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.
My thoughts on gathering / surveying + ideas for mounts / interactable grass / fields.
Taaku
Member
First off surveying. I love the idea of surveying being a profession that you would have to choose to take over other professions. You can not be a gatherer and a surveyor. However, I like the idea that surveyors would help gatherers identify what materials you can gather where, but also that having a gatherable node surveyed would increase that nodes output of resources. So a gathering party may want to "hire" a surveyor for their gathering party.
Next gathering. I like the direction and ideas that were shown in the last video update. I will say that the animation of the trees falling looked a bit "rubbery" to me. I personally would like the see the trees / limbs be more ridged. Perhaps instead of having the limbs kinda shake when they hit the ground, have them almost kinda "explode" off the the main trunk when the tree impacts the ground. I would also like it if you do not receive wood from chopping the tree down, but after chopping up the log / logs after they have been felled.
Next up my idea for calling mounts. Instead of having the mount pop out in front of you or possibly having some sort of insta hop on mount when it is called, make it so that when you call a mount it spawns a few meters away from you and runs up to you. This would avoid instantly calling a mount to run away from PvP. You would still want to call your mount but you would have to survive long enough for your mount to catch up to you and for you to hop on it. Gives you a chance to get away but also give the attacking player a window of opportunity to catch the player before he can just run away.
Now for my idea for interactable grass. Will grass, bushes, crops, etc... be displaced by players walking through them? I would like the idea of possibly having a group of PvPers hiding in say like a field of corn (maybe tall grass, shrubs, etc...) waiting to jump a caravan. But say the caravan players notice movement in the field of whatever, and can then expect a fight. This would add a strategic layer for moving caravans to have a scout possibly? But also making it worthwhile for the PvPers to also scout out moving caravans and set up in a field beforehand.
These are just my ideas. And things I would like to see.
Next gathering. I like the direction and ideas that were shown in the last video update. I will say that the animation of the trees falling looked a bit "rubbery" to me. I personally would like the see the trees / limbs be more ridged. Perhaps instead of having the limbs kinda shake when they hit the ground, have them almost kinda "explode" off the the main trunk when the tree impacts the ground. I would also like it if you do not receive wood from chopping the tree down, but after chopping up the log / logs after they have been felled.
Next up my idea for calling mounts. Instead of having the mount pop out in front of you or possibly having some sort of insta hop on mount when it is called, make it so that when you call a mount it spawns a few meters away from you and runs up to you. This would avoid instantly calling a mount to run away from PvP. You would still want to call your mount but you would have to survive long enough for your mount to catch up to you and for you to hop on it. Gives you a chance to get away but also give the attacking player a window of opportunity to catch the player before he can just run away.
Now for my idea for interactable grass. Will grass, bushes, crops, etc... be displaced by players walking through them? I would like the idea of possibly having a group of PvPers hiding in say like a field of corn (maybe tall grass, shrubs, etc...) waiting to jump a caravan. But say the caravan players notice movement in the field of whatever, and can then expect a fight. This would add a strategic layer for moving caravans to have a scout possibly? But also making it worthwhile for the PvPers to also scout out moving caravans and set up in a field beforehand.
These are just my ideas. And things I would like to see.
0
Comments
Tree limbs exploding off - Dislike, but the other part, at least neutral toward like.
Mounts - I think this is already the way it's planned to work.
Grass - Again I FEEL like it's been implied that this is how it will work at least sometimes.
Since resources come and go, surveys would need to be redone from time to time, keeping surveyors employed.
Thanks for posting.
To me i'm trying to make the player choice matter a bit more. I'm not a big fan of when players / characters eventually just become a jack of all trades. They do seem complimentary, which is why I would like to have more player interaction between those that choose to gather and those that choose to survey. It seems to me that AOC is trying to be more about group play and less solo play. So this kind of choice makes sense to me.
Thanks for your feedback!