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Creating a living, breathing world in Verra

ModestVanityModestVanity Member, Alpha Two
During this month's live-stream, we learned a lot about systems that are being used to create the world of Verra and help it to feel alive and immersive. Hearing about the Procedural Content Generator and how it is going to be used to inform NPC behavior to help achieve this feeling of a living and breathing world, really got my mind spinning.

What if they expanded this to the “world bosses” and other event-type scenarios. When Firebrand is “off-timer” they are patrolling the skies. Flying around the world, roaring, scaring the wildlife into different movement patterns. Potentially having some small response when those with flying mounts approach too closely. Just the thought of having their shadow move across the landscape as you’re out gathering - EPIC! Or Tumok stomping around the mountainous edges, ripping up trees and shaking the earth!

Then that got my gears turning: how can we implement gathering/crafting into our “world boss” engagement? Within their available phase, what if we had to leave offerings? Lumber Millers creating a post, Weavers braiding the rope, Farmers offering up their livestock - think Jurassic Park “Where’s the goat?”

eqvd6lt.gif?w=620

I was really excited when I heard about this in the live-stream and I’m looking forward to seeing the ways that this system will shape Verra. I look forward to seeing other’s thoughts and ideas.
Voice like a razor, sharp and wise.

Comments

  • MorduneMordune Member, Alpha Two
    I absolutely love the concept of this. What an iconic scenario that would bring. The world really does come alive and creates some epic scenes and memories. I also love how the idea engages the artisans.

    On this same theme I’d like to see a node under siege have non-interactive raven’s start appearing in the town area. Perched on buildings, hopping around the town cawing. In addition, maybe some vultures are slowly circling overhead. This way from a distance when players are approaching the town they can see the carrion creatures recognizing the signs of the impending blood and death.

    We need more sounds and visuals to communicate the game to us. While the sky is amazing and the ground scenes are incredible, that mid tier below cloud level is just a huge void. There are some real opportunities there to engage players.
  • MHRookMHRook Member, Alpha Two
    omg yes! Yes, yes, yes!
  • xenith_terrekxenith_terrek Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    During this month's live-stream, we learned a lot about systems that are being used to create the world of Verra and help it to feel alive and immersive. Hearing about the Procedural Content Generator and how it is going to be used to inform NPC behavior to help achieve this feeling of a living and breathing world, really got my mind spinning.

    What if they expanded this to the “world bosses” and other event-type scenarios. When Firebrand is “off-timer” they are patrolling the skies. Flying around the world, roaring, scaring the wildlife into different movement patterns. Potentially having some small response when those with flying mounts approach too closely. Just the thought of having their shadow move across the landscape as you’re out gathering - EPIC! Or Tumok stomping around the mountainous edges, ripping up trees and shaking the earth!

    Then that got my gears turning: how can we implement gathering/crafting into our “world boss” engagement? Within their available phase, what if we had to leave offerings? Lumber Millers creating a post, Weavers braiding the rope, Farmers offering up their livestock - think Jurassic Park “Where’s the goat?”

    eqvd6lt.gif?w=620

    I was really excited when I heard about this in the live-stream and I’m looking forward to seeing the ways that this system will shape Verra. I look forward to seeing other’s thoughts and ideas.

    One thing I'd like to see, is in these rotating POI's (I'm assuming when Steven said this he meant they'd be rotation at random places in the world, not constrained to rotating between bio POI's (Carphin, etc)) and those rotating POI's would have "Marshalls" or "mini world-bosses" like you see out in the wild with Chrono Odyssey.
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