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.
Best Of
Re: Game is too punishing.
i personally feel it should drop a larger % and delete less, the future mention of having bags that lock your stuff from being lootable with certain bags i think would help for pve deaths as well
but i think right now it just kinda punishes tanks more than anyone else
but i think right now it just kinda punishes tanks more than anyone else
Re: Game is too punishing.
Well said. btw - wasn't Blackthorne a villain from U VII?
Good to see another student of the old school.
Yes it was!
Re: More than one tank in eight player party is the only class that is redundant in PVE
My solution for this is going to be unpopular.
the 'base' tank archetype should not be able to hold full aggro on more than one or two mobs. The current trend of holding 10 or more mobs while the rest of the party goes full-blast AoE is extremely detrimental overall.
The 'base' tank kit should be really good at holding 1 or 2 mobs. Beyond that, the rest of the party has a risk of 'peeling'. This should be a risk vs reward mechanic. When doing large farms, the rest of the party must hold back some of their damage, be careful about overhealing, and be mindful of to focus the main target first. A large 6k+ heal should be a great risk to the party's cleric.
'Adds' should be a huge risk. If you are already fighting one or two monsters and you aggro 3 more - this should be more than a single tank can handle without significant coordination and focus fire. Right now the tank can scoop them all up and it's no big deal as long as you put out more heals and shields.
This can be accomplished by 'area' threat being divided by the number of targets except for the tank's offensive target.
This does a few things;
1) It gives a 2nd Tank a raison d'être. Two tanks means you can hold aggro better and on more mobs. The tanks should coordinate on 2 main targets and keep them in place.
2) It will give secondary tanks (when available) a purpose. Secondary tanks should be partly to protect the casters if and when they overpull or there are adds.
3) It will make stun and immobilize more useful than they currently are. right now if there are adds the main tank can scoop them up and you should be able to pull through. Adds should be going for the backline and need to be parked by crowd control - where they won't be attacked. If they are all being scooped by the main tank, stun and immobilize don't have a place since they will just be walloped by area attacks.
And, most importantly;
4) It gives tank/tank a particular niche. A tank/tank (Guardian, IIRC) should be able to hold more threat on more targets than any other tank. this is their main and only job when they spec that way - giving up whatever utility or damage they may get from dipping into another archetype.
Steven has said many times he doesn't want this to be a 'tank and spank' mmo. Lets make this happen. Give the risk vs reward of large pulls that require careful consideration of abilities rather than going full blast 100% of the time. This will be better overall across the board.
the 'base' tank archetype should not be able to hold full aggro on more than one or two mobs. The current trend of holding 10 or more mobs while the rest of the party goes full-blast AoE is extremely detrimental overall.
The 'base' tank kit should be really good at holding 1 or 2 mobs. Beyond that, the rest of the party has a risk of 'peeling'. This should be a risk vs reward mechanic. When doing large farms, the rest of the party must hold back some of their damage, be careful about overhealing, and be mindful of to focus the main target first. A large 6k+ heal should be a great risk to the party's cleric.
'Adds' should be a huge risk. If you are already fighting one or two monsters and you aggro 3 more - this should be more than a single tank can handle without significant coordination and focus fire. Right now the tank can scoop them all up and it's no big deal as long as you put out more heals and shields.
This can be accomplished by 'area' threat being divided by the number of targets except for the tank's offensive target.
This does a few things;
1) It gives a 2nd Tank a raison d'être. Two tanks means you can hold aggro better and on more mobs. The tanks should coordinate on 2 main targets and keep them in place.
2) It will give secondary tanks (when available) a purpose. Secondary tanks should be partly to protect the casters if and when they overpull or there are adds.
3) It will make stun and immobilize more useful than they currently are. right now if there are adds the main tank can scoop them up and you should be able to pull through. Adds should be going for the backline and need to be parked by crowd control - where they won't be attacked. If they are all being scooped by the main tank, stun and immobilize don't have a place since they will just be walloped by area attacks.
And, most importantly;
4) It gives tank/tank a particular niche. A tank/tank (Guardian, IIRC) should be able to hold more threat on more targets than any other tank. this is their main and only job when they spec that way - giving up whatever utility or damage they may get from dipping into another archetype.
Steven has said many times he doesn't want this to be a 'tank and spank' mmo. Lets make this happen. Give the risk vs reward of large pulls that require careful consideration of abilities rather than going full blast 100% of the time. This will be better overall across the board.
Re: I Think We Have a Winner on Our Hands
Farming mobs works very much the exact same way it did in everquestaswell, basicy u would fight into a dungeon or area till u find a spot usualy near a named spawn and then ull have either the tank or a dps pull mobs nearby to the group the only exception is mobs had no leashes in EQ where they do here however they seem to remedy that by having faster spawns than everquest and decent length leashes so u can pull quite far and u shouldnt run out of mobs due to respawns in EQ u were sometimes pulling mobs quite far from your camp atg times.
Veeshan
1
Re: I Think We Have a Winner on Our Hands
Thanks Fippy! That was a very detailed breakdown of EQ, and it explains many things that I've heard over the years.
DAoC bard was fun too!
Been mmoing since EQ1 launch in 1999. Was in DAoC at launch. Played both for over 10 years. Ashes is the first MMO since then that gives me the feels. In my 50's now and I'm going to Bard it up like its old school and I'm 20 again.
