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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Big Guilds Take Over
If the guild also shared XP debt with its members then the incentive to just add as many players as possible stops.
So the old throw bodies and dominate strategy is now a liability...
It's really not that difficult to suppress mega guilds.
As for alliances just add a financial burden/upkeep...If they want to arrange/plan outside of game then you are allowing for subterfuge and back stabbing to occur...which will also regulate mega guilds...
So the old throw bodies and dominate strategy is now a liability...
It's really not that difficult to suppress mega guilds.
As for alliances just add a financial burden/upkeep...If they want to arrange/plan outside of game then you are allowing for subterfuge and back stabbing to occur...which will also regulate mega guilds...
Escape key turns Bard melodies off
Escape key turns bard melody off. Trying to deselect a mob with Escape key or exiting an in game window shouldn't turn off your melody!
DemonCow
1
Re: Artisan professions (how many each)
I don't think we actually have full clarification yet.
If we do, someone please lmk too.
It's under review anyway, from the dev side, I think.
time stamp 37:14 if link not work
https://youtu.be/W6dhCycYAJQ?t=2234
Re: seasons and day/night cycles
seasons are 2 weeks and makes sense to have them rotate at that rate, otherwise seasonal crops would run out super fast. still takes 2 months for a full ingame year. day and night cycle are fine imo as its 2 hours a hit any longer and a good portion of play time will be wasted waiting for stuff that spawns in either cycle
Re: Early Quests < Grind Spots
The low-level quests are indeed just equivalent to a couple or a few monster kills, rendering the travel time to and fro as the tipping point making their consideration counter-productive. Doing quests is objectively inferior to even the most basic monster farming solo in sub-par spots. They do indeed needs to increase the quest rewards to incentivize taking them, travelling around, and properly engaging.
Verus
1
Re: Early Quests < Grind Spots
Honestly, is there any quest worth doing outside of the one the gives you a horse?
Re: the time it takes to do anything in this game
Copperfield wrote: »is this really the direction we are going with this game?
yes
Imnotkio
1
Ranger and Mage (Ranged DPS): a bit of feedback
I little bit of feedback from my part regarding classes, specially between Ranger and Mage. Instead of playing what people say is S-Tier on Discord, I decided to try it myself: these past two weekends, I've been focused on leveling three classes to 10: Fighter, Ranger, and Mage. Next weekend, I'll concentrate on just one, so I need to decide which one. However, I've had the chance to get a feel for each class's dynamics and concept. For those who main one of these two classes until +20, correct me if I’m wrong , since, as I said, I've only reached level 10 and things might change by level 20, but in my opinion, both Ranger and Mage can be focused on single-target damage, or at least their kits have options for it.
That said, I see that each class plays a different role. The Ranger has excellent burst damage but relies heavily on crits (something typical for this class type in other MMORPGs), and those crits often depend on applying marks like the Tiger mark, which increases crit chance by 25%. The cooldown for this mark is 1 minute, and it only lasts 8 seconds, so it seems like the Ranger is designed for situations where it goes in, deals a lot of damage, and then retreats until that cooldown is ready again. In long encounters I’ve noticed that I deal a lot of damage at first, but then I drop off until I have the mark again to crit. On the other hand, the Mage seems to have a range of skills that allow it to deal more sustained damage over time where I can repeat my rotations and they will deal more or less the same damage.
In Group PvP, this is going to define each class’s role: I think the Ranger will be used to jump into battle, try to take out strategic targets, and then retreat until the cooldowns are up again, while the Mage will hold a more consistent presence on the battle line due to its steady damage output.
That said, I see that each class plays a different role. The Ranger has excellent burst damage but relies heavily on crits (something typical for this class type in other MMORPGs), and those crits often depend on applying marks like the Tiger mark, which increases crit chance by 25%. The cooldown for this mark is 1 minute, and it only lasts 8 seconds, so it seems like the Ranger is designed for situations where it goes in, deals a lot of damage, and then retreats until that cooldown is ready again. In long encounters I’ve noticed that I deal a lot of damage at first, but then I drop off until I have the mark again to crit. On the other hand, the Mage seems to have a range of skills that allow it to deal more sustained damage over time where I can repeat my rotations and they will deal more or less the same damage.
In Group PvP, this is going to define each class’s role: I think the Ranger will be used to jump into battle, try to take out strategic targets, and then retreat until the cooldowns are up again, while the Mage will hold a more consistent presence on the battle line due to its steady damage output.
Re: Caravan rewards... or lack thereof
I just won't do caravans anymore. its just a waste of 40 minutes of my time. And on these limited weekends I just have better ways to spend my time/
Pushcha
1
Re: "Roll" should be a free movement
I'd actually be ok if standard jump used stamina too