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.
A cleric's suggestion on tanks
Leukael
Member, Alpha One, Alpha Two, Early Alpha Two
Because grinding over long periods of times inevitably leads to human error and thus (at times) death, tanks uniquely face the consequences of these moments of human error in terms of repair cost and xp debt.
To level the playing field a bit, I would like to suggest that tanks have a passive that when resurrected they receive reduced durability damage and xp debt. Just a thought to make the archetype more appealing and even in the play loops. I don't want to mitigate the risk and reward entirely (that's why I suggest on resurrection and not any death condition.)
Tanks, clerics, or other archetypes, have a different idea or opinion? Would love to hear it and discuss it here. Sound off!
To level the playing field a bit, I would like to suggest that tanks have a passive that when resurrected they receive reduced durability damage and xp debt. Just a thought to make the archetype more appealing and even in the play loops. I don't want to mitigate the risk and reward entirely (that's why I suggest on resurrection and not any death condition.)
Tanks, clerics, or other archetypes, have a different idea or opinion? Would love to hear it and discuss it here. Sound off!
7
Comments
On top of just the price itself, I also take home less Glint than my party members too, giving Tanks a higher cost with less income than a DPS class...
I'll tend to the flame, you can worship the ashes.
The raid guild has a bad night (several wipes), the repair costs bankrupt the guild, the guild disbands.
If you are inviting random people to your group someone is usually intentionally or accidentally looting your materials if you get killed by the elites you are farming. With the inability to trade glint (to my knowledge) this means you have no money to repair even if they didn't do it intentionally (my experience). I get that this is player behaviour and not like the system itself but it is frustrating to me at the moment.
Haven't been able to repair without others trading me silver since level 7. I am lucky to have a sweet guild that I found that is willing to help out its tanks i guess.
Have been loving the animations and the threat system works pretty well when it isn't lagging just wanted to share my biggest pain points at the moment.
been saying it for years in other MMOs
xp debt however, yeah thats a tricky one to balance, a flat reduction for tanks might be the only way
As it stood, I was pretty even with my group on the exp debt side of things, but the glint and the repair cost. Oh my God. I'm so broke all the time. Grind for hours, 5s repair bill, make 2s in glint... this is at level 9 but the ratio for incoming cash flow vs my repair bills is... off. My friend and I wrote down our silver pre and post grind session. He's a mage and made 14s. I lost 3s... so...
I fully agree that clerics res should at some point restore exp. Much like in everquest, as clerics reached higher levels, their rez restored higher percentage of exp lost. I would love if aoc had a similar mechanic.
As to the glint situation, it would be interesting if *when killed by a monster* your group has first dibs on your body or something... that way at the end of the grind session, at least you could split the glint up evenly or something. Idk. Everquest had a strength attribute that affected carry capacity, so groups had a "master looter" who dozed out all the money at the end. Maybe a player based solution will appear. Like maybe not looting your fallen group mates isn't actually the ethical thing to do. Maybe you try to loot their bosses ASAP so some rando doesnt get it first...
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Can't trade glint, but repair costs are currently in money, and you can trade money.
The repair system looks like it's going to get an overhaul in phase 2 though - my understanding from the wiki is that it's supposed to cost resources. Get ready to burn through more copper and zinc!