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
AoC skill tree isn't even that complex lol. Im sure it will end up being more so since this is just A WIP for showcase.
If that is the case, that is a simplistic, but brilliant design and concept.
While I don't want PoE level of complexity, I like the multiple pathways suggested by the new skill tree.
Edit: As for UI, I'm sure it will be cleaned up as we go. As for visual reference, I definitely want to know what type of node I'm looking at, at a glance. Hopefully we'll have clear icons for actives vs passives. A large variety of icons to identify even different types of passives would be great.
I want basic info at a glance, don't want to have to read all of the descriptions just to know anything at all about a node.
So the idea to separate them is just reusing the best version of the system ever done. They don't have to be separated quite like they are in the wiki. It's probably better that the passive benefits are next to the skills they benefit for instance.
I certainly don't want a mess like Path of Exile did either. Diablo 4 has a completely better visual concept for that exact system that is just better in every conceivable way. Neither of them are necessarily good. I'd rather the art be an afterthought than the entire thing to be built around the art. It's for seeing and planning your character. Not for going to the museum menu.
U.S. East
What are you even saying that makes no sense... Why do you want to cripple the UI with clutterings of bad design when you can have a clean easy-to-read, step-by-step, only the relevant stuff is shown UI?!
I don't want to study my builds before I can play the game, I want to go in and play and learn by doing.
OFC later when I'm somewhat into the systems and want to really figure things out there needs to be enough options and meaningful choices, but not from the get-go.
Intrepid needs to make reasonable compromises here.
However, my conclusion to this is that as long as everything is intuitive, meaningful, and easy on the eyes I'm in for it!
Even the PoE tree is marked so you see what type of nodes are around at a glance and it has a realy nice active search function. If I type in "health" every health node on the tree glows so I can easily find them.
People want information hidden so they can get an advantage over others. They know if important info is buried in long descriptions people won't search for it or will miss it.
That mentality only hurts games in the end.
I believe they said in one of the most recent streams that artisan re-specialisations could be much more difficult and time gated than class re-specialisations in comparisons. The frequency of class
re-specialisations or any cost associated with it has not been officially addressed or covered except vague implications in Q & A.
As for skill tree complexity, will have to see. Probably wont be too complex. Even so, I imagine most will just look up guides for meta's anyways.
I don't mind either complexity or not (prefer complexe things tho), but I'd really like that my choices are impactful and rewarding enough. We'll have to see what they have in development' mind.