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.
Power Curve
Alodo
Member, Alpha Two
In this Test the Power Curve seems to be quite steep.
How will this impact low level Content?
Will here be a reason to do content outside from high level nodes?
How will this impact low level Content?
Will here be a reason to do content outside from high level nodes?
0
Comments
Blown past falling sands…
The shrinking world of level appropriate content can be a serious issue, a game world which felt open and abundant at low levels can feel stifling and crowded at high levels. And it's such an inefficient use developer resources as 90% of play time is spend on 10% of the content.
The solution is to make all mobs spawns respond to higher lvl players by spawning higher lvl mobs, and respond to higher player counts with more mobs. Basically any area will ramp in difficulty to match the players. Zones are thus defined by their MINIMUM lvl not an optimal level, and the number of viable locations GROWS as the player reaches higher level.
Players are incentivized to change location by loot variety istead of mob level, as each location has different drop tables of rare mats that feed into the many numerous crafting streams. Shifting market values and trade dynamics thus become a driver of what kinds and where to grind mobs.
An example might be you could level in the first zone you called home and as the node increases the quests and/or mobs will allow you to level further.