Best Of
Re: Recruit a friend
It won't do anything until Launch and you start paying monthly. Assuming it's still active by then.
Re: Serious Concerns about the Future !!!!!!!!
It's pretty poor, isn't it. Leave your honest reviews on Steam.
Re: No racial boons/abilities?
They should have, but there's been a lot of back peddling regarding choices having consequences. A lack of racial perks makes the worldbuilding more shallow
Caeryl
No racial boons/abilities?
I get why they won't have it but it was said in the beginning that they would have it and now they did a 180. I LOVE when races have some extra flavor added to them, or unique abilities…. if min/maxxers wanna make a big deal out of it then let them but I think races should have some differences….
Dryadez
Feedback on improving the gameplay
- Need to put guards at the port to guard and protect the players, or allow the caught fish to be sold to any vendors.
- The PK mark "player killer" should be given not only to the one who dealt the last blow, but also to the one who inflicted the most damage to a peaceful player. and increase the duration of the tag to 30 minutes
Description of the situation (explanation) :
Now it takes a lot of effort to get fish on sport fishing. When players return by mule to the port to sell the caught fish. There are just other players waiting there who want to take away the fish. There is no balance here as they don't even need to put any effort into finding a player. They're just waiting.
Such players also take advantage of the imperfection of the system, for example: One player, usually of a high level, attacks the player who is carrying the fish. But when he has little health left, he is finished off by his low-level accomplice and in cheap equipment, he receives the mark "Player Killer" and the loot is taken by a high-level accomplice, and remains virtually unable to be punished for murder. It's an exploit!Therefore, the tag must be given to both players. Who caused the most damage and who dealt the last blow. I also suggest increasing the chance of things falling out at death, depending on the quality, the higher the quality, the greater the chances. To make players more aware of pvp. It would also be possible to add a decrease in experience debt over time.
Re: Trading with alts.
Right now I'm playing the game: "transferring items between alts"
Terrible concept, I'm expecting a permanent fix due to this matter in the next few days. Since it has ZERO meaning, ZERO benefit.
Yes, I bought another AC to have a trader, so I'm loading up two accounts on two different computers and I'm forced to play the game in that way. At this point ppl would say: - Hey, so its a profitable act by the company! - Well not really. I sent out like 10 invitation into the game to long term MMO player friends, but now I told them that they should wait a bit. The reason: if they would realize what torture we have to handle with transferring resources between alt, I would feel ashamed by inviting them.
Here is my thread due to this matter:
Re: Races feel disconnected from the node system / race identity vs gameplay meaning
TBH races should have racial abilities…. it gives a sense of identity and culture to the races. GW2 did it right, WOW finally got it right in WOTLK. Classic is just miserably unbalanced. But alittle bit for flavor….. we need to be more than just a different combination of pixels
Dryadez
Re: Econ-Friday Ranting (a Reference Post)
The Holidays are here! And what better way to ring in the season of giving than by complaining about misgivings!
Specifically addressing a part of the response of the last poster, in terms of literal Mis-givings, games giving out stuff they shouldn't.
Intrepid, as usual I'm gonna rant about Throne and Liberty but know that this is actually 'feedback' on why my group doesn't like your Harbinger Event.
TL's new "Abyss Territory Event" (h.r.t. referred to as just 'Starfall' for my own sanity, forgive me) is a relatively fun event with some Economic Design hiccups that if they happen in AoC will be way worse.
Problem #1 - Skill-less Random Benefit
To receive a piece of Epic Tier III gear from a Starfall, a player needs to be there early, and tag every mob they can (not first tag, just do anything to them basically). Those mobs then die, and once you have tagged 50 mobs that die, you can go open a chest that drops some fairly random loot (there might be a minimum damage contribution or something required, but I'm not 'weak enough' to experience this). Since these mobs are just stat-puffed versions of the same mobs in the dungeon, I wouldn't expect it to be too difficult to manage the tagging part.
Note that someone with the power to actually kill these mobs needs to be there, of course. Those people get the mob drops. The Tag-Alongs don't need to get any of these to get the free T3 gear piece. If you die, you start the count over. The problem here is not that everyone can get 2 Pieces of T3 gear per day with nearly no actual ability to fight, it's that mostly, what they get seems to be random, and that's bad because it's Homogenous Opportunity, on a faucet controlled by number of Attendees, with zero downward pressure. The more people show up, the easier it is for everyone to get something, the more loot is generated.
