Best Of
Re: what is going on with this project
I stopped reading at "I will start by saying, like many i bought into the project almost 8 years ago, with the expectation that the game would have released maybe 4-5 years ago"
Orym
4
Re: Character voices
Cast words are nice. And for me, the most important missing sound is the moan, groan and heavy breathing during sword and weapon swings, mostly during the autoattack.
1
Re: Launcher not visible
i'm in the same boat, i think it got screwed up when i changed one of the settings tabs. did the open with pc and another one.
Re: What are people's node & biome preferences?
just ideas (based on artwork i like and also some games i've played) * feel the world is missing some characteristical fantasy sparkle/touch to it, like maybe some dragonflies flying near water ponds/streams/lakes/rivers, moths flying around lit lamps, an abundance of fireflies flying around at night, maybe even some pixies (fairies)*

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*some Harry Potter vibes, like books open by themselves and pages getting flipped as if someone reading, cauldrons hovering and boiling with a spoon inside moving in circles (as if preparing something) by itself, tea getting served by itself and so on....(perhaps in a mage household/place of abundant magic)*

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*would be really cool have some sort of a cards mini game going on at the tavern*
*also in hogwarts legacy there would be some birds roaming/flying around like owls/crows/partridges/eagles, same for assassin creed origins/odyssey there would also be ibis/herons/flamingos/vultures or seagulls; small animals as well like rats/rabbits/cats/dogs and farm animals; fields of crops and flower fields enhancing even more immersion*
*we are in need of some more dense forests*









*love seeing tapestries in games*











*details even the smallest ones is something important to me and something i pay attention to (as in partake of immersion), from food over the tables to an enormous range of decoration/utensils/tools, over to the flowers in the field or in vases, etc.*















































missing the footprints over certain terrain like sand/snow and mud, the dust/sand in the air with the breeze/wind, also sand lifting from behind while running or even just moving, petals from tree flowers going with the breeze, or leaves that fall and land over the water surface; all of that contributes for more depth in immersion (immersion something that i feel tends to be lacking in quite a lot of mmos, while rpgs achieve it pretty well)

mountains that look more like mountains...

ruins are lacking signs of age (like fungi/lichen/liverworts/algae or moss covering the stone (or actually any rock/stone surface in general) structure)
[i've seen some of these details/features in the development update showcase videos...but a lot still be missing in the alpha]














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*some Harry Potter vibes, like books open by themselves and pages getting flipped as if someone reading, cauldrons hovering and boiling with a spoon inside moving in circles (as if preparing something) by itself, tea getting served by itself and so on....(perhaps in a mage household/place of abundant magic)*

^


^
*would be really cool have some sort of a cards mini game going on at the tavern*
*also in hogwarts legacy there would be some birds roaming/flying around like owls/crows/partridges/eagles, same for assassin creed origins/odyssey there would also be ibis/herons/flamingos/vultures or seagulls; small animals as well like rats/rabbits/cats/dogs and farm animals; fields of crops and flower fields enhancing even more immersion*
*we are in need of some more dense forests*









*love seeing tapestries in games*











*details even the smallest ones is something important to me and something i pay attention to (as in partake of immersion), from food over the tables to an enormous range of decoration/utensils/tools, over to the flowers in the field or in vases, etc.*















































missing the footprints over certain terrain like sand/snow and mud, the dust/sand in the air with the breeze/wind, also sand lifting from behind while running or even just moving, petals from tree flowers going with the breeze, or leaves that fall and land over the water surface; all of that contributes for more depth in immersion (immersion something that i feel tends to be lacking in quite a lot of mmos, while rpgs achieve it pretty well)

mountains that look more like mountains...

ruins are lacking signs of age (like fungi/lichen/liverworts/algae or moss covering the stone (or actually any rock/stone surface in general) structure)
[i've seen some of these details/features in the development update showcase videos...but a lot still be missing in the alpha]













