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 few thoughts/ideas on pvp, risk/reward and gearing
aegisnick
Member, Alpha Two
I would like to give feedback on 3 areas because I understand that most things are still being worked on. It’s pointless for me to make a long list of issues you are well aware of, so I would like to share some ideas I was thinking about while engaging with different parts of the game.
Corruption and open pvp:
I like the idea of punishing people for griefing but I feel with the current corruption system I’m just stuck. Can’t attack anyone because I might just get corrupted, and anyone can attack me because they might not care for it. I was farmed by a lvl 25 mage once (killed me 3 times) just because he could. No one was around to stop him..
This might just be me, but it would be much more fun to have free pvp if my enemies had similar character LVL, and focused the corruption system on people attacking 3 or more LVL lower than them outside a PVP event.
Also, corruption could just grow from each attack a little bit rather than kills.
Death penalty: Maybe people missed this, but right now 25% of our loot is DELETED, AND 25% is dropped. At this point, I would much rather drop 50% and have the chance to reclaim it instead of simply deleting it and having my time wasted through that. Also if I died a bit further away I could never recover anything because my stuff just disappeared (even with my mates defending it, once it happened before my eyes)
If my previous thought regarding open PVP could be entertained I would only add a much longer process for looting bodies ( 20-30 sec even)
If open pvp without corruption is out of the question for similarly leveled players, I would make sure people are flagged even for opening someone's loot, and all flagging should stay for at least 10 minutes. If you mess around you should NOT be able to just cheese the system through running around a bit and come back laughing into someone else's face. If you engage in pvp, that should be a commitment.
But again, I would just much rather have a completely open pvp (with restricted zones as needed) without punishment, and have harsh corruption only if you attack lower lvl-ed people than you outside of PVP events.
I think that would be more immersive.
Crafting and Items in general:
I know many people talked about how Items being at lvl 0, 10 and 20 is unrewarding and I completely agree with them. This might be very stupid, but if you would allow me to share an idea:
If my character could have a „max gear score” limitation for each lvl instead level requirements of 0 10 20.. it might work a bit better.
You could have items for each „lvl” but only marked by gear score differences. This would allow me to equip something that normally would be a bit higher then my lvl if all my other gear sucked, or I can just simply decide to sacrifice by
not wearing something to be able to wear something else.
I believe this would benefit crafting as well. I was very discouraged when I started armorsmithing (around character lvl 15), and even tho me and my mates were gathering material so I could level it up, I only got to level 8 with my professions over 3-4 weekends (very few copper and tin, and we did other stuff as well), and I could not craft one gear what was worth anything to my lvl. if I can only craft every 10 lvls that just sucks the life out of me.
Regarding the gear score system in more detail:
I would make the gear scores higher for items with more impact like Weapons, shields Chest pieces.
So for simplicity's sake, if I have only 3 slots for gear, Weapon, armor, and jewelry.
Weapon could have a: lvl*(lvl/2)*130
Armor could have a: lvl*(lvl/2)*100
Jewelry could have a: lvl*(lvl/2)*80
So this allows the growth to be more exponential rather than flat..
so If I’m lvl 3
weapon: 3*1,5*130: 585
armor: 3*1,5*100: 450
jewelry: 3*1,5*80: 360
Total max gear score I could wear is 1395
And while I’m only lvl 3 I could equip:
lvl 1 armor and jewelry:
armor: 1*1,5*100 = 150
jewelry 1*1,5*80 = 120
lvl 4 weapon: 4*1,5*130 = 780
equipped gearscore: 1050 out of 1395 even with a one lvl higher weapon
you could also give some kind of small multiplier for gear quality, although probably would be better to keep that very low, to keep the balance.
Of course, the numbers are just for example, and there are more equipment pieces than 3, but you probably get the idea.
Well anyway, thank you for your work, and for the hope of a solid MMO.
God bless!
Corruption and open pvp:
I like the idea of punishing people for griefing but I feel with the current corruption system I’m just stuck. Can’t attack anyone because I might just get corrupted, and anyone can attack me because they might not care for it. I was farmed by a lvl 25 mage once (killed me 3 times) just because he could. No one was around to stop him..
This might just be me, but it would be much more fun to have free pvp if my enemies had similar character LVL, and focused the corruption system on people attacking 3 or more LVL lower than them outside a PVP event.
Also, corruption could just grow from each attack a little bit rather than kills.
Death penalty: Maybe people missed this, but right now 25% of our loot is DELETED, AND 25% is dropped. At this point, I would much rather drop 50% and have the chance to reclaim it instead of simply deleting it and having my time wasted through that. Also if I died a bit further away I could never recover anything because my stuff just disappeared (even with my mates defending it, once it happened before my eyes)
If my previous thought regarding open PVP could be entertained I would only add a much longer process for looting bodies ( 20-30 sec even)
If open pvp without corruption is out of the question for similarly leveled players, I would make sure people are flagged even for opening someone's loot, and all flagging should stay for at least 10 minutes. If you mess around you should NOT be able to just cheese the system through running around a bit and come back laughing into someone else's face. If you engage in pvp, that should be a commitment.
But again, I would just much rather have a completely open pvp (with restricted zones as needed) without punishment, and have harsh corruption only if you attack lower lvl-ed people than you outside of PVP events.
I think that would be more immersive.
Crafting and Items in general:
I know many people talked about how Items being at lvl 0, 10 and 20 is unrewarding and I completely agree with them. This might be very stupid, but if you would allow me to share an idea:
If my character could have a „max gear score” limitation for each lvl instead level requirements of 0 10 20.. it might work a bit better.
You could have items for each „lvl” but only marked by gear score differences. This would allow me to equip something that normally would be a bit higher then my lvl if all my other gear sucked, or I can just simply decide to sacrifice by
not wearing something to be able to wear something else.
I believe this would benefit crafting as well. I was very discouraged when I started armorsmithing (around character lvl 15), and even tho me and my mates were gathering material so I could level it up, I only got to level 8 with my professions over 3-4 weekends (very few copper and tin, and we did other stuff as well), and I could not craft one gear what was worth anything to my lvl. if I can only craft every 10 lvls that just sucks the life out of me.
Regarding the gear score system in more detail:
I would make the gear scores higher for items with more impact like Weapons, shields Chest pieces.
So for simplicity's sake, if I have only 3 slots for gear, Weapon, armor, and jewelry.
Weapon could have a: lvl*(lvl/2)*130
Armor could have a: lvl*(lvl/2)*100
Jewelry could have a: lvl*(lvl/2)*80
So this allows the growth to be more exponential rather than flat..
so If I’m lvl 3
weapon: 3*1,5*130: 585
armor: 3*1,5*100: 450
jewelry: 3*1,5*80: 360
Total max gear score I could wear is 1395
And while I’m only lvl 3 I could equip:
lvl 1 armor and jewelry:
armor: 1*1,5*100 = 150
jewelry 1*1,5*80 = 120
lvl 4 weapon: 4*1,5*130 = 780
equipped gearscore: 1050 out of 1395 even with a one lvl higher weapon
you could also give some kind of small multiplier for gear quality, although probably would be better to keep that very low, to keep the balance.
Of course, the numbers are just for example, and there are more equipment pieces than 3, but you probably get the idea.
Well anyway, thank you for your work, and for the hope of a solid MMO.
God bless!
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