Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Connect all "realms"
OutRage87
Member
I am not sure if this has been answered, and I am not sure how "realms" / "servers" will work, however, I do feel like there needs to be some kind of interlinking between realms, not sure what or why, but I feel like realms segregate too much, a true MMO should be able to avoid the "feeling" - I am not saying make one server, one world, but certainly dynamics between servers could have a huge impact. I am a big believer in "data is king" the more you have the more you can do with it, so here is an "off the cuff" example of what I mean.
Trading post/Auction house cross realm items (I know this could potentially lead to over supply on items) but is that a bad thing? Surely that would simply affect the pricing, maybe it could be turned into a positive. So the most common of items don't get made redundant because they are needed in the masses for "city projects" for example. Where real supply and demand could come in to play. For example, one server needs the very basic "wood" usually there are hundreds of thousands on the market place, but today a big clan purchased most of it, the price would (as normal) inflate. Anyway, end of tangent haha.
Dev vlog question: Will there be x-realm trading?
Trading post/Auction house cross realm items (I know this could potentially lead to over supply on items) but is that a bad thing? Surely that would simply affect the pricing, maybe it could be turned into a positive. So the most common of items don't get made redundant because they are needed in the masses for "city projects" for example. Where real supply and demand could come in to play. For example, one server needs the very basic "wood" usually there are hundreds of thousands on the market place, but today a big clan purchased most of it, the price would (as normal) inflate. Anyway, end of tangent haha.
Dev vlog question: Will there be x-realm trading?
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Comments
The known base intention of the game's economy is based on this, and the emergent behaviours that come from geographical restrictions on economic activity even within servers on their own map, so it's unlikely we'd ever see any movement of resources or items from one server to another for many other reasons related to the Node System and the point of it.
Each Realm is a world with its own story. There is no reason to link them.
Aren't we all sinners?
/HighlyDisagree
While SS is against GroupFinder - and rightfully so - for PvE content, there's always 1 game element in which that yours truly has always found welcome: instanced PvP matches.
Every MMO means well, and usually seems to think they've done a great job in developing their systems for things akin to AoC's Arenas. In practice? It's historically been a system that requires adjustments/changes, sooner than any other system in an MMO. The pool of PvP'ers on a single server wholly determines a single-server-only match-maker; In allowing *just* the PvP match-making to be cross-server, developers really are doing a BIG favor to people whom are otherwise left to wait in queues for god knows how long. It's always prime-time for an MMO *somewhere* in the world - even if it's the dead-of-night, in other parts.
/Support cross-server PvP match-making; /Oppose ALL other match-making for group content.
If the game were static, rather than dynamic - where Illwind is a city when everyone first logs in and remains the same city for the next 15 years, regardless of the players do - sure, interlinking servers could be OK.
But, no, there will be no cross-server trading because stories and economies will evolve differently on each server.
While there may be some cross-server functionality (arenas, for example) I don't believe that the current design intention is to have a cross-server auction house or economies. If that were to change, we'd let you know!
What you are supposed to do though, is work to try and get your server to evolve in a way that you like. Work to make your node the strongest, your religion the strongest, your social organization the strongest. Work to open up the content you want to run.
If all servers evolved the same, then you couldn't do any of that.
Big problem with new world was the small cap , server cap was and still is less then 2k, other thing was alot of players got the idea that new world would be heavly Pvx game like Albion, Eve or lineage when they Saw the PvP was less then 1%, the economy was Trash without any item sink and terretory was completely pointless, hardcore guild left, mine was that case, the same for PvE players that pick the game thinking that was an themepark , and left after they reach endgame and had ONLY 2 dungeons
What cross-server feature are we talking about though? for arena PvP I'm sure we'll have that because it doesn't matter or affect the world in any way.
PvE in the form of cross-server parties that does not work in AoC because that would make reputation become irrerelant for everyone since regardless of your actions you would always be able to find groups for any instanced content.
A cross-server auction house would screw the whole game because instead of competing with those in your server for limited resources and managin all of that, all that matters is who makes the most money to buy the most materials.
The New World comparison is just ridiculous. I can also claim that New World failed because it lacked sexy female skins and it would be more valid than your claim that it failed because it lacked cross-server features.
In terms of the game needing enough players, all the mechanics that require player input are able to be adjusted on a per-server basis by Intrepid, so if a server is low population, they can just set everything to need less player input than it needs on a higher population server.
Keeping separate ‘realms’ allows the nodes in each of those realms the autonomy to evolve with that set of players. It’s not just an intended feature, it’s a pillar of the game.
People who complain you can’t put gas into a Tesla aren’t catered to, they are ignored.
Are you saying that Steven and all of the Intrepid Team members should post their opinion ... until you get an answer you like?
You refusing to look up info in the Wiki isn't anyone else's problem ... especially not Intrepid's.
I agree. What exactly is the ‘weakness’ here?
What exactly isn't in relation to low population you are concerned about?
As I have said previously, things like node construction and maintenance - which is all that Intrepid have really identified as being population dependent - are able to be adjusted.
What else is there that is concerning you?
The intent is to delay the issue by using high population servers (up to 50,000 registered accounts per server with 8-10k actively playing) and a limited amount of servers compared to the number of players. We will have to see if they succeed in throttling the number of new servers to an amount that works.
"Population limits will be enforced on each server.[12]
Around 8-10k concurrent users per server is projected.[13][14][15][16]
Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[17]
This limit will increase over time to around 50,000 registered accounts per server.[17][18][19]
The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[18][20] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[19]
Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[19] – Steven Sharif
https://ashesofcreation.wiki/Account_management
BTW, all I had to do was go to the wiki and search "population". It was the first link and skimming halfway through yielded the answer in a few seconds. Its very quick compared to writing this thread and requesting links.
Mostly likely he will say pretty much the same thing he has already, without adding much.
Just as he almost always provides the same example of of adding a Teleport augment onto the Rush Active Skill whenever he explains how augments will work. But, there's a chance he will tease a little bit more, like when he finally mentioned augment Schools.
First of all, that does not sound at all like enjoyable gameplay. Even if it is something the player in question wants, any gameplay offered up by a game developer should be something that players are going to enjoy.
If the developers then went out of their way to make this journey enjoyable, they are now spending time (and thus money) on giving players an enjoyable way to do a thing that the developers specifically don't want players to be able to do - which is move between servers.
If a player really wants to play on a different server - so much that they would spend a month of time traveling to it - then they can just reroll on that new server.
Is this what people say now when they have no debate left?