Best Of
Multiple Interact Buttons
Is anybody really missing having only one button for interacts? Seeming like a hassle to have multiple buttons to bind for interacting with items/quests and interacting with mounts. I hope devs really react with the community on this issue as im sure others are feeling the same way.
Re: Multiple Interact Buttons
Armoredmonkey wrote: »Is anybody really missing having only one button for interacts? Seeming like a hassle to have multiple buttons to bind for interacting with items/quests and interacting with mounts. I hope devs really react with the community on this issue as im sure others are feeling the same way.
My understanding is that having only one interact button along with proximity based interaction in most 3D games is a royal pain.
So for me, even if they can put in a lot of work to get it to function, I don't really want them to if it is going to add a lot of debugging/QA time. I'd rather live with two or even 3 keybinds (as a Controller user this is easier for me so there's a lot of bias there).
So, I guess that's the 'response of someone who isn't actually feeling the same way', for contrast.
Azherae
1
Re: The Art (and Deception) of Cartography – A Player-Driven Map System
but its not my job comming up with a creative idea and i alredy work 6 days a week, so ill just save the energy
Re: Screen goes grey
I had this happen in one session but did not realize it was a camera position thing, another time everything worked properly. I didn't bug it since I thought it maybe a PC graphic glitch related to my setup but will bug it now if it happens again.
Caww
1
Re: Skin free Server type
I agree with the notion of not liking skins in a game like this, I've stated my dislike on it a number of times on these forums.
However, I also agree with Steven's reasoning behind them, and hkw they are being implemented - given the starting point the game had with cosmetics.
My personal preference for how I'd like the entire notion of appearances done in an MMORPG is for players to have to use the model/skin of the gear they are wearing, but to have shop items that give players a pre-set pallette of colours they can use to die their gear (you could have a green/brown pallette, a red/black pallette etc). Allow players to assign any color within the palette to any color channel on their gear, or perhaps have different colors for different material types (metal portions of armor only being able to have a metallic color to then etc).
Then you make it so these items last a month, but you also special different dye pallettes every month to encourage players to not for different looks.
This isn't something that Ashes could do at this point. They have sold too many cosmetics. However, I think it would be the best way to give players agency over their appearance, but without immersion breaking situations appearing, and also while being a decent secondary revenue stream for the game in question.
However, I also agree with Steven's reasoning behind them, and hkw they are being implemented - given the starting point the game had with cosmetics.
My personal preference for how I'd like the entire notion of appearances done in an MMORPG is for players to have to use the model/skin of the gear they are wearing, but to have shop items that give players a pre-set pallette of colours they can use to die their gear (you could have a green/brown pallette, a red/black pallette etc). Allow players to assign any color within the palette to any color channel on their gear, or perhaps have different colors for different material types (metal portions of armor only being able to have a metallic color to then etc).
Then you make it so these items last a month, but you also special different dye pallettes every month to encourage players to not for different looks.
This isn't something that Ashes could do at this point. They have sold too many cosmetics. However, I think it would be the best way to give players agency over their appearance, but without immersion breaking situations appearing, and also while being a decent secondary revenue stream for the game in question.
Noaani
1
Re: Skin free Server type
I don't mind both but I think a level cap on skins should be required, also it's a bit strange that the game is subscription based with so many cash shop items

Re: Steven, Please Rethink “Not for Everyone”
every single game is "not for everyone". The difference is ashes actually tells you so.
1
Re: what is going on with this project
Stephen absolutely overpromised and some buy-ins absolutely overestimated how realistic the timelines were
At the end of the day, the cosmetic aspects are not a priority for getting the game running and don't even matter at this point. If the biomes are producing unique resources, updating location on the back end correctly, etc, they're working. Visual distinction can be done later.
I do think the lack of progress with the secondary class is the one concerning thing listed in this post and it should be upped in priority. There doesn't need to be a massive expanse of ability changes based on it, just enough to demonstrate how it works and smooth out wrinkles in the process that'll be used later down the line.
At the end of the day, the cosmetic aspects are not a priority for getting the game running and don't even matter at this point. If the biomes are producing unique resources, updating location on the back end correctly, etc, they're working. Visual distinction can be done later.
