Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Node reliquary, working Together for boss kills, and open PvX dungeoneering

McShaveMcShave Member, Alpha Two, Early Alpha Two
edited October 2021 in General Discussion
*Edit* Steven mentions that reliquary items won't drop on first kill, but can be gotten by node achievements that the community has to work towards. I hope this idea can be discussed.
In BCG's Steven interview, they were discussing about why a player would want their character to belong to a certain node. Steven mentioned that one of the reasons might be because of the node's religion reliquary, and that when a group from that node kills a boss (presumably a end of high level dungeon/ raid boss or legendary world boss), they can return an item that gives every citizen of that node a benefit (i believe it is an augment). So this incentivises citizens of a node to work together to kill these bosses and to maybe even group up against citizens of another node who might also want that boss drop. I believe Steven intends the reliquary item to only drop on the first time the boss is killed to make it a unique reward.

*Edit* Steven mentions dungeons expanding with node levels.
Then I combine this idea with an idea mentioned on one of Narc's videos where he explores the dungeons that were in Alpha 1. He mentions that as a node progresses in levels, a dungeon expands to unlock more and difficult content in the form of new areas/ floors. Narc also mentioned that these expanding dungeons can then part of the story of the node, or parent nodes, that it is in the area of.

*Edit* Steven talks about having dungeon entrances be areas where players interact with others in the node/ server.
I think this is very interesting from a large and open PvX dungeon perspective, because it's gonna be a slaughter in those dungeons when they get that fresh new floor with the new boss that will drop the reliquary item. I think it will also be interesting because you will have lower level groups interacting with higher level groups in the lower level floors of the dungeon. The higher level groups will need to pass as they go to the higher floors, but the lower level players could be grinding out some XP, gold, items, and crafting materials that would fit for their level.

Since it will take a long time to level, i feel like this will either be an exciting moment, to see the higher level players or it will get the adrenaline going knowing that they can stomp your a** whenever they want (so don't provoke them lol). This is where corruption comes in to deter the higher level players from attacking the lower level players.

Comments

  • CROW3CROW3 Member, Alpha Two
    edited October 2021
    Alpha two is going to be a highly iterative stress test to calibrate the corruption system appropriately. As it is, I think it’s going to be a bloodbath to successfully find and get raw mats back to a node - let alone something like a reliquary.
    AoC+Dwarf+750v3.png
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2021
    One of the aspects that I like is that it's not an inherent failure to not clear the entire dungeon.
    Many times that won't even be the primary goal.
    Clear as much as you can. At some point, you will likely need to retreat - do some other stuff - re-gear, regroup, respec - and return later.
    Also, I think in the BCG interview Steven reiterated that dungeons and raids aren't really about farming repeatable content - even in the instanced dungeons and raids.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    One of the aspects that I like is that it's not an inherent failure to not clear the entire dungeon.
    Many times that won't even be the primary goal.
    Clear as much as you can. At some point, you will likely need to retreat - do some other stuff - re-gear, regroup, respec - and return later.

    In the interview, Steven mentions that some dungeons will have multiple bosses, which are designed to be used for farming, and that there will be other dungeons (maybe raids) that will have an end boss that needs to be killed (probably for story reasons).
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2021
    Please post the time stamp for that.

    https://youtu.be/FkWLLLOlm2E?t=2380
    "There will be some open dungeons that have bosses at the end of the dungeon. There will be some dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something. And there will be lots of different rooms and they will be progressive in the sense that in the earlier parts of the dungeon, they'll be lower level and in the later parts of the dungeon, they'll be higher level and more difficult. And that creates an ecosystem, again, were in players across a multitude of levels have an opportunity to co-exist in areas of the world.
    And, that's good from a social dynamic, it's good from a recruitment dynamic... it's good from just a liveliness and relevance of particular areas so you don't end up with these locations that once you pass a certain level, it's empty."

    ---Steven

    "Designed to be used for farming" is a concept you are adding, as far as I can tell.
    Steven does not state that.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Please post the time stamp for that.

    https://youtu.be/FkWLLLOlm2E?t=2380
    "There will be some open dungeons that have bosses at the end of the dungeon. There will be some dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something. And there will be lots of different rooms and they will be progressive in the sense that in the earlier parts of the dungeon, they'll be lower level and in the later parts of the dungeon, they'll be higher level and more difficult. And that creates an ecosystem, again, were in players across a multitude of levels have an opportunity to co-exist in areas of the world.
    And, that's good from a social dynamic, it's good from a recruitment dynamic... it's good from just a liveliness and relevance of particular areas so you don't end up with these locations that once you pass a certain level, it's empty."

    ---Steven

    "Designed to be used for farming" is a concept you are adding, as far as I can tell.
    Steven does not state that.

    I'd say it was implied. We know that Steven wants dungeons to be a place that you spend time farming for resources.
Sign In or Register to comment.