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.
Alpha Two Roadmap Showcase and AMA Livestream - Friday, August 16, 2024 at 11AM PT
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In most games they become more and more unimportant the more the game processes. But in a social MMO I hope to see even low tier resources have some usefulness when it comes to the macro economic perspective. For example repairing (all tiers of equipment) and node and guild upgrades.
Any chance large events will spread news through word of mouth.
Are there plans on revamping the elite system so it feels less like a gatcha game and more like an mmo?
For example, when looking for a party healer, do you think players will only desire Cleric/Cleric classes? Would it ever be more or equally efficient to change up the Cleric's second class to something else and still be somewhat min/maxed?
a lot of this has been answered a long time ago. there will be no addon/plugin/api support. character creator will come out before alpha 2 (probably only to alpha 2 members but maybe everyone)
I played an older game called Dark Age of Camelot where each level, you had .3 damage more per level to use (top level being 16.5 at 51). It was MUCH easier for the dev's to balance with 'higher up' weapons/armor giving more skills/stats/utility and not damage from weapons. Styles (skills) were also on the same type of system.
Would AoC have a similar 'setup' for weapon/armor/accessories or are they strictly doing the usual style of 'big damage, I want huge numbers!' with items?
PvX OCE/SEA Guild
Discord https://discord.gg/ea9NwHhMTc
https://www.amnestyguild.net/jointheguild
-Doakland
Genesis Guild Discord
Also, thank you for all your hard work!