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
Mabey the issue is that corruption can't spread into the ocean. We don't know how it works, but we know that killing non combatants causes the player to turn into a corrupted monster. The players turn into the same as the corrupted monsters that are attacking civilization on behalf of the world. Perhaps that corruption only takes effect on land and were going to get an in game explanation as we play.
However, after a few minutes of thinking I can't come up with a plausible way that corruption only spreads on land. Particularly if I count that only non combatants cause it.
I see in wiki that there will be a land management system.
Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing
How do you prevent players to fish too much?
And bots to over harvest valuable resources until depletion?
Maybe some are not even bots but need to produce gold to sell on 3rd party sites...
I think land resources will be scarce because greedy players, and those will complain that other players do not allow them to fish as much as they want in the Sea.
Maybe it's the Goddess of Pirates and Chaos.
You didn't really gain any inventory resource in AA while on the ocean. Mostly trade packs which were physically stored on the ship and lost completely upon destruction of the ship.
We don't know how it will be here is all i'm saying. Hopefully intrepid will give some insights soon
Though, also, Steven said that there are unique treasure-finding opportunities in the Open Seas - and unique NPCs. And with greater rewards comes "greater risk".
So... seems like there will be stuff that drops.
There are Naval Caravans. When those are destroyed, resource certificates will drop.
It's not high risk in the Open Seas; it's reduced risk. It's just higher incidence of PvP combat.
It is high risk. PvPers, same as PvErs - want to Win. No one likes dying it doesn't matter if it's pvp or pve just don't be stupid. more PvP = more chances of Dying, and dying is the RISK there are death penalties when you... die.... your nonsense is reaching astronomical levels and you should stop.
It's half normal death penalties in the Open Seas. That is reduced risk.
If you're risking dying much more often, then it is not less. Initially the penalty is smaller but if death is a much more regular occurrence at sea as opposed to a green getting ganked 1 or 2 times, the risk and punishment will be worse. Corruption limits the amount of times you can be griefed. At sea there are no limits to how many times players can kill you.
acquired by dying.
More occurrences, so more risk
But the risk is there with each encounter. So there is more risk.
Not necessarily. If I’m killed at sea while on a boat, where am I going to respawn? How can I get back to my boat? If I can’t get back to the boat quickly, I’m not going to be dying more often.
Depending on the answer - I may be dying less frequent than on land.
True, it all comes down to variables. But I would assume repairing a ship is similar to repairing a piece of gear, just requiring more time and materials. You die, you head to a harbor, get your ship up again and head out. Even if you could only do this roughly 3 or 4 times a day (which honestly would be a bad design if they want the seas to be populated) that would equal out to the typical green getting ganked 1 or 2 times with the corruption system.
That I will agree with. Players are encouraged to fight by allowing less of a loss through the corruption system for doing so.