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.
Clarity of orders in battles
Ace1234
Member
With how tactical the design approach is going for the battle mechanics, I think it would be very beneficial to provide the players with an RTS style order system with visual indicators to clearly communicate desired formation size/direction/and composition.
This will ensure the ability to quickly and clearly communicate the tactical approach your team should take during a battle.
This could be used for pre-siege preparations to easily communicate battle plans for large groups of players, as well as mid-battle commands for any kind of group related content, in order to maximize communication and support strategic approaches.
This will ensure the ability to quickly and clearly communicate the tactical approach your team should take during a battle.
This could be used for pre-siege preparations to easily communicate battle plans for large groups of players, as well as mid-battle commands for any kind of group related content, in order to maximize communication and support strategic approaches.
0
Comments
Beyond that, isn't it up to the guild/group/leadership to develop working chains of command and messaging systems? Doing so gives one group an advantage over their opponents. I would prefer that to be something that players develop themselves, makes it real and legit, rather than having it handed to them.
"Beyond that, isn't it up to the guild/group/leadership to develop working chains of command and messaging systems? Doing so gives one group an advantage over their opponents. I would prefer that to be something that players develop themselves, makes it real and legit, rather than having it handed to them."
-Yes it is up to the players to plan and strategize and communicate. The point is that it makes the communication process a lot smoother. Its not like its actually providing the best strategies to use- you still have to come up with the plans/strategies/tactics as players and communicate them efficiently and effectively. Its just a tool to aid with the communication aspect to prevent frustration of not being able to get your points acrossed.