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.
Question about Variable Monster Spawn Rate/ Quantity
McShave
Member, Alpha Two, Early Alpha Two
In the recent Alpha 2 Guide video, the squad was tasked with fighting through some Sickly Goblins near the spawn location. I thought that it was a lot of goblins to fight through for just 3 people in the area. The monsters were not aggressive, so it was not an issue in this case.
But this had me thinking, would it be possible to have a quantity of monsters exist in an area proportional to the amount of players? Would it be something people want?
Of course, this comes with a lot of caveats:
- there needs to be a minimum and maximum
- the area needs to maintain a "threat feel", or how dangerous an area is to be in that area. Some areas should feel dangerous to be in while others are not-so-threatening but still have some enemies.
- maybe consider the level of the players in the area, as high level characters will kill the monsters more quickly.
But this had me thinking, would it be possible to have a quantity of monsters exist in an area proportional to the amount of players? Would it be something people want?
Of course, this comes with a lot of caveats:
- there needs to be a minimum and maximum
- the area needs to maintain a "threat feel", or how dangerous an area is to be in that area. Some areas should feel dangerous to be in while others are not-so-threatening but still have some enemies.
- maybe consider the level of the players in the area, as high level characters will kill the monsters more quickly.
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