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.
Quest dialogs
elucve
Member, Alpha Two
It's really unpleasant when I have to spam E or F or R keys to progress the quest dialogs in some games. In wow you saw all the quest information on a single paper and hit Accept and that's it. So convenient if you want to read the story or not. Hope something like this will be implemented, what do you think?
0
Comments
I don't mind if you want to provide a basic summary on an "accept quest" screen at the end, listing the objectives, though.
1) If the quest unveils like a dialog back and forth with the NPC you would feel like you have a connection with the NPC and the NPC is part of the storyline.
2) If you handed the piece of paper with the quest as you said, you would feel as if a Dungeon Master in D&D unveils a story and that's the kind of immersion you would get.
I feel these two methods have different purposes and depend purely on the quest type. Both methods can be implemented in a game!
Maybe once the task is done, I later find them recovering back in the town, and then they can give me a few more detailed lines of dialogue about how the gnolls we killed were just a small division of a larger colony situated deeper in some nearby mountains, and how they have another unit of guards out there spying on them who could use the assistance of a fighter like myself. Because at that point, I'm already sucked in, and he's not telling me to "do this, do that", he's pulling me deeper into the already active story which I jumped into on my own.
If they can manage to weave their quests into the dynamic nature of the world from start to finish and utilize sensory storytelling to reduce the necessary word count of their quest dialogue, then I don't think hearing a few lines of succinct dialogue will matter to most people, and they'll already be engaged by the time they're asked to read or listen to it.