Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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You saw my AC6 gameplay. Did I play too differently against different kinds of bosses? Cause it also might just be my own blindness towards variety in my gameplay. Cause I think that AC6 has so far been the game with most varried mobs for me, but, at least iirc, I fought them in pretty much the same way and with the same build.
A mob is a mob. A person is a mob too, because they're also in the game. I either win or lose against them. I miiight be doing something slightly different here and there, when it comes to my ability usage or encounter approach, but in my mind it's literally all the same shit.
"I greatsword, I hit things" (no, I am not exaggerating this).
But that person, like you, also freely admits that he just powers through things and doesn't even understand them (and also freely admits that whenever anything involving coordination or complexity comes up, he basically can't manage it and relies on the rest of us).
Games often provide playstyles for that type of person precisely so that they don't have to learn that much complexity, I'm just noting that the complexity is there a lot of the time in good PvE, it's just that someone else is handling it.
And that 'someone else' is the person who appreciates the Lion and the Tiger as different targets/content, so they won't be disappointed.
I will already enjoy them because I enjoy grind, so whatever makes more people happy and stay in the game - I'm all for that.
i get EXP.
When i pick up Herbs in Worst of ever-Story-written Warcraft -> i get EXP.
I can't remember when this was patched in. But i liked it. I really really liked it. It was definitely one of the best Additions to the Content of the whole Game.
The Option to do something else than to senselessly slaughter countless Mobs over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
Did You Guys ever heard something,
alone the Lines of like : " Power ... ... ... ... usually always comes with a Price. "
When i - in Phase 1 during the likes of Middle-November or so,
had killed S~OOOOOOOOOOOOOOOOOOOOOOOOOOO MANY Goblins - that i had the feeling between insane headache i had something that felt like a drop of blood maybe bleeding inside my brain or so,
you know a HOT-COLD-WET-"tingle" somewhere inside my brain. (
I decided the Prize is too high.
It is just too high.
I gave up around 5% of EXP after reaching LvL 11 towards LvL 12,
and i was disappointed into myself and felt bad for no longer being able to test. But that was my Limit.
Jepp.
Figured i better stop. I should admit it here right now.
In WoW Vanilla when levelling was insanely hard -> before Burning Crusade -> the ever first Expansion of Worst of Warcraft -> i managed to level THREE Characters up to LvL 60 back then - which was the Max-Level in WoW Vanilla,
and it was no biggie. It was doable. It wasn't bad. I don't know what was so different in Ashes of Creatio Phase 1 killing Mobs around Aela/the Starting Area.
But it felt different.
It felt like i am chained down. And i am struggling for every single Percent of EXP for every Level. Knowing fully well i would be set back should i die even a single time.
✓ Occasional Roleplayer
I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
The way Intrepid can make it not a dull grind and keep the leveling speed is by reducing the importance of leveling, and increasing the importance of node development for example.
So for example all citizens of a node get large exp boost depending on the level of the node. This will force guild wars, commissions, crafting, caravans and ect. The leveling speed will be faster as a whole with the exp boost, but the time it takes to level as a whole wont be different, since you will spend a lot of time developing your node.
Most new players aren’t logging in with the dream of being a background NPC helping some mega-guild build a metropolis. They’re here to grow their own character, forge their own path, and feel the impact of their personal decisions. Making node development the primary driver of progression risks turning the early game into a passive, community-serving grind that only benefits the few sitting at the top.
Tying XP gain to node level sounds great in theory, but in practice it creates a system where new or solo players are either locked out of meaningful progress or forced to follow the agenda of larger zerg guilds. That’s not fun, and it doesn’t foster true player agency. Don’t force players to care about the political drama of node wars before they even understand their class.
Yes, but it's not what attracts new subs.
I dont see your reasoning why you say that small guilds would help mega guilds a metropolis?
All citizens will benefit if the node progress to metropolis. Solo players / small groups / mega guilds. all will benefit. So if you gonna benefit - why would you feel like NPC helping someone else, when you are helping yourself also.
even as a solo player this will be a chance to have chance to win vs mega guilds. Why? Because the number of citizens of nodes are same, no matter if 1 has mega guild in it, or the other has same number of solo players
Wait, why exactly do you believe this is true? I don't think we have a 'citizen limit' (if so plz link me or quote wiki).
So, while smaller nodes will probably be filled with megaguilds (if those decide to overtake a smaller node) - I'm not sure if metros (or whatever they are called now) will be overtakeable by a single entity. I guess some truly huge meta-guild with hundreds upon hundreds of members, but at that point I feel like splitting your forces into a wider control structure would be more beneficial.
But who knows.
That's how it works in every other game I'm aware of.
I agree that a much wider control structure would be beneficial though, especially since Trade/Election collusion is much more powerful than 'one big guild piled into one City'.
Only soft cap, But TBH i think they should put Hard cap also. For example every town get 300 citizens, city gets 500, Metropolis gets 800-1000. Will make both node wars and siege wars more equal. I even think that if the citizen count is even less than this it will be even better, since you may need alliances with other nodes to fill the missing spots in node/siege wars that you cant fill by yourself. This will make the social gameplay a lot more interesting.
Also by having hard cap - it will force players to spread to different nodes. Which will create more competition. Will force node wars to make sure your node is the 1 that gets ahead and blocks the neighboring nodes from progressing.
Instead without hard cap, most players will try to get citizenship in the node that has highest chance to advance to next stage. Removing the competition from the game.
For example - imagine there are 2 neighboring town nodes. 1 with 30% progression to city, the other with 60%. All players will choose the 1 with 60% progression, making it progress even more. But if the 1 with 60% is capped, You may be forced to go in the 1 with 30%. And then do Node war to steal some of the progression, and have the chance to get to city first.
I think i will even put this in new thread. Since i think its important for Intrepid to implement
Agreed... that's the purpose of hype, graphics and feature list (however poorly implemented).
Thing is ... ...
... ... if they don't put into the Game towards Release what was announced in the last Years regarding Weather, "Graphics", Season-changes, etc. -> it will be "under false pretenses" yet again - right ? And keep some to possibly many People away which would have come otherwise.
I mean,
maybe they can even rightfully say " Fxxx that. Most People hate WoW and a few other Games right now anyway and probably come over to us. "
And damn they might be right.
✓ Occasional Roleplayer
I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
pressing wasd and f to talk to npc is barely using my character.
i suppose the game is catered towards people who are more like me, or people who dont care about the grind, since they will get to do other things in the game, eventually.
not everybody wants to run around talking to npc's all day. thats boring. grinding mobs and fighting for leveling spots is core. if you must quest to level up and you cant complete your quest because of pvp or not enough spots, then that feels bad, whereas if you lose your mob farming spot, due to pvp, you can go to another spot and keep playing. you arent limited by killing a specific mob to finish the quest.
to overcome that issue with questing, they would probably have to make it a solo or 1 party experience where you can quest from level 1 to max. or, just a lot of generic quests, such as kill x monsters in this node, no matter the type. or just let people fight for all the quests. there will always be people who wont be happy anyways.
im not opposed to 2 leveling paths tho, one where you can grind mobs without thinking about quests, and one where you can quest without too much grinding (but still have to interact with people in the world).