This might seem good, if more people show up, then more people 'need loot', right? But what happens when everyone needs 'something' but not 'a specific thing' is that 'everyone wants to sell what they get', leading to @drclaw's complaint . "everything drops like candy, but it's hard to actually sell it". For a group like mine, this is not an issue at all. We 'sell internally', using the Auction House to move things from one guild Member to another, perfect easy advance. For Casual players, it doesn't help. We 'ignore them'. There is no 'I don't really like Starfall in this Dungeon so I will earn money to buy drops from people who do'. There's just 'go, get stuff, if it is the right stuff for someone, make sure it gets to them, ignore other players'.
Problem #2 - Overflow Growth (sorta like Snowballing but not really)
Starfall has a purpose, and a Noble one. Revitalize dungeons that are fun but no longer relevant with temporary status of drops. My group is loving this. We go to Starfall 'late' into the hour, when fewer people are there. This means that we get First Tag on the mobs, which means we get challenge (somewhat, a coordinated effort can still Trio a small room without being in any real danger, but it's not trivial) and drops. It's fun. The drops are almost all if not entirely Tier 2. They're not entirely random. Things are great again! Wonderful even... for us.
But 'the Casuals', oh, their suffering. If I can just wait until a specific primetime window to get Tier 2 Gear pieces why do I even need to buy them from anyone 'weaker'? Yeah, they're probably broke. You'd think maybe I would need to get it from them for the long-ago-mentioned 'I don't like or can't risk this area' reason. That part is actually working a little bit. But it's the same stopgap problem. The more I get, the stronger I am, the easier it is to get. This is good. But 'the things the Casuals can get' have even less value relative to time spent. Almost unavoidable really, but the relatively high droprates are definitely contributing to this, and while this sorts itself out in TL, it will not do the same in Ashes.
Problem #3 - Power Pacing (similar to Power Creep but again not really)
Another great part of this therefore (for us) is that a lot of the Tier 3 Lithographs end up being relatively cheap now. The only relatively bad part of this is again that 'the casuals' don't think the same thing when they hear 'cheap' (but they should). The issue if anything is the removal of the Economic Drag force. Top players or players who are able to easily do what we do in Starfall rapidly outpace anyone who cannot, meaning that competition options within other content dry up for those 'Casuals' incredibly quickly.
These are not directly problems in TL as yet. Progression in that game does not require competitive capability, and while we ofc always lament the loss of PvP activities due to snowballing and 'erasure of level brackets', at least it might get solved someday, the game has the structure to make it possible.
We see no signs of that structure anywhere in Ashes of Creation yet. We see only structures that don't seem to take these issues into account the way TL does, sometimes turning what is at worst an uphill struggle and at best 'just a few months of waiting until some sort of reasonable fix', into a nearly-valid reason for even players like us to want to write off the PvP aspects of the game.
And so this rant is the usual request to address this somehow and maybe do something about it before you get too much further, because your current structure doesn't look like it would even get near an Economy that works for anyone other than the top 2% of players, if the Harbinger Event is meant to be an example of the type of thing we should expect from PvP incentive structures.
So, in case unclear:
- Harbinger Chests are a Lottery for stronger players and a death sentence for Casuals via Snowballing
- Corrupted Drops being able to be turned into other materials and 'grinded up to Legendary' is Economic Overflow Growth of the absolute worst kind
- The obvious lack of real challenge other than PvP on the bosses shown so far for this event is a Power Pacing nightmare
These things work Economically in other games because of Time-Clamped Progression (TL, BDO), Stat-Clamped Competition (GW2, FF11), and/or player-goal Isolation (Neverwinter, ESO).
tl;dr Opinion - Even if it looks like you're just 'unburdening the PvP-focused players' by making it so that they don't have to care about the details of what drops they are getting/can get their dopamine hits, you're setting yourself up for a ton more work.
Azherae
Re: [EU] RO ALERT – Romanian Community Guild | PvE & PvP
Sal,eu inca nu am jocul dar cand fac rost de el vreau sa intru la voi in guilda
Re: Freshwater vs Saltwater sportfishing
get you some max tier lures, spend 25g on a boat, take a long trip out to sea to find a spot, fish up a small tuna and then get jumped by 4 guys on shoalskippers permanently destroying your ship and losing the fish you caught.
Why isnt everyone lining up for this premium experience?
Sathrago
