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.
Open world content Raids/Dungeons
RazThemun
Member, Alpha Two
What would everyone's preference be in regard to how raids and dungeon's function? Would you prefer Shorter instanced content with fewer bosses .....or longer instanced content with many bosses, adds, etc. Obviously, it has been stated most content will be in open world, so I assume other guilds will be able to disrupt your efforts to some degree.
I feel that if other groups can come in and disrupt a dungeon or raid, that it would make sense to have fewer bosses and that they instead would have more difficult mechanics. The rush would be more so in learning the mechanics properly and downing the boss asap! As opposed to a long run, downing adds on your way to a boss, while being pursued by enemy guilds. I would also love to see the option for guilds to run in large groups of 50 or to be able to run a mid-size group of 20, so that all guilds can run the content and it be based more off of skills and not large numbers.
Thoughts, opinions?
I feel that if other groups can come in and disrupt a dungeon or raid, that it would make sense to have fewer bosses and that they instead would have more difficult mechanics. The rush would be more so in learning the mechanics properly and downing the boss asap! As opposed to a long run, downing adds on your way to a boss, while being pursued by enemy guilds. I would also love to see the option for guilds to run in large groups of 50 or to be able to run a mid-size group of 20, so that all guilds can run the content and it be based more off of skills and not large numbers.
Thoughts, opinions?
0
Comments
I personally don't like when it's just one boss with difficult mechanics. This design type is good for games with set roles and simple concepts, but tends to lead to marginalized play and meta-approaches.
But the reason I don't like it, is because it's usually too easy once you know the mechanics, and better teams with communication and good rhythm face less difficulty, making pickup groups painful for those who are still trying to build up such a team.
Therefore, oddly, I don't like it because it benefits me too much. Also benefits people who are like me but have even more time and even more honed skill, and I find such people are usually... unpleasant to everyone else. Just imagine my arrogance and toxicity but also extremely selfish.
At least when there's multiple bosses, there's chances for smaller guilds or less organized groups to get some experience, without the pressures of just 'joining the best group so that you always win quickly'.
What Intrepid means with this concept is that you as a player may happen upon a cave entrance (or a ruin entrance or a tower/catacomb etc etc) and as you walk in you are greeted by a bunch of mobs.
The cave will be a large area full of mobs and in some locations there will be raid bosses with or without minions, which once killed will respawn at a pre determined number of hours.
Those dungeons are just another zone of the map, with most likely stronger mobs. And as with the rest of the game, other players can attack you.
Most players going there wont necessarily try to kill a raid boss. Most players will just form 4-7 man groups, lv up and loot.
Are you saying a game shouldn't have content that encourages people to improve? How would that even work?
Then there is the idea that dungeons expand when the node closest to it levels up. I like that idea too, but I don't think Intrepid has said that is what's happening (yet).
You are going to be happy @McShave !
I understand A raid is supposed to be long but let says 4-5h max
At the start the main hallway here in this video stopped, right after they drop down at 12:03. I dropped down and it went a tiny way and then stopped in both directions.
Also the rooms shown at 10:22 and 24 were both dead end rooms. In the video it looks like they opened up further to new paths. (this dungeon is in the Winstead node. or was at least.)
https://www.youtube.com/watch?v=CyoYYp2IayA
How far they can push this design idea remains to be seen. I personally hope they push it really far with multiple entrances and instanced raid bosses for various levels depending on the floor level.
Perhaps this develops a little camp outside of the dungeon where other players from the guild, or other guilds, or even just individuals may gather to trade resources being found, or supplying items etc for courriers to resupply the dungeoneering party etc.
Maybe you can have a contract to mine resources in the dungeon that some other guild is clearing etc. And then you split the gathering rewards, whilst the fighting party keeps all the resources gained from battle.
If the dungeon contains interesting lore that the party delving deep can bring back for all to hear, than it could be an event where people from across the server come to aid in the effort etc. The longer it may take, the more epic I feel.
However, I would also want a majority of dungeons that may take an hour or so depending on the group's pace, with optimally 3 or 4 bosses with challenging but not brutal mechanics.