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
There are basically two options:
You can ban certain player interactions and limit player agency to prevent some bad actors from being able to be toxic in the first place. This is what New World and WoW have done. I really don't like this approach. It's easy to implement and largely solves the problem, but it's basically like cutting off everyone's balls because some guy was going around teabagging everyone.
Or you can incentivize or disincentivize people to push them towards certain behaviors. I think this is the best solution. It's like in real life, what keeps people from shoplifting? It's largely due to the disincentive that comes with being caught. If we remove this disincentive, then it's not really a surprise when there's a rise in shoplifting. So, it's about finding the correct set of incentives and disincentives for the system.
I think the corruption system is a good disincentive, and the bounty hunting system is a good incentive. These might be enough to limit toxicity. Do we need more incentive or disincentive than this? Maybe not.
If you want more incentive for a cohesive, helpful vibe, then I think these incentives can be tied to nodes. Incentivize players to work together to create strong towns/nodes, and make it obvious that helping their fellow node residents not only helps them, but also helps themselves. This should create more comradery amongst node members, because helping each other will not only make the node economically stronger, but also at the same time defensively stronger and less likely for their home to be destroyed.
"Wealth consists not in having great possessions, but in having few wants."―Epictetus