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.
Nodes and Caravan suggestion
haelin
Member, Alpha Two
I'm going to assume, this is what was initially intended and the servers maybe couldn't handle it. But I just want to get this off my chest. As it seems right now the nodes are just not engaging, more just like a nuisance that we have to abide by, and the caravan system is doable but almost insignificant until late stages into the game.
My suggestion is simple in theory, but probably difficult in practice. But since we are big on guilds and we already rely on heavy party gameplay. Just break up all the nodes into a plethora of small nodes and make nodes what guilds "take" in order to create a guild. They pay a lease and they have to gather resources in-house in order to grow the node. So it is essentially a smaller node for guilds to take care of. This also allows node wars to be more personal.
Secondly, get rid of the glint idea on Caravans, and then make it where caravans don't "Give gold". They instead just double or triple what you put on it. (e.g wood, stone) etc. to build your node or give crafters resources. It can also give experience towards your node and give node coupons to build a freehold. At this point, just skip the middle man with caravans. you can keep glint drops on mobs as I understand the idea of glint being picked up in your materials tab because you lose it when you die. (I get it). Then you can just have two guilds AGREE & Decide when they want to do a caravan and its those two guilds job to protect the caravan and other neighboring guilds (if they figure out when). Can fight the caravan to take it.
But just make it smaller, make it more engaging, make it more rewarding, make it more personal, and make it where the guilds can name nodes and choose symbols that represent the node out of a limited amount of geometrical shapes to avoid trolling.
And as for people who want a more solo experience and don't want to be in a guild. you can make lionhold a place where they can do everything they need and they can become Citizens of Verra where they are "allies" to the other nodes. Or you can have guilds choose if they are friendly or not-friendly to Verra Free citizens. Allowing them to use their stations for a reduced tax price. Most will want friendly cause its taxed towards their node. Maybe that can be a down-side to being a war node is that you can't have free citizens use your stations.
My suggestion is simple in theory, but probably difficult in practice. But since we are big on guilds and we already rely on heavy party gameplay. Just break up all the nodes into a plethora of small nodes and make nodes what guilds "take" in order to create a guild. They pay a lease and they have to gather resources in-house in order to grow the node. So it is essentially a smaller node for guilds to take care of. This also allows node wars to be more personal.
Secondly, get rid of the glint idea on Caravans, and then make it where caravans don't "Give gold". They instead just double or triple what you put on it. (e.g wood, stone) etc. to build your node or give crafters resources. It can also give experience towards your node and give node coupons to build a freehold. At this point, just skip the middle man with caravans. you can keep glint drops on mobs as I understand the idea of glint being picked up in your materials tab because you lose it when you die. (I get it). Then you can just have two guilds AGREE & Decide when they want to do a caravan and its those two guilds job to protect the caravan and other neighboring guilds (if they figure out when). Can fight the caravan to take it.
But just make it smaller, make it more engaging, make it more rewarding, make it more personal, and make it where the guilds can name nodes and choose symbols that represent the node out of a limited amount of geometrical shapes to avoid trolling.
And as for people who want a more solo experience and don't want to be in a guild. you can make lionhold a place where they can do everything they need and they can become Citizens of Verra where they are "allies" to the other nodes. Or you can have guilds choose if they are friendly or not-friendly to Verra Free citizens. Allowing them to use their stations for a reduced tax price. Most will want friendly cause its taxed towards their node. Maybe that can be a down-side to being a war node is that you can't have free citizens use your stations.
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