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
It seems like spawn camping and repeatedly hunting new players coming into the game in starting areas won't occur as frequently as I feared.
I actually really like that there will be opt in pvp experiences and that it will be meaningful pvp where things change because you engage in it. I am glad this was pointed out to me.
I am very interested to see how nodes will be run in practice, to me that will be the make or break of the game.
I am now wondering about fast travel. You say there is no fast travel, does this mean traveling in the open world to a spot for opt in pvp instead of a queuing system where you are teleported to the arena/battleground whatever?
Second follow up question is there anyway planned for people to quickly get to their friends or a meeting place or absolutely no fast travel at all?
No fast travel has its benefits in early everquest before people got teleports I remember joyfully running around gathering my party with selo's, but it also severely limits the amount of time filthy casuals can play with their friends and it will require careful planning on logging in and out at similar spots and similar times.
Lastly I hope training monsters will not be possible otherwise the corruption system will be pointless and people will just PK by running monsters over other players.
Ah, a real topic of discussion and concern .
Nothing is in stone yet with the family system. But the family system is the answer to your "truly no fast travel" question.
The concept is you can add up to around 10 players to your family. And family members can summon one another. Now this hasnt been fully designed and balanced yet. A lot of people are worried for how it could be abused as 10 people could summon 100 people to one place quickly.... bit thats what to look into for that question
Honestly I hope its not like that, like between your family it all shares a cooldown, but we will see.
Heh - I read this as communities of people are different, and since each server will be a different community there will be a variance in the amount of player / node conflict. I didn't read this as different servers will have varying configurations of node, corruption, siege rules.
Interesting - why?
That's not sustainable. It'd get old fast doing that every time.
It will be interesting to see how a player population will attempt to determine what their server disposition is - and whether that's accurate.
Also, imo if a high lvl pvp has to make an alt to get more pvp or for farming reasons, while there's still lowbies on the server - there's something wrong with the design of the game.
Sure, but it's going to take a while to get a picture of what the server will look like, and I'd argue it would take a significant amount of time to approximate any kind of accurate understanding of the actual relative 'pvpness' of a server. The data will be almost entirely anecdotal, and thus completely subjective.
Which - don't get me wrong - I think is 100% ok, and I'd hope that Intrepid doesn't release any form of objective data to try and inform players. There's a certain good for the game (and players) to joining a server, observing, and adapting.
We might be able to decide by viewing the procedural lore of each server.
100% some groups might make guilds on those types of servers, nothing is ever for certain but if you hear a bunch of big pve guilds jumping on a server it but be a good place to go regardless. Doesn't mean there won't be pvp its just having the people with the right mind sets to game with.
If i had all the time in the world id jump on for pvp on the server but i need to be pretty picky on choosing the right one for the guild. I need the most interesting but streamer free server. I need good pvp content when we conquer the server lmao.
Your not limited to using friends to help you fight. In this situation, it probably won't be long before people are calling out in various chats (guild, alliance, discord, map chat, etc.) and players will be looking to kill the PKers. Particularly if they have gone red named. In other words, Intrepid doesn't doesn't have to put in a system to deal with this. It is self balancing at the discretion of the players.
But yes, we should always know which guild a player belongs to, not only to hold them accountable for their actions, but also to build the story of the game/server. If I see a super strong party from the same guild farming a boss in a super cool way, I'd want to share info about them with others, and soon enough that party and guild would be popular and prestigious (if they weren't already).
Players are not part of the story. Characters are part of the story.
For some, that distinction might be a bit blurred.
You say player on player action, but I'm pretty sure that is actually character on character action.
The story of any MMORPG is the characters; not the players.
This notion of yours that players and characters are distinct in this regard is really, umm, unique.
When a player creates a different character in order to join a rival guild, or to otherwise find out information that could not be obtained on their main, that is absolutely a story of players, not characters. The player is using the character to gain something and use it in a way that character wouldn't, but the player would.
In 20 years of playing MMO's, you are the only person I have met that has this view point. Even some of the most RP minded people I know are still aware that it is the player, not the character, that ultimately matters in the story.
As such, the notion of the story of a server being about characters rather than players is just odd.
Thus the unit of measure is characters not players.
The goals and wants of a character are just the goals and wants of the player.
Sure, a player may attribute different goals to different characters, but they are all goals of the player.
Characters have no inherent goals or wants. They are just database entries.
1. The knowledge of defeating mobs and learning the area, learning the systems is at the root of player. There for your character can't seriously pretend its a new experience as the player has experienced it.
2. Players ego still exist, even if they try really hard to rp in game. There will still be bias in their actions and feelings towards others.
3. Other people have to be accepting of their rp else you are just a player to them. If someone knows who your characters are through information any rp of being a different character is mute as you are just a player to them.
4. Shared bank or shared resources between your characters is part of the overall goal of your character. If you try to benefit from multiple kinds of craft to help both character that is all the action of the player and their goals.
It doesn't really matter how much you try to work things, if you beat a boss on one character you can still say this character has beat the boss while saying on another character has not beat the boss. It depends on hwo you are asked though as if someone says have you beat the boss they mean you as a player.
If you are on a hardcore rp server someone might be like
-Looks towards (name) with a sense of worry of the challenge ahead (insert other rp details etc not tryping a post) have you faced this for before (name)-
That would be more in relation to character as the dialogue and actions connect to it and are not asking about the player but the character are they are both in rp mode.
Overall on forums and in general most people aren't heavy rpers and even if you are doing content and story, gameplay like it still be kind of rough to be like tis not the player. But more fair t say yes it is the player but I try to create unique stories for my characters and rp servers I play on or groups of people do things like this and this (example of a situation, a post and how its accepted) and why players I paly with see me as my character over the player.
I don't mean ego in a way of he has a big ego but more so sense of self consciousness haha .
I have shared her pain a time or two.
If the character dies during RP. Do the people playing delete them where they are or go full Shakespeare? Funeral's and resurrection ceremonies.