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
StrifeLords are a whole demographic.
@frykman_iam You must be new here. There is quite the active demographic of people taking things way to personally.
Daily logins "work" because they give you something valuable, so you feel bad when you don't log in every day. It's a preying feature that's meant to, kinda, punish the player for not playing daily.
And if you don't want to have this punishment in the system and don't want to have any login chains - we're simply back to the "game should have good content", which would include quests that give you cool cosmetics. And those quests could have daily resets in them, so that people who're interested in the quest and the cosmetic would have to return to the game at a later point, but they won't be made to do so daily.
So, once again, there's no reason to have daily/login rewards.
So essentially a list of activities to accomplish over a specific period of time for cosmetic rewards?
achievements with cosmetic rewards?
or
something more along the lines of a free battle pass for cosmetics?
all similar, yet different ironically lol
So you're advocating for AoC to literally go along with the current MMO philosophy of "cater to everyone". There's a reason so many current MMOs suck. It's because they try to cater to people with 15 minutes a day, to increase potential player pool. It's why so many gamers are dying for an "old school" MMO. They're dying for a game that caters to their "niche", and one of the components of said niche is long gaming sessions.
So there is no code of conduct you had to sign or terms of service or so?
You underestimate will to have cosmetics, and cosmetics in itself is good to have to have some fashion other than mix of different gear looks
I agree. Let me help.
1. find a piece of paper near you
2. Find a pen
3. Write down some activities you would like to do
4. Do the things you wrote down
That’s not a feature, it’s just simple initiative. Increased self-sufficiency with zero development cost for Intrepid. 🤗
I'd prefer meaningful cosmetics that are directly tied to certain actions, rather than a smorgasbord of random stuff that then rewards you a random cosmetic.
Dailies can include things people want to do. As well as stuff some people don't like to do. And plenty of stuff in the middle.
Grind = chore by the way. And you say you like to grind - if I recall correctly.
Dailies, when designed well, have nothing to do with falling behind other people.
It's fine for people to skip dailies if they wish. Just as it's fine for people to skip dungeons and raids if they want to.
Dailies tend to be Casual Time and Casual Challenge content, so... could very well be something that Hardcore Challenge gamers choose to skip.
Especially when the tasks are quick and relatively easy to complete.
Dailies work because they are tasks you can do within a 20-30 minute game session and they are fairly easy to accomplish within that time frame. Rewards don't have to be "valuable". Something is better than nothing.
Dailes with fomo resets are designed to punish people for skipping a day, but... that design is rare in Western MMORPGs these days.
Current Western MMORPGs reward for quick and easy tasks and do not punish for skipping days.
If you only have 10-30 minutes to play - you can do a few dailies.
If you have more than a couple hours to play, you can still do some dailies and then focus on the content that takes longer than 10 minutes.
No reason why good content cannot be included in dailies.
Best reason is because they can be more fun for Casual Challenge players than dungeons and raids.
Especially when designed without fomo resets for skipping days.
Obviously it's fine to play however you like, but I feel like the game could just have good quests and reward related to them w/o any to-do lists or daily-like activities.
We'll also have "tasks", which can be done quickly and will have some kind of impact on the node and the player.
I'll disagree with this entirely. This works for a specific type of player, and not at all for a different type of player.
In a situation where Intrepid wants people to do more content and learn about different types of content, they basically have the two options of 'give players a lot of information about how this content benefits them or might be fun', and 'build an entire interconnected system where the player will organically come into contact with the results of partaking in this content through other means'.
The second is so much harder to do, particularly in non-themepark games, that I think even some of the best MMO devs in the business essentially just gave up trying.
The only way this is 'zero development cost for Intrepid' is if they don't care about the six dozen Reddit threads/YouTube videos complaining about not being able to understand/find anything fun to do in the game organically.
They have to put in effort either way if they care. OP's suggestion is almost assuredly the cheaper one.
Two tasks I like to do when they pop up are:
Kill 10 Enemies Using a Bow or Gun.
Kill 10 Enemies Using a One-Handed Weapon.
My Main uses Two-Handed Weapons. I would not use a Bow, but I can grab a Bow for 5-10 minutes.
And then spend hours wielding my Spear.
Since the current Season added a One-Handed Flail, I have my new alt Leveling with a Flail.
(A friend suggested I try the updated storyline from scratch so I have that character exploring new weapons as well as new storylines.)
Gameplay on my alt is credited on the Account-wide Battlepass, so... if I want to do the One-Handed Weapon daily, I can use my alt for that... and that also will help build xp for my Flail's Weapon Progression.
There's also Season Achievements for taking my Flail to Level 9; Level 12 and Level 19.
So, I do spend some hours grinding Weapon Progression for my Flail - I don't know that I would necessarily try to max my Weapon Progression if there weren't Achievements for it.
I get some extra rewards for doing all of that.
And I don't lose anything if I skip some days.
Tasks are basically the same thing as Dailies. Semantics.
Yes, I'll concede that those players can use a pencil instead.
