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.
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.
Comments
oh no... I don't see a "LMAO" from you today my friend maybe Phanteon will be the game for you...
It'll literally take you 5 minutes, 10 at most, to reach shore, given the estimates provided.
And you can in fact fight in and under water. So you might be able to move and fight, though slower.
If you die at sea, you will spawn on the shore. There are no corpse runs.
We also have water mounts. You can see them in teh alpha footage.
if you die at sea you should have a option to respawn at the last town you were at and/or there should be a boat you can wait for that you can be transported by and be safe. (as long as you aren't carrying to much and getting a free transports across against the sea).
There shouldn't be any point where you get griefed at sea with respawns.
I went back to my first post and fixed that for you!!
.. anyway
Untrue if there are underwater dungeons, gathering zones, and points of interest in the open ocean.
Also untrue considering that you know the points of interest where 90% of the sea travels will start from (Harbors, Nodes along the cost line)
I dont believe that you wont play. I am sure I will see you posting even after the game is launched.
Considering that they are linked to Nodes, it's more likely that they'll be in territorial waters rather than the open PvP seas.
I can. It will help my anger issues. I wish he finally comes to terms with the fact that AoC isn't an RP mmo like ff14. It's competitive and guild centered. You dont see me in ff14s forums asking for open world pvp, nor do you see me in bdos forums asking for no p2w servers.
Each company has their vision clearly stated. If people choose to delude themselves, I wish at least they didn't flood the forums with fluff. Anyway, as said in todays Dev Up date regarding feedback: "all feedback is welcome" but also... "we won't pursue that direction".
Yes. We agree.
I don’t think I’ve asked for stuff that’s not in the game design.
Moving on. Some said that naval content will remove gankers from the mainland areas. First of all, what gangers? How many times do we have to say that people will have a valid reason to kill, and looting a a few raw materials isn't worth the risk of going red. Claiming an area or RB with your group/guild isn't ganking.
I don't think that pvp will be moved away from mainland to the see, since the sea doesn't have the flagging system. If crafting and the economy are done correctly, building competitive ships to provide confidence and security will take a huge effort for a group of players. I dont think that all this energy will go to "hey let's go pvp in the sea". I am pretty sure that whatever players come together to build and equip a ship will have in mind certain quests, certain locations with raw materials, and certain raids that they want to take down, as well as transporting their goods to another node. And from the details we heard about preparing/building/allocating attributes to a caravan, as well as the design of the caravan building, you can tell that making a caravan or a ships won't be a 10 minute activity.
Just like in the land, same with the sea, people hopeful of stealing materials from a ship or a caravan will have to camp areas and also win the fight. And then they have to carry the loot back to their node. or housing. It won't be "hey let's go have some non flagging, free pvp."
I am opposed to pvp zones in the land because they would dilute the PvX dynamic of the game, removing the conflict of interest, fragmenting the playerbase to those that have goals (gather, xp, quest) and those that want to just relax and have meaningless pvp). But building a ship? manning it properly? It will take effort. It won't be for trigger happy kids that just want to gank, like they do in ESO in cyrodiil or other games without meaningful pvp.
Underground areas might not count as sea, which also would be fine. But it would mean when you are trying to get back to land with your loot you will need to keep a eye open.
It's subjective and somewhat unknown, but yeah I'd agree on paper with what we know right now, the corruption system is harsh. Intrepid still has a lot of leeway to make it more or less harsh though depending on the final numbers they use.
I was just trying to throw Dygz a bone, saying that the ocean being lawless may open the door in Intrepid's mind to make the corruption system harsher than they originally intended. And as other people have pointed out, the oceans could draw more of the pvp minded players out from the land, making the land safer than it otherwise would have been.
But Dygz aint having any of it lol. I hope you still play though Dygz.
Also, I would not be surprised if the Underworld didn't allow one to walk to some of the islands, perhaps from continent to continent, and perhaps to all the islands.
I'm sure you noticed Steven emphasizing that we will be clearly warned prior to getting into PvP territory. Therefore, it won't be the shoreline, it will be out a bit. So costal fishing and (perhaps) costal boats won't be in the PvP zone. Some islands might be reached safely, or after a very short run across the PvP zone, which could be done during non-peak hours.
In other words, I think there will be ways to minimize the risk so not to have it a significant factor.
If we can use the Divine Portals to teleport to the starting areas on distant continents - that might work.
Family Summons with alts also might work.
There has to be a bypass for auto-flagging Combatant while exploring.
Again... because auto-flagging as Combatant for exploring a zone means we are auto-consenting to random PvP just by playing the game. And if that's the case, I will choose not to play the game.
(We'll have to see how I would then feel about missing out on underwater content, but, Steven's current concept of risk v reward doesn't really work the way he thinks it does. Or maybe it does, but... my choice would be to just not play the game rather than deal with the "risk" of being forced into PvP combat when I'm not in the mood with no Corruption penalties just because I want to explore the world. That's a PvP-centric game; not a PvX game.)
All the auto-flagging is doing is making it so people don't suffer penalties for killing you. You aren't consenting any more to pvp then you are when you log into the game.
Albion Online says hello.
Ah yes, another casual crying because they aren't good enough to play the game and just want to be hand-held Don't play the game then kiddo, stop crying on the forums and having your alt accounts like your posts lol its very pathetic