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.
Feedback on the "Exploring the Boundless Opportunities of Freeholds" article.
Diamaht
Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
Didn't have a chance to read through all of it on 7/14. Been a long work week.
1 - The auction system is great, it creates opportunity to far more people than first come first serve.
2 - Freehold house items and furniture having tangible benefits to the player is great. I can't think of a game that does that right now.
3 - I'm glad that station access is by permission instead of just leased out to the public for a fee. The extra step keeps things personal. If folks want to give access to others for a fee on a regular basis they will still do this, but they would have to run it as an active business instead of a passive cash cow like it is in EVE.
4 - Continued maintenance is good. I would also disallow too much stockpiling of rent inside a unit. In SWG folks could put several years of rent inside a building, leave the game and no one had any way to remove the abandoned structure. Towns became ghost towns since they could never cycle though residence.
5 - Resource looting after a lost siege is great. You are going to need all the incentives you can get for folks to actually want to defend a node or the siege systems falls apart. And, like you mentioned, it opens up opportunity to all.
6 - Not a huge fan of the house size limiting your production ability but it's not the end of world. Few people want to process all items anyway.
Q) What is the maximum number of Freeholds available on a single server?
A) The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.
This is my largest concern at this point. It should not be anywhere near 100 percent access, but it should be enough that people feel like there is an opportunity if they put in the time and effort. Thank you for leaving this number vague and staying open to adding more if the need arises.
Edit: I originally copy and pasted the wrong Q and A above. Made the correction.
1 - The auction system is great, it creates opportunity to far more people than first come first serve.
2 - Freehold house items and furniture having tangible benefits to the player is great. I can't think of a game that does that right now.
3 - I'm glad that station access is by permission instead of just leased out to the public for a fee. The extra step keeps things personal. If folks want to give access to others for a fee on a regular basis they will still do this, but they would have to run it as an active business instead of a passive cash cow like it is in EVE.
4 - Continued maintenance is good. I would also disallow too much stockpiling of rent inside a unit. In SWG folks could put several years of rent inside a building, leave the game and no one had any way to remove the abandoned structure. Towns became ghost towns since they could never cycle though residence.
5 - Resource looting after a lost siege is great. You are going to need all the incentives you can get for folks to actually want to defend a node or the siege systems falls apart. And, like you mentioned, it opens up opportunity to all.
6 - Not a huge fan of the house size limiting your production ability but it's not the end of world. Few people want to process all items anyway.
Q) What is the maximum number of Freeholds available on a single server?
A) The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.
This is my largest concern at this point. It should not be anywhere near 100 percent access, but it should be enough that people feel like there is an opportunity if they put in the time and effort. Thank you for leaving this number vague and staying open to adding more if the need arises.
Edit: I originally copy and pasted the wrong Q and A above. Made the correction.
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Comments
7 - Having quite a few guild focused buildings amongst the personal plots is great. I like the small neighborhood structure, my only worry is that guilds will simply dominate the plots surrounding them. We would have to know more about the Baronies.
8 - Having widely spaced, set plots, is definitely the way to go. SWG became too clustered and other games like Archeage were too grid-like.