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.
Family System - A fun idea
As has been discussed by devs, there are (tentative) plans for introducing a family system to Ashes. The family system ties into the in-game player marriages. It was mentioned that NPC babies likely won't be happening as all NPCs will be attackable during sieges. Killing NPC babies = bad.
We don't have alot of information on this system so bear with me as I present some suggestions.
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So, how do we grow this family system to be a unique and interesting system and elevate it from being a side feature? Well, lets play with the concept of family systems in MMOs. This system would obvious attempt to stimulate group play, community engagement, and cohesiveness (shoot- this isn't sounding anything like my IRL family...).
This can be achieved by opening the family system up past simply the player and their spouse. Here's my thoughts:
You (the player) can choose to start a family or join a family. If you start the family, you are the matriarch/patriarch- head of the household. The family can be observed in an interface that shows a basic, familiar familial tree. The family tree can only have a finite amount of members, perhaps you can unlock more slots through quests. Family slots include children slots and sibling slots (of the Matriarch/Patriarch). As the head of the family, you provide a passive buff (or buffs) or family heirloom, an item, that all members of your family will have access to use. The matriarch would have to provide a pretty sweet buff or item though. Perhaps the head of the family can complete extensive quest lines to upgrade their family heirloom- maybe it can remove 1 stage of corruption or provide a instant teleport of the user to the Matriarch/Patriarch's node (with a long CD).
Being the head of the household isn't all about giving though- your family members will generate small amounts of EXP for you as they go about their daily lives in the game. The Matriarch/Patriarch will gain exp in the skill the family members are executing (crafting, combat, etc.). Every X amount of experience gained grants the Matriarch/Patriarch a family seal- and allows for the upgrading of the familial buff/heirloom.
Also, first post. Hello :).
We don't have alot of information on this system so bear with me as I present some suggestions.
__________________________________________________________________________________________________
So, how do we grow this family system to be a unique and interesting system and elevate it from being a side feature? Well, lets play with the concept of family systems in MMOs. This system would obvious attempt to stimulate group play, community engagement, and cohesiveness (shoot- this isn't sounding anything like my IRL family...).
This can be achieved by opening the family system up past simply the player and their spouse. Here's my thoughts:
You (the player) can choose to start a family or join a family. If you start the family, you are the matriarch/patriarch- head of the household. The family can be observed in an interface that shows a basic, familiar familial tree. The family tree can only have a finite amount of members, perhaps you can unlock more slots through quests. Family slots include children slots and sibling slots (of the Matriarch/Patriarch). As the head of the family, you provide a passive buff (or buffs) or family heirloom, an item, that all members of your family will have access to use. The matriarch would have to provide a pretty sweet buff or item though. Perhaps the head of the family can complete extensive quest lines to upgrade their family heirloom- maybe it can remove 1 stage of corruption or provide a instant teleport of the user to the Matriarch/Patriarch's node (with a long CD).
Being the head of the household isn't all about giving though- your family members will generate small amounts of EXP for you as they go about their daily lives in the game. The Matriarch/Patriarch will gain exp in the skill the family members are executing (crafting, combat, etc.). Every X amount of experience gained grants the Matriarch/Patriarch a family seal- and allows for the upgrading of the familial buff/heirloom.
Also, first post. Hello :).
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