed?
Thanks
Please can you give a summary of what you've considered so far on the Player and Guild pre-registration, hopefully covering the notes below.
Thanks, Mack.
Will Guilds/Players be able to choose (set a preference?) to play or NOT TO PLAY on the same server as other specific Guilds?
It might be the case that by registering as a Guild member you would lose the right to set the above preferences in favor of what the Guild Leader chooses for the whole Guild?
In terms of healers and their movement, will they be stuck in place for long casting times or will they be more versatile like in one of MMOs you take inspiration from? Could you possibly elaborate further on how movement while casting will be in general with other classes compare to healers? Thanks!
My question is: How will you maintain the threat of other players as a gameplay mechanic if anybody can opt-out with little to no consequence?
My Question: Can you elaborate more on quests/adventures?
Elaboration on the question:
Do you plan on something equivalent to a campaign for a tabletop RPG, where a series of adventures weaves a story that the GM (in this case the game) and the players collaborate on? Including adventures beyond max level?
And, how do those adventures tie into world events - or do they?
How do the nodes and player choices tie into the overall story other than perhaps bigger events within those nodes?
Finally, do you envision a series of campaign seasons over a certain span of time to be tied in with updates to the game?
Other potential ideas:
Player quest givers and a reward system associated with this method. Best example being the Bard passing around stories of potential adventure.
Group quests/adventures where a group of 4-8 players complete a quest for a group reward. Basically emulating a regular gaming group that meets once a week. Includes the concept of competition between teams for a winner takes all reward.
World quest where groups, up to guild size, investigate, solve and resolve something epic for an equally epic reward.
One of the aspects people really enjoy about MMORPG's is character customization. This said, one area that has always been neglected is spell & ability "skins". WoW did this briefly with Glyphs, and they're still available due to their success.
Are there any plans for ability/spell color customization? Holiday alternate effects that can be purchased?
Watching a raid with 6 casters casting the same spell is... lackluster. I know you guys are going for top-tier, so I hope to see some creative solutions.
Ideas: Valentine's day skins that change particles to rose petals or flames to bubbles floating up.
Spring holiday skins that change particles to dandelion seeds on the wind or a ground effect skin of flowers blooming.
Halloween skin that turns particles to bats, a ground effect skin of skeletal hands grasping.
You see a theme developing I'm sure. If they can be used year-round, people could make their class suit their theme and personality. They can really develop a unique character.
It would be nice to be able to at least customize skill color to match themes. Instead of a giant blue beam... let me have a giant green beam, or purple, etc.
Keep up the great work! Love all your videos!
I'm interested in this too, as well as HPS. It's important as individuals, and as a team to know if our performance is exceptional, on par, or sub-par to our peers.
I'd be happy even with a system that "rates" your participation in the activity with a "red, yellow, green" or "5-star", even if not specific numbers, just so we know how we rate as a player and teammate. It would be amazing if it could take DPS taking damage, and overhealing, etc into its overall rating based on fight mechanics. So, for example, if there's a mechanic where DPS is supposed to soak up a puddle, the damage caused by the puddle is IN FAVOR of the DPS players rating because it showed they participated in the mechanic... that's probably YEARS of coding though.
I am wondering if there ever was any internal discussion regarding the disparity between "significant sinks in the game for base materials" (i.e item repair) and the lack of "decay" mechanics for "basic" mounts (not the temporary mounts") ?
As someone interested on the Animal Husbandry profession, i'm not 100% sure of the economic viability of this profession.
I know that one player can have multiple mounts and will probably need more than one1 but i can see a future where the market is not growing anymore (i.e everyone got the mount they need) and only rely on new player. Then you're stuck with your crafting skill that no one need.
I'm kinda exaggerating a bit but hopefully you get my point.
TL;DR : Has anyone talked/thought about adding decay to "basic" mounts to prevent the Husbandry profession market from becoming a dead profession?
PS : If the answer is "no", would you mind explaining why you don't think its needed ?
Or the important ones will be outside the node ?
Keep up the good work, i believe in you all, love you.
PS: Sorry for bad English, i'm a baguette
Just remember to Posture check and stay hydrated
How extensive will the housing be later on? With which system from other games is it most comparable?
Will that change?
Will we have a special mount tab or something to help us keep track of our mounts and not accidentally delete or lose our mounts from inventory? Something similar to what WoW or Guild Wars 2 did.
Another question is about Tulnar.
We've seen we can create reptilian or mamal Tulnar, which brings up a question:
Will we be able to create rodent-like Tulnar as well? Can the scale go from really human-like with some bestial options (tail, ears, markings), to almost entirely bestial looks?
Thanks
How will players be able to compare themselves to others? Is there going to be a form of combat power (item level, gear score etc)?