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The Discussion Round is celebrating our 6th anniversary with Steven - Do you have any questions?

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Comments

  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The nodes stream showed us the development of the smithy crafting building through the mayoral tools. There were several other buildings listed in the UI such as the woodshop, laboratory and farm. Can you as of today go in game and through the mayoral tools create these buildings as well on the same or different open plots?
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  • Mag7spyMag7spy Member, Alpha Two
    pleease pleease pleeease, ask questions about gear enhancements no one ever ask questions on that element of gear progression and their plans.
  • ArunteliArunteli Member, Alpha Two
    What culture(s) will be inspiring the Tulnar race? Can you describe a bit how the Tulnar architechture / armor / weapons are planned to look?
  • ShabooeyShabooey Member, Alpha Two
    With the Node livestream we saw a human village node. Does this mean the other stages/racial aesthetics are not ready yet? Or if they are, where are they up to with them?
  • What is the player threshold count below which Steven would trigger a server merge?
  • DiuraDiura Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
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    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 🙏
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  • pyrealpyreal Member, Warrior of Old, Alpha Two, Early Alpha Two
    edited September 2023
    How many healing archetypes are there?

    Internally, is the Cleric seen as the healing focused archetype?
  • "Whenever sieging comes up, you always highlight that the game is not a PvP game (nor a PvE game.) I take this as a warning for PvP enthusiasts, meaning: 'You won't be sieging for the majority of your time in game, so better get that idea out of your head. Go look for another caravan to fight instead!' - in the most loving phrasing a Creative Director of a game in Alpha could deliver.
    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.
    The only one who can validate you for all the posts you didn't write is you.
  • Will group duels be a thing? Like my group of 8 against another group of 8
  • 👀 lots of questions! I'm excited for the show! GLHF :)
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  • How will players who neither like nor dislike PvP, judge the PvE aspect of AoC compared to other PvE games?
    Does AoC aim to compete with other games on PvE aspect too?
  • ShabooeyShabooey Member, Alpha Two
    In a PvP encounter, which will have the greater determining factor in success; a players skill or their characters stats?
  • lemuletlemulet Member, Alpha One, Alpha Two, Early Alpha Two
    Wars (Not Sieges)

    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?
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  • My countdown failed and reached 0 today :(
  • TyranthraxusTyranthraxus Member, Alpha Two
    edited September 2023
    Since there are 85 regular, non-castle Nodes in the world, this means that each of the 5 Metropolis' subjugated Zone of Influence or "Node-kingdoms" are dictated to a size of exactly 17 Nodes, not counting the Castle-Nodes.

    The question to you is this:

    Asides from Node Relics, what incentives will each of the 5 Metropolis' kingdoms have, to fight each other?



  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2023
    If the 5 Node "kingdoms" are limited to 20% of Verra's land mass each, what incentive do they have to fight each other, once the initial borders of all 5 kingdoms fill out?
    I don't understand the concept.
    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...)
  • TyranthraxusTyranthraxus Member, Alpha Two
    edited September 2023
    Dygz wrote: »
    I don't understand the concept.
    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.



  • Raven016Raven016 Member
    edited September 2023
    Will developers be able to influence how resources spawn on the map by manually favoring some areas over other areas? (ask this question only if the above one is asked before)
    What happens when server population drops? Resources stop spawning or will players finally be happy that they get enough of them? This relates to
    Raven016 wrote: »
    What is the player threshold count below which Steven would trigger a server merge?

    Putting them all together: Should players who want to avoid sieges join low/medium populated servers?
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