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
For example the archmage has access to (paceholder name) Icestorm Rank 1.
With spell crafting you can craft/learn more powerful ranks of those up to a maximum of 30 which needs a lot of very expensive materials (from dragons or raid bosses) and a lot of time too.
Then people could spezialize in different spells/magic and sell/teach those to other players.
Is it going to be a real pet class where the majority of damage comes from pet(s) or will it be like a "WoW warlock" dot/drain class with a minion that only does 10-20% damage? When will we be able to see a preview of it and/or in game?
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To clarify, previous streams have said that if you develop a node into a metropolis near some volcano, maybe a dragon’s lair dungeon will open up. This makes it seem like most of the world’s development is going to be predetermined (i.e. you don’t get a choice, you level up a node and now you get this dungeon). I thought it would be interesting if players could do something like find a shipwreck and then (based on how many players make a certain choice) either turn it into a tavern, a new mini-dungeon, or have it be looted and destroy the POI.
I know i posted already an question, but i got today a very important question for myself, i hope you can understand it. I also hope that this question wasn’t asked before, what will you do against botting / gold seller, some Games have at the moment big Problems because of this.
The reason for the question above is quite simple. Many individuals love what you are doing with the game. Several of the core designs of the game are very interesting and have many people excited. With that said I would say currently with how the alpha is going, which in my opinion is awesome so far, combat has many people nervous mainly because there isn't as much clarity, as many would want. Several of the other topics have been clarified on and can be expected to improve on a linear path with a little bit of branching here and there, however combat seems to be one of the last topics that has not been clarified enough to really get a good feeling that it won't completely change. I’d like to for one put my mind at ease and everyone else that might be on the fence about this, and two also allow for better feedback from the community on ideas and adjustments toward the combat.
Hope Everyone is Doing Well and Hope the move back into the office goes Smoothly!
(Not a part of my question but please change the Tank class name to guardian or something else, it can be confusing, especially for those not familiar with mmo's)
Bonus question: Am I wasting my breath by suggesting new ideas in the community forum?
Are you, or are you considering, implementing an internship system for e.g. a newbie blacksmith and a master blacksmith, where the intern gets increased xp gain from smithing after signing an internship contract with the master blacksmith smithy.
e.g.
- Newb Blacksmith wants to get faster blacksmithing xp and easier access to smithing recipies. --> Looks for an appropriately experienced blacksmith with relevant knowledge about field of interest, e.g. armor smithing.
- Signs a contract with the master blacksmith / smithy for an internship period of e.g. 1 month.
> Gives the intern access to select materials and recipies. A percentage of created items will belong to the smithy, to pay for the internship and cost of materials.> Making items in the smithy location gives rewards of a SLIGHTLY increased xp gain and chances to learn specialized recipies.
Would love to talk in more depths about this. Or check out viability for it in the game.
Slightly due to you not wanting to have it as a XP-boost-gold purchase sink. Thoughts around making it anti-gold for boost system would have to be considered in order for it not to be exploited.
For example, I imagine player "A" could purposefully run into player "B"'s AoE to flag player "B" as a combatant, followed by a PK allowing player "A" to subvert the corruption system. I could also see this being a problem in open world dungeons where you might have a large number of players there for the PvE content but not in the same group/raid.