Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Can you tell us now? : D
Do Guild Halls have access to different building types? Will Guild members with permissions be able to use them?
Or tell us when ya plan to let us know 👀
Thankyou 🙏
Internally, is the Cleric seen as the healing focused archetype?
I am okay with this; the game doesn't need to be for PvP purists, and I can enjoy the PvE and exploration and character or wealth growth of it.
With this in mind, what are the chances that we will see PvP territory-related content like defensive buildings that minor fort skirmishes can be spontaneously fought over - perhaps as a preparation that might help the successful fort attackers or defenders once the next official siege comes around? If something like that would ever be introduced, would it mostly have corruption disabled for the area?"
I know it's a long question to read out, but it's the only one I've been having that feels significant for the game development at this stage.
Does AoC aim to compete with other games on PvE aspect too?
How frequent can a guild expect to afford war? Will it be possible for someone to constantly have war targets?
What will be the costs and rewards for Guild and Node wars?
How does the cost of war differ when declaring a war against a strong wealthy guild and a poor smaller guild?
Will it be realistic for a guild to declare war with the goal of disrupting raids or dungeons or will wars be so costly they are meant to be declared sparingly?
Character creator
Are we allowed to tune down the bestial aspects of the Tulnars?
Power gaps philosophy
It was estimated before that gear was around 40-50% influence overall of a player's power. Is it once I am fully geared with one tier up over my opponent, I have 40-50% more power over him, or is it 40-50% if he has the lowest tier and I have the highest tier?
With no level scaling, a cap on gear difference and the rock paper scissors between classes, Is the intent for the PvP to be enjoyable for most people at soft cap? Or will you allow to have some God players which by themselves can fight off dozens of soft capped players?
PvE
It was mentionned hunting certificates value would fluctuate depending on how many other players sell them. Is the intent to encourage players to go explore and find new places to optimize their gains? Or is it more like a small adjustment to equalize the value between PvE areas?
Story Arc
In the cleric livestream, we saw Minotaurs being taken over by zombies. Is the Minotaurs' return on a cooldown during the Story arc? or is the story arc ended for good once the zombies take over? Can players bring back the minotaurs?
The question to you is this:
Asides from Node Relics, what incentives will each of the 5 Metropolis' kingdoms have, to fight each other?
Are you asking about Node Wars or Castles?
Keep in mind there are 9 Races but only 5 Metros.
If there is a large contingent on a server that wants to ensure Dunir and Nikua never have a lengthy reign as a Metro...
Also, if most players on the server want to ensure Scientific Metros rarely survive long because the fast travel super power is undesirable...
(Steven might need a prompt to better understand your specific concern...)
I'll re-word the question in my post. Yours truly tries to keep the questions short, as it feels like it has a better chance of being looked at. However, this often comes at the cost of losing specific meaning, in posing a question. Also, I'd forgotten that there will be 85 non-Castle Nodes, rather than the previous 103.
To elaborate:
Each of the 5 Metropolises will establish a Zone-of-Influence or "Node-kingdom" that maxes at 20% of the world's Nodes. By this math, it dictates that each Node-kingdom will reach a size no greater than 17 Nodes, including the Metropolis-Node.
We've previously heard of contest-able "Node Relics" that can be kept in the different Nodes' reliquaries. However, are there other reasons/goals that will be present, that will create conflict between the 5 separate Node kingdoms? I.e., if each kingdom reaches its full 17 Nodes, then why *should* they fight each other?
P.S - I know that there will also be the Castle-Nodes, but these appear to have different mechanics than regular Nodes.
What happens when server population drops? Resources stop spawning or will players finally be happy that they get enough of them? This relates to
Putting them all together: Should players who want to avoid sieges join low/medium populated servers?