Kallysha
2
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Yeah, it's that point #2 that is where we have the 'disconnect' here.
For the 50h a week group, if a game offered something dangerous and risky enough for them to view it as 'real content', but also the game has Fantasy MMO style progression, there's no way the 5h a week group will touch that content.
That's what I meant by low tolerance. A Fantasy MMO doesn't ever really 'take enough things away' from a player who loses to ever make it even back out, that's something you only get in EVE.
This thread already started discussing one of the few things Ashes does take away, your exp, and the gap is already obvious, like... who dies often enough in Fantasy MMOs these days to even care about exp debt? The 'average' player trying to keep up with the top ranks.
I'm sure you have just as many stories as me about this, unless somehow your Guild Wars allies were all great players.
There will never be a group formed by 5h week players since such groups will simply vanish.
The groups that will stay are the groups with average playtime of 15-20h a week and those groups will have some people who play for 5h a week.
Nowadays I play 0h hours a month in my alliance lol, unless a big war comes up and then people can batphone me and i will simply play the war for helping my friends and then i will logoff. This happens because we already lived that cycle from 1 to 5 many times together
IT IS CRUCIAL patching up the group after getting destroyed in battle (winning or losing there are always some losses right), people absolutely need systems they can patch their people up collectively... maybe the guild should have systems they can use the guild's gold for repairs and for ship replacements, resources and maybe even a collective xp pool so they can counter xp loss during sactioned events
Not even kidding about it, this is important, its from this that the bro vibe arises, here is from where content and meaningfulness comes from
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
You can't, because there will always be people who play 5h a week and people who play 55 hours a week and the game supposedly has to somehow be actual fun for both those groups.
That's what the OP was trying to address, right?
You say you can remove all NPCs (I assume you mean mobs too) from the game, but I'm moreso asking why you would do that? Mobs have known power levels and players don't. Less invested players can always find a mob to hit that is a reasonable challenge for them.
PvP doesn't work that way.
I'm pointing out that if people want the game to be meaningful, what truly matters are specifically the systems built around player interaction because they are like the the cow's tits we can milk content from everyday. We’ll never be able to milk enough lasting content from quests and game lore alone you see
MORE SPECIFICALLY, systems for:
- resource gathering, processing and consumption
- banding up together and throwing ourselves into danger, sharing the risk
- killing, dying and losing something (resources, items, status, losing access to things and places)
- as a group fixing yourselves, fixing your stuff, alliance systems that patch up their people and items. Sharing the costs for repairs, sharing the ability to put ourselves in our own feet again. The bros helping bros vibe, this is the moment we forge alliances that last
- repeat
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Arya_Yeshe wrote: »I think it's fine like this.
What do people even mean with "meaningful"?
Almost never any dev made any PvE meaningful, except for EVE Online where we shaped the galaxy according to what we did in battle, example: The Triglavian Invasion and the Drifter Crisis
PvE impact is so strong in EVE that it has chapters LOL and we could never fix the galaxy ever again, what is broken is broken
Tbf tho, you aren't exactly the sort of person who has a lot of tolerance for the sort of player who isn't good at mid-level PvE, so it follows that you wouldn't have a high opinion of the PvE itself.
Would you have the same reaction to a fantasy MMO where losing in PvE could change the world for a month, and you could technically just keep losing if you didn't organize/gain skill?
Because those exist, but I guess if not even that counts as meaningful, then I get your point.
How can you say I don’t have much tolerance? I think I have too much tolerance. It’s just that PvE has never been the main appeal of MMOs for me since it is not real content. Most of the time it feels meaningless and overly grindy.
I’m already used to permanent world changes since that’s been my normal for years, and I’m totally fine with it. A lot of those changes came from the collective PvE efforts of thousands of players grinding 24 hours a day non-stop for weeks.
In a fantasy MMO, that might mean road changes, adding and removing bridges, cave entrances appearing or disappearing, new dungeons popping up while others being removed, ferry routes changing, entire NPC cities getting wiped out, all of that is fine by me.
Real content comes from player interactions and for that to happen the game needs systems for diplomacy, industry chains, trading, contracting, wars and many small systems that tracks what people are doing in the world in regard of resources and money usage plus pvp. If you have systems for these you can even remove all NPCs from the game.
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
I think it's fine like this.
What do people even mean with "meaningful"?
Almost never any dev made any PvE meaningful, except for EVE Online where we shaped the galaxy according to what we did in battle, example: The Triglavian Invasion and the Drifter Crisis
PvE impact is so strong in EVE that it has chapters LOL and we could never fix the galaxy ever again, what is broken is broken
What do people even mean with "meaningful"?
Almost never any dev made any PvE meaningful, except for EVE Online where we shaped the galaxy according to what we did in battle, example: The Triglavian Invasion and the Drifter Crisis
PvE impact is so strong in EVE that it has chapters LOL and we could never fix the galaxy ever again, what is broken is broken
Re: Necromancer - Class and boss mob Idea
Enigmatic Sage wrote: »Let the player decide which summons are mages or construct them differently from a selection of various skeletal parts the player acquired through their adventures. Parts that act as catalysts, engravings on the bones like a magical conduit and even weapons/tools and armours for them to equip.
You should be especially able to decide -> will a Summoner have for Example Three Mobs which are :
-> All solely Attack/Damage Dealer Mobs
-> All solely Defense/Tank Mobs
-> All solely Support/Healer/Buff Mobs
Or will You have just "Two" Summons ?
Or will You just have "ONE" Summon ? Which is clearly stronger than if you would have several ?
Plus of Course,
NUMEROUS/many Skins/Textures/Models to choose from -> 'that' would be the Cream on top of this cake that would be the Summons.
While for Example a "Necromancer" should always have Undead Summons and UNDEAD ONLY -> it would be awesome if i would be for Example able to choose how my :
- Skeleton Mages look
- Skeleton "Archers"(?) look
- Skeleton Warriors look
Or if they are Skellies at all.
There is quite a bit of Potential here - and we all know Necromancer is just and only a single Summoner-Type after LvL 25.
Aszkalon
1
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Right, but...
I'm saying that it's not really a matter of whether you're skilled at PvP...
It's really a matter of whether it's the type of activity you want to do or like to do.
Kinda like eating fish eyes - I don't care how good it might taste - I really don't even like the taste. I also don't like raw tomatoes, but on a sub sandwich it's OK if they're covered up enough by a bunch of other stuff.
Among people I know and know of you are an absolute minority.
I'm not discounting what you're saying, I'm just clarifying that I was talking about a different demographic.
"People who don't PvP because PvP is difficult" and/or "People who do PvP, but would not do crafting in a game where being able to make White Joker was the base requirement for crafting."
Azherae
1
