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.
Comments
Ok, this makes me a bit hyped and somewhat hopeful. Though obviously that's just copium talking.
nope, too broad, non specifics are made to sound cool, but skirt around giving you anything REALLY cool. Cool the copium injections
That is what summaries are!
Combined with the confirmation from Stephen himself that they will not be giving us any detail but rather "a brief glimpse" regarding the dungeon, there is really not much too expect.
and using words/phrases like "functionality, real time sequencing and zone transitions", to describe the next livestream indicates that they won't have much to actually show us, apart from general technical information that correlates to those words.
So you are saying they are going to show / explain nothing, or what do you mean then? If they mention this its expected that it will either be talked about or shown (not in exact detail though).
p.s. for the love of god could you call him Steven and not Stephen? It's literally in the picture
I have just been in a bad mood of late and I have become too focused on the negative parts of AOC. Gonna take a break for a few weeks so I will be less cynical.
I was just being a dick, sorry.
No worries breaks are good at times you can can look at things with a fresh light haha. Id be in a better mood if i had a mmo with a release date right now -cough- throne and liberty.
I expect to be disappointed in this regard.
We've all got a lot riding on this game! We've all been there! When you feel the tension rising, just switch to posting amusing memes in as many threads as you can.
I feel Chicago has a perspective closer to ours. While this will be at least somewhat interesting, we're not going to feel like we've learned anything about the game's core systems. We'll get to see a lot of technical details about how they've implemented things that we already know they will have, and a good implementation of those is important to the experience, but their technical staff is competent. We already know they'll manage something acceptable, but at the end of the day, we're still going have huge open questions about all of the things Chicago mentions. Scene transitions, dynamic narrative systems, and the like are all important, but none of that matters if combat is bad, caravans have unbalanced incentive structure, the economy doesn't work, or various other core systems are unengaging.
Chicago's complaint, and ours, is that there are a ton of core gameplay systems with some very large open questions about their actual designs. That's what my group is waiting for. We want to learn about all the same things that Chicago listed, so we can figure out if this game is going be good for us. Another tech demo won't do that.
Expect - vivid detail, solid dungeon design, loot, UI changes? Maybe some new abilities from the played classes, maybe the AI reveals they've been teasing us with. I've come to expect really high quality stuff being presented with limited scope that suggests cool stuff that we won't see in full until the alpha 2.
We have mage type enemies but with a template. In Pathfinder it's common to have templates that you apply to creatures and that makes them stronger/weaker to certain things. A Celestial Mage it's not the same as a Fiend Mage, for example. This means that players should have knowledge about what type of damage the enemy is vulnerable to or resistant to.
The skills could be similar, but having things switch keeps you on your toes, and it means that the same comp will not be the best always. This also avoids having a "perfect composition", so players will feel more comfortable bringing different classes.
Having traps spawn in diff places means you need to be on your toes where you go to.