All stories need hooks, if you can't write good hooks, that content might as well not exist. The solution isn't just give the player a list of checkboxes; it's write better hooks. BG3 did this masterfully. WoW does this well with holidays and the opening events of new x-pacs. Of course it's hard. So what? When you're building probably the most ambitious mmo in this generation of games, you gotta raise the bar.
I'd argue that this is going to happen anyway.
Ok, let's stipulate it's less expensive. It will also erode the expected engagement by players and ultimately lead to the string of A.D.D. driven FOMO freebies like BDO, resulting in longer term reduction in revenues generated.
Good example of dailies done well - the opening of AQ and Isle of Quel'Danis. A lot of dailies, but they contributed to overall opening of new content - which you could see, and there was a point when they would end.
As my only disagreement was actually with the idea that this would somehow be cheap or low effort, then that's probably all I should note.
Not everything in a 'sandpark' game is 'story' that the Devs have enough control over to do this for, and therefore not everything has the potential for a hook without, itself, cheapening the experience.
Anyways, forgive me, I'm in a mood again. The level of discourse around this game (through absolutely no fault of most of those engaging in said discourse) is still dropping and I hate it.
And I'm pretty sure we'll keep doing this until A2. Like, I'm 90% sure the upcoming stream won't tell us anything new or really valuable. We'll probably get a few tiny specifications about the caravan system, but nothing truly new. So we'll just keep discussing the same stuff for at least the next month as well.
I don't think everything needs to be a long drawn out affair with a full arc. Taking a note from Valheim or Zork could be simple enough. "A strange, unnatural thunder echoes from the north..."
Player writes down - [ ] go check out weird thing in north
There's nothing to forgive. You didn't even trigger my pie sensitivities.
Yes, which is a trash outcome.
"We can't even confirm basic Archetypal stuff that people can experience in 80-90% of other similar games on the market, you just have to believe in this project and keep pointing people at the Wiki which confirms the bare minimum of anything."
Only reason I even care is that it messes with even the newcomers who poke their heads in. Maybe I'll turn my filter off so people can just argue with me instead, but I'm still waiting for a proper confirmation that I don't actually want to play this game.
We're so close... you can do it, Intrepid! Gimme a reason to not believe! I just want my Potato Tree equivalent.
you are right. but thats the problem, you are right. even if you arent gaining power...having to log in on a day you dont want to or cant, as others have explained, its not something desirable.
you can do those things without the game telling you what you have to do.
what if i dont want to craft that day, now i have to craft because the activity sheet told me to.
give an example of such dailies.
also, if they dont give you something valuable, whats the point on doing them? if somethign is better than nothing, you can still get somethign during your 30 mins session by doing something else that will contribute to your end goal.
lets say you want to max out mining, if you only have 30 mins to play. then youmine for 30 mins...or you talk to an npc, deliver some cargo box somewhere, then fish, then kill 10 mobs, then mine, etc, etc, now you did dailies for 25 mins and the mining daily for 5 mins and then you feel bad because all you wanted to do was mine some rocks for 30 mins.
just let the players do whatever they want to do.
And I already answered - something is better than nothing.
I don't have a goal for using a Bow, but if the game will reward something for using a Bow for 5 minutes - that's incentive enough for me to use a Bow for 5 minutes instead of using the weapon I normally use.
In New World, the current task in the Season Pass is Gather 500 Resources.
Doesn't matter which Resources. Sometimes Mining makes that go quickly. Sometimes I do that with Gathering.
And, yes, that helps when I want to grind towards hitting Level 50 or 100 or 150 or 200 in a Tradeskill.
So... instead of trying to reach the goal of Level 50 by the end of my game session, I might choose to gather 500 Iron before the end of my game session. And that gives me a stamp on my Battlepass card.
(Also, I could choose to gather 100 Iron per day and finish that task at the end of the week or month or Season.)
If I only have 30 minutes to play and I want to focus on Mining...
I would probably either Mine for 30 minutes and kill something with a Bow for 5. So play for 35 minutes.
Or I would kill something with a Bow for 5 minutes and then Mine for 25 minutes.
I dunno why I would choose to do a bunch of tasks for 25 minutes instead of Mining for 25 minutes if I only have 25 minutes to play and the goal for my game session is to Mine for 25 minutes.
If I do that, that means that my true goal was to have fun with tasks instead of having fun Mining.
So... no... I would not feel bad that I changed my mind about what I wanted to do.
And your example is really no different from having a goal to focus on Main Quests when I start, but then allowing myself to get distracted by side quests.
I don't feel bad when I do that, either.
And, yeah, players can choose to do the tasks on the "activity sheet" or choose to do something else.
That's the whole point.
and thats the thing..i dont wanna have to equip the bow.
i did the "get the flail to level 5" in nw, and that was annoying. i was fighting mobs in the new area, so basically all i was doing was hitting the mobs once with an auto, then switching to one of my main weapons to kill it...
im happy steven already said no dailies.