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
All players need to do is take some basic precautions. And even then, they only really need to do this when there are threats around.
This game is a PvP-first game. Even for casual players.
It's outdated.
Alright thanks!
Maybe in that case it would make sense to also rethink the decision regarding NPC guards. If a player feels like they want to avoid PvP as much as possible I'd say rather than saying "Suck it up, dork!" it would be easy to allow them to hire NPC guards for a weekly fee.
Heck, they could go all out and use the training hall from Military Nodes to design "Mercenary in training" quests where a group basically has to take in an NPC in their group, clear a bunch of POI based objectives to promote that NPC to a stronger guard which then the military Node can "Sell" as an elite guard to other Nodes.
Or another interesting option would be to let players build a specific shrine in a freehold that increases corruption gain around the freehold, while also increasing corruption reduction if done in the vicinity of that shrine. This would create an interesting balancing act, where what you have gotten can be more easily be reduced at the scene of the crime - which in turn would attract bounty hunters, drawing the PvP to where the PvP already is happening.
This is not something we know as yet.
What do you suspect you need a bouncer for?
When green you can simply run into your house, this whole debate is senseless.
People who don't want to be touched while attending to their gardens just want a single player with a 3D lobby, they want games like Happy Farm.
mmo game palia is coming out soon
If anyone starts messing with the dancers. They may need to be escorted out.
I'd hope so, but I guess we'll have to wait and see what options we get.
I love PVP, literally the primary reason I will enjoy this game. I do not want to have to PVP inside of my freehold. Someone brought up the ability to hire guards which I had forgotten about, that would be a solution I am ok with since.
Sure, but hear me out, if you are green people can't stun you, you can literally walk into the house and people can't follow you.
I believe AoC flagging system is weak, so people would be able to fight a bit outside the freehold and if they see they could lose the fight then they would be able to step in the freehold's terrain and avoid death.
That's what happenns when a flagging system is created just to protect carebears, the rules and circunvents get crazier and crazier.
The flagging system will only bring more rules, more situations, more development time, more circunvents, etc
and what about when i am playing 1 handed because i am sipping ym drink or eating some pizza or afk cause im peeing? I want to be able to relax at my freehold without having to think or plan like i do everywhere else in Verra.
The flagging system is crucial to the survival of this game. This game will not survive alone off its hardcore base as much as some of the people on this forum would like to believe. The casual playerbase is the only way this world won't feel dead. I would not play this game very long if I only had 1 or 2 guilds to fight against and ended up always pvping the same people.
The answer to almost everything in every game is always: make friends and play together
Almost all whinnery in the forum is from the perspective of solo players and carebears
I believe that casual players will struggle in AoC
I am literally the guild leader of War Hogs? I would never consistently ask anyone to guard me on my freehold while i go afk for 5 seconds. Every once in awhile if I am already playing with friends but to suggest every time I want to play casually I need to have friends help me out is silly.
Well, in EVE Online we have people or alts as scouts and security, asking such thing is normal and everybody loves group content. Sometimes people just do it because they want to chill together for a couple hours.
Doesn't eve have like 2,000 active players online at any given time?
Which would refer back to my original statement about casuals backboning AOC
Nowadays eve has around 15-25k players+alts.
Anyway, it is about harvesting stuff and being AFK without any backup.
Sieges should provide that immersion, and brutality, but to include that at any time would be too much.
There is risk. You are giving resources to the node you think is the best node. If the node gets destroyed you lose it all. There is 0 reason to add the personal item loss on top of that. It's adding insult to injury. It works in rust because it's a usually a solo game and you can do 100% of the content solo in a few hours. Having everyone personal items is not a way you retain the player base.
Still waiting too see how compact level power is tho. It will wreck the game for any new player if a level 1 has no chance of beating a level cap. The pvp actually has to be balanced across not just weapons but player power in general as well. You can kill someone in csgo with a pistol who has a sniper by outplaying them. You cannot kill someone in wow who is the same level as you but has a 30-40 ilvl difference. You an put the effort into buying a sniper and it costs you something, you risk your money by getting it. The reward can be an ace. That is the better pvp system. Where every weapon is usable in relevant based on the factors you're observing in the game. Getting a new staff that's 10 item levels higher than my old staff and now i do slightly more damage, it is the worse item system to ever exist. I would even say they minecraft gear system is to in favor of late game power. CSGO, does it well, rust does it well, Halo does it well, Total war online does it well, starwars battlefront 2 1 did it well, mordhau does it really well, Holdfast nations at war is probably some of the funnest pvp in any game due to the rp and voip, the classes work how classes should work in pvp in general, everyone chooses a class and the class does things. Your class doesn't do extra things based on how many npc boars you killed. The Classes should have a base balancing with all the abilities unlocked upon entering pvp. Some level 1 joining the game during a siege getting incinerated by the gust of air off someone's aoe is going to immediately uninstall. If they are of equal power they will panic trying to find their heal and run towards friendlies and join the fight slowly. I'm now thinking that adaptive raid frames that add people based on proximity might be really useful for this game. Or at least a tickbox to enable it.
Nobody should farm within such a safe zone, because the freeholds actually are where the good stuff and good crafting are done.