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.
80% open 20% instances. How?
Rainwolffield
Member
Steven keeps saying that the games is 80% world and PvP can happen.
My question is what’s the plan for the 20% instanced content? Will it be dungeons you can reach after a long World event happens? Like the blood tower? When’re you have to complete content for advancing the storybook of that event and when it’s all over will there be some private PvE instanced dungeon for your 4-8 man group to do? Can’t remember group size off the top of my head.
It this the type lol instanced content he means? The world quest is no unique and interesting that I believe Intrepid could form some awesome limited time dungeons to tell a story in. It’s the biggest thing I’ve seen at intrepid that excites me. The working in of active storytelling.
Rift did this very well where you ran a dungeon and each dungeon was story driven. A highly under rated game. Could have been so much more with its souls system based off 4 archetypes. I loved my rouge tank. Most unique tank I’ve ever played to this day. Gamego killed it liked always.glad to see AOC taking support seriously. It and cc has been pushed to the side for to long.
Anyway I’m curious
My question is what’s the plan for the 20% instanced content? Will it be dungeons you can reach after a long World event happens? Like the blood tower? When’re you have to complete content for advancing the storybook of that event and when it’s all over will there be some private PvE instanced dungeon for your 4-8 man group to do? Can’t remember group size off the top of my head.
It this the type lol instanced content he means? The world quest is no unique and interesting that I believe Intrepid could form some awesome limited time dungeons to tell a story in. It’s the biggest thing I’ve seen at intrepid that excites me. The working in of active storytelling.
Rift did this very well where you ran a dungeon and each dungeon was story driven. A highly under rated game. Could have been so much more with its souls system based off 4 archetypes. I loved my rouge tank. Most unique tank I’ve ever played to this day. Gamego killed it liked always.glad to see AOC taking support seriously. It and cc has been pushed to the side for to long.
Anyway I’m curious
0
Comments
The blood tower didn't seem to be instanced and I'd assume Steven woulda said otherwise if it was.
Maybe tie them thematically to a Biome so that a certain type of solo dungeon would spawn. You could even have types that you enter and it would automatically flag you (and anyone else that entered the instanced dungeon) for some close-quarter, dungeon-crawling PvP action over loot)
I put together a couple of infographics to show some ideas I had surrounding Instanced Dungeon content. I really think having dynamically spawning entrances (or portals) out in the open world, would add a lot of content to generalized world roaming.
You could have the Portals match the rarity of the Nodes ZOI's that you are in. A Wilderness Node would spawn "Poor" quality instanced dungeons, an Encampment would spawn Common quality dungeons and Village = Uncommon, Town = Rare, City = Epic, Metropolis = Legendary.
Each rarity level would unlock a stage within the dungeon. (So when you are designing it you start with a full 6-stage legendary Dungeon and then divide it up into 6 stages. A Poor level Dungeon would only be 1 stage, Common = 2 and so on)
Ideally, you could make maybe 3 variations of each stage, which would then be randomly selected when a player enters a portal. Meaning a Legendary Dungeon would be made up of a total of 6 stages with each stage having 3 different options.
You could add new dungeons on a semi-regular basis. Providing opening world spawning content, PvE experiences as well as potentially cool 1v1/small scale environments for PvP. Some Instanced Dungeon ideas for fun.
I don't know if these images are legible, might be small. Maybe can zoom?
Leveling, gathering, raiding pvping will all happen in the open world. That's it. No queques and teleports into a scripted dungeon run. No instances, no sharding, no safe zones beyond towns.
There will be a number of typical, scripted dungeons with the typical boss fights from w0w tera eso ff14 etc etc, that most likely will be Quest related and that's your "20%" content that's instanced.
So I'd say read through that, maybe it already answers all your questions.
My hope would be that despite being 80% open world we will see Node based entry restrictions, that would also deny the brainless guide based min maxing. If there are countless of small caves or rare mobs only accessible if specific Nodes reach a certain level and it has to be a certain season and/or time of day, it becomes pretty difficult to just read a guide and find all of those. Why am I telling you this? Because I think that while we might have 80% open world content, I think it might be the case that we will see more information restriction about content rather than permanent player number restrictions to achieve a similar goal.