Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Comments
This is what it took what you said to mean. I understand thst from a certain perspdcrive this is just a rewording of the same notion, but to me, the difference is quite major.
If this genre is ever meant to persist as something other than a continuously declining set of WoW clones, someone needs to change the way people approach the genre. A big part of that is moving away from the "log on to pass your sparetime" mindset towards a "log on to find someone to have an adventure with" mindset. You won't get that if you continue to bombard players with solo time waster opportunities.
When people logged into Regnum Online or DaoC, they didn't log in to level up or see what the game had in store for them that night. They logged to drum up a group to make a dent in the enemy's defences with and work towards strengthening their realm together.
When people logged into Dark Swords, they didn't log in to grind boars 10 levels higher in the village next to their spawn point.
They logged in to find a group of adventurers that could safely escort them through swamps and mountains filled with unavoidable insta-wipe opponents, so they could reach distant quest objectives, take down high-xp encounters that required expensive buff potions and reliable coordination around the group's strengths and weaknesses, and finally to train at unique skill schools that could only be accessed in those perilous destinations.
If you weren't in the mood to do those things, you just didn't log in at all.
Or if you were genuinely so bored of your life that you did log in without socialising, you didn't do it to keep up with others' leveling pace or equipment - so the comparatively tiny XP reward wasn't an issue.
*Those* are the types of gameplay loops and expectations we need to move towards if you ever want it to fulfil its potential instead of popping out more lifeless WoW clones as coping mechanisms for neckbeards who hate real life. Autogrouping is so far removed from where the genre needs to be, it's hardly even worth talking about.
But I do find it interesting that I haven't really heard of other mmos attempting to do the same. Maybe it's exactly cause GW already exists and it's taken up the entire niche already, while the WoW-clones part of the industry isn't really niche, as was shown by WoW itself.
Or should i better say ... ... ... ... ... the GREED of Activision-stealmybreastmilk-LIZZARD was saved by them.
Otherwise - i would have been really curious if the Game would have still made Plus Numbers regarding finances - during THE. LOWEST. PLAYER. COUNT. apparently recorded in WoW History up to date by then.
Yes.
Indeed.
The Story Writing was indeed THAT bad.
We are approaching a new Low like that since the last big Update however
✓ 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".
This is exactly it.
The core of the MMORPG genre is getting some friends, and running a dungeon. This is the gameplay loop the genre was built on. This is your WoW, both EQ's, FFXIV (from my understanding), ESO, Rift, LotRO, etc. Each of these games do this loop a little differently, but they all have that core.
MMORPG's that are based around anything else are niche (which doesn't necessarily mean unpopular). A game like GW2 can only really be a one off within the genre - there isnt really scope for more games with that specific type of deviation from the core of the genre.
same plus open world pvp and class customization ;3
The world is too big for it not to be. Verra is going to feel very empty quick.
Depending on the Communities playing the Game -> You can safely assume the World is MAINLY so big, so that People have Freedom to choose their Landscapes/Biomes.
If the final Server Populations however will " INDEED " be 9000 Players per Server or above towards 15.000 or so, then You might see whole Servers full with every single Biome having every single Node unlocked towards LvL 3 or so.
INCLUDING the Underworld of Verra, if it will have Nodes too - just like i think it was stated in the Past.
✓ 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".
I agree, but it is also going to cause massive issues post launch.
When the game comes out, everyone will be in a rush to get to the level cap. Groups will be plentiful, this will be good. A month in to that though, lower level groups will dry out - people will still be leveling their first character and so won't be interested in alts or lower level stuff.
People that start the game at this point are going to have a VERY rough time. They are going to complain about it, and other players are going to cite their experiences of the same level range just weeks earlier, where grouping was easy and they didn't have the issues being talked about at all.
People will leave because of this - and both Intrepid and the community need to be aware of this. I am not making any claims as to how many, but people that start the game after the initial rush but before players hit the cap and some roll up alts are just going to have it rough.
Players also need to be aware that at some point, Intrepid *WILL* make the leveling process easier. Those same players that were telling the late starter above how easy leveling was when they did it just weeks earlier will now be telling Intrepid how hard leveling was for them, and how they think it's unfair that new players don't need to go through all of that - and then these players will go off to another thread and complain about the population drop and be disappointed at Intrepid for not doing anything to attract new players and keep them in the game. Almost as if these people put zero thought in to what they are saying.
The above is all just going to happen. It is a given, a forgone conclusion.
remember that as nodes develop, levelin gwill be easier for new players (at least faster).
there will still be less parties for sure.
How do you figure this?
I can see it from the perspective of all the content being there for leveling so no need to wait while nodes level up, but I can't see any other reason.
yeah thats why. people starting on day one will probably be stuck for days at a time waiting for nodes develop and geting 0.000001% exp per mob lol
From my perspective of being in this exact situation right now (playing a game with a slow leveling speed, and I started in between waves of players), it may well be true that people at the front will be waiting days for content, but it is equally true that people behind them will be waiting weeks for groups.
If we are going to be actually realistic, people that start 4-6 weeks after release will hit the level cap with the first wave of alts.
edit: I'm not saying solo players shouldn't be able to level up alone and the game should be 100% party oriented.