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
What's your end goal for wanting other materials instead of the original?
I'd prefer the number of functioning legendaries to not increase as time goes on.
I could go for other materials if they were limited in some way so the number of legendaries that can be maintained is limited.
Edit:
I should probably point out my assumption is that there will be only 1 unique legendary per max lvl node/castle created. meaning 118 is the max number of legendary items, which on a server of 10,000 seems ideal to me at .118%
5 doesn't need to be the limit. Number of legendaries can be increased by increasing how long they last and/or increasing spawn rate or resources dropped.
New content can always be added. For starters, you guild may not be able to hold down the boss you need forever. If your node gets sieged and you lose access to what is required to repair your current legendary, your guild may need to make a new one, possibly one that is better for a different class. New content can mean either increased cap or different legendaries.
I don't think the creation of a legendary item, which is for a small section of the population, would be the best part of an artisan class. I'm not sure how it would be any better for the crafter than crafting an epic item. On top of that, i'm not sure if increasing the number of legendaries they have to repair would improve their experience. On a final point, if you limit legendary acquisition so they hit legendary cap later than aren't they creating and maintaining less items in the beginning?
I don't think we should worry about numbers too much. Those can be changed. The difference in our opinions is how permanent legendaries should be. Only thing to note is that if we are aiming for a cap, having them break means they can be acquired quicker since legendaries will be leaving as they are added. If they aren't broken then you can't really have a cap, only an estimate for how many legendaries should exist at a period of time. When i say break, i include the repair concept with it.
If i can make another point, legendaries shouldn't be seen as the player's item, it should be consider the guilds. A guild can let a player use it but the person using it isn't the person who earned it. Everyone in that guild who helped in it's creation earned it.