Considering joining the alpha, A few questions.
I would like to preface this with that:
I rarely look at good reviews for a game. I look at the negative ones because they tell a more complete story.
While I love the idea of most of the systems, I have a question about the combat itself.
I come from WoW, a "expansion" player. that is, once an expansion comes out, I'd probably wait a month or two for the game to settle down from the hype, then buy the expansion, play for probably 1-2 months, reach mythic (I'm a slow player xD) get bored with the instanced roulette for gear (stat sticks) and decide I'm done with the game until a really big patch comes out or the next expansion. this, is suffering for me.
I really like open world leveling, meeting random players and joining together to defeat a boss. then returning to the quest giver with a feeling of "wow, that was really cool, everyone are strugglin like me and we joined together to do this really hard quest".
on the other hand, I DESPISE the dynamic scaling of mobs to make content streamlined for every level in current WoW, it feels arcade, disjointed and on some cases... like I'm exploiting the game somehow. not in a "I found a cool thing in the game" but like I somehow hacked the game to thinking I'm more powerfull then my current level. this completly breaks the point of progression for me.
I understand this is now 3 1/2 paragrapsh about WoW, but like I said... I judge a game by the negatives, not the positives.
so after this background, here are my question:
1. will there ever be a "instant teleport" to dungeons by means of group creation? like the LFG system in WoW?
2. What is the vision for combat in AoC? from what I seen it's really fast paced, and abilities work off of one another which is really cool. I'd love to see a slower more methodical class in terms of combat. maybe a caster that needs more time to channel spells? I didn't play the game I'm just going off of what I seen.
3. the open world and traveling is a great design, I'm curious what are the exceptions to the "no fast travel" choice, for example in WoW you had flight paths but only to major hubs in each zone, I wouldn't mind not having them at all. but how strict will those traveling options be?
4. While the vision for an entire world driven by player economy is cool, there are countless "hard points" for players to wrap their head around which would require introductions and thematic tutorials(I assume), how will a new player, get into the game and learn these?
5. one of the things I don't like about current WoW is the hyproptimization of classes, I don't mind getting good, but what's the point of a skill tree if there is only 1 way of playing it? Will this be a major point of consideration for developing classes?
sorry for the long post, there is no TL;DR because TL;DR is stupid.