DAoC bard was fun too!
Re: Power Leveling [Feedback]
novercalis wrote: »Flashfirez23 wrote: »The change made to prevent power leveling just made the game way less social and fun. I’d argue that it was a step backwards overall. I feel like not being able to play with friends or guild members due to this arbitrary change. Is not worth going this extreme in trying to prevent power leveling. The gaps in player levels are only going to get larger and only being able to group up with player 3 levels apart from you is insane! This is promoting antisocial behavior that is corrosive to Ashes’ vision. There needs to be ways higher level players and lower level players can play together without being punished or else this game is going to have some serious problems.
this is not promoting anti social. go socialize with non guildies members now!
We want to play with our friends, not random people...
Re: I Think We Have a Winner on Our Hands
Been mmoing since EQ1 launch in 1999. Was in DAoC at launch. Played both for over 10 years. Ashes is the first MMO since then that gives me the feels. In my 50's now and I'm going to Bard it up like its old school and I'm 20 again.
Re: I Think We Have a Winner on Our Hands
Blackthornes wrote: »I never really got into EQ heavily back in the day, and I regret that I missed it during its prime. AoC's developer chats early on mentioned rare loot and mob farming similar to EQ. I'm curious about exactly how that worked in EQ, and I would really like to know if Intrepid still plans to implement rare loot in that way.
It's difficult to say as we are not sure what's being planed. In Eq1 named mobs would either drop nothing... then sometimes some junk... but then the rare item. What and how rare would depend on the target and the item being farmed. I wonder if that's what they're thinking here; people will setup 'farms' in contested areas. With the added twist, here, there is (pretty much) open pvp where another group can force-ably remove another group from a location.
(Note: I played Eq1 a few months after launch till about a month into Lucian Expansion. Then played Planetside till SWG came out.)
Shoklen
1
Re: Corruption System is Broken
My honest opinion about the corruption system is this... It is supposed to PREVENT if not then at least decrease GRIEFFING. Pvp is fine, but if you keep doing it to one person or group then it becomes greiffing. Training mobs is a different form of grieffing, yet STILL grieffing. If they don't somehow incorporate that into the corruption system, people will continue to do it with no penalties and will in turn kill the game in the long run. It'll just be a train wars game at that point. Solving the issue is just somehow incorporating it into the corruption system. I should be like 1 time slap on the wrist, 2nd time you become corrupted. IMO it's really not a hard concept to understand, but to put it into action will be the most difficult part because there is a lot of grey areas around "training". IF you want people to be able to fight for their exp spot, a POI, fight the person that trained mobs on them and got them killed, then there shouldn't be a punishment from that. Which the corruption system is currently screwing over the non-grieffers more. It should ONLY become punishing (or corrupted) when it becomes grieffing. Dying 1 time from 1 person isn't grieffing. It should be changed to a Grieffing system and punish those grieffers, not someone who is just trying to defend his exp spot or killing the person that keeps training him (and gaining EXP DEBT). I am a BIG proponent to talking this game up and I plan on only playing this game on release, but if it stays a corruption system instead of some sort of grieffing system I won't play it when it releases. That's not intended to be any sort of threat. I just want to let it be known how much I am against a corruption system that punishes those that are in self defense as a Pvp player. I don't know how the problem will be solved, but I gave my best advice on a HUGE game breaking problem and how I would fix it personally and that is all I can do at this point. I've done my part and now I am leaving it in your hands Intrepid to acquire some type of fix for this system in place currently.
Re: Corruption System is Broken
KallenXIII wrote: »Honestly a simple solution to this is to make PoI's pvp force flagged zones. If someone is training you, you can kill them comfortably. You have a new aspect to grinding that makes it so you have to calculate pull size vs player population in the area: do I pull 4 or 5 mobs since we are grinding smoothly and there's few player threats around? Or do I grab 2 mobs at most and be ready for an ambush because someone else's group want's this boss. If highwayman Hills was a forced flag area, every single point listed originally is solved, and higher level players can come along and help their lower level guildies grind safely, and you will end up with fun organized pvp of higher level players everywhere across the map. It matches the vision of risk vs reward: this group is organized and has been grinding here for some time, if we fight for this spot can we defend ourselves from other groups while grinding here, or even their group? If not, just move on. There's plenty of area's outside of PoIs that solos can grind at, goblins north of ursine for level 18-20s, minotaurs south of Titans ring for 10-12, etc. and this would encourage the solo trolls to go explore and find other spots to grind for their level. Corruption should be the punishment for engaging in unsolicited pvp: not as a shield for trolls to attack others in creative ways (training). Force the flag, and now there's no shield - grind here at your own risk, and bring a damn good team to do it.
EVERYONE and their mamas gonna be ONLY going to POI's then. Also, what do you do when this happens not at a POI? There is nothing you can do about it. Also if everyone is flagged and there are 2 groups on a boss then the AOE damage would be crazy to the groups (probably on purpose to kill them). Also if it flags everyone then you can get high levels to just walk through flagged low level groups just for fun. Corruption should be in place to PREVENT (or decrease) grieffing, not because a non-pvp player doesn't want to pvp. So while your fix to the situation is solved, it now brings up more problems to worry about. Unfortunately, I don't see this as being a quick fix, but more of a fix this issue now it bring 4-5 more issues to fix. Then those issues bring 2-3 more, fix those and it keeps going.