I do think the lack of progress with the secondary class is the one concerning thing listed in this post and it should be upped in priority. There doesn't need to be a massive expanse of ability changes based on it, just enough to demonstrate how it works and smooth out wrinkles in the process that'll be used later down the line.
Caeryl
2
Re: what is going on with this project
They've explained why APOC and UE5 change happened. APOC was a test for their initial combat design and made them realize that this design would not work for their goals. I wasn't following the game at the time of APOC, but afaik the stuff that you were getting for playing it is supposed to be transferable to the mmo as well, so it's not like you would've lost something if you played and paid for that mode.
There were also supposed to be several other modes (sieges being one of them iirc), which got scrapped exactly because development on the game took precedence.
The UE5 change was explained as a means for faster development, because UE5 has better tools for that. The visuals of UE5 will also help the game seem more appealing in the long run (though this is a fools errand, considering that biggest mmos on the market are old as fuck and look like shit, visuals-wise).
The change to UE5 pretty much shifted the game's development from 8 years overall to more like 4, at this time, cause it definitely seems that barely anything from A1 got transferred over in any meaningful way.
Everything is placeholder because it kinda has to be, while all the connected systems are being built up, and with one of those systems being dynamic gridding (which is one of the most complex systems Intrepid are trying to implement) - everything is on a slower pace of release than what it probably could've been.
All the vertical slice presentations are pretty much the standard in the industry. You can look at nearly every game presentation in history and see that majority of those do not match even the FINAL product, let alone pre-release builds. Making a vertical slice in a vacuum is way easier than trying to replicate the same fidelity in a live client. Especially when it comes to the kind of mmos that Intrepid are trying to make.
Summoner is being delayed because it'll be the, technically, most difficult-to-code archetype. You need proper mob AI, proper pathing, proper server/client response, proper player controls, proper mob interactions (effects/aggro/etc) - all of which are connected to server meshing, which is connected to dynamic gridding, which is not done yet (though PTR does seem to show some promise in that regard).
Rogue and Bard are the examples of what the devs are capable of, when it comes to archetype design, so rebalancing/design of other archetypes is simply a matter of time (yes, I know that this is an ironic thing to say under a post complaining about said "time").
All races looking "the same" is not really about fidelity or dev work or anything else. That's simply the design Steven went with. I'm fairly sure thsi has been known from the start. We have humans, humans with long ears, short humans, green (previously yellowy-reddish) humans, tree-deer humans, shrimped humans, grey humans and the furry/scaley beasts. Obviously those last ones are the most difficult to create, especially considering the promise that we're supposed to be able to combo their traits however we want.
I agree that the cosmetics thing is dumb as fuck. I also think that rebalancing of things like archetypes, stats and gear is also dumb, at this moment in time. I think that working on FTUE right now is dumb as fuck too. And obviously all the constant delays are annoying beyond belief.
But considering the current state of the industry, it's a fucking miracle that this game is even still alive and is being developed. Half the games that were announced in the past 5-10 years have been cancelled. The other half have come out in more than unfinished states or in Early Access ones. And anything that's been released, or was released waaay back in the day, is full of the most predatory practices imaginable. In other words, everybody knows shit's fucked.
https://www.youtube.com/watch?v=ImMxcUQrBCs
And while none of that stuff excuses Intrepid's prolonged development or Steven's love to overpromise LITERALLY THE ENTIRE WORLD - I do think that the game is in a better state than most of the industry rn. The only problem here is that we see a fair part of how the sausage is made and only a few of us are ok with seeing that process w/o flipping out at its insanity.
I'd recommend forgetting about the game for now and simply checking gaming news from time to time, cause if the game does release - you'll hear about it one way or the other.
There were also supposed to be several other modes (sieges being one of them iirc), which got scrapped exactly because development on the game took precedence.
The UE5 change was explained as a means for faster development, because UE5 has better tools for that. The visuals of UE5 will also help the game seem more appealing in the long run (though this is a fools errand, considering that biggest mmos on the market are old as fuck and look like shit, visuals-wise).
The change to UE5 pretty much shifted the game's development from 8 years overall to more like 4, at this time, cause it definitely seems that barely anything from A1 got transferred over in any meaningful way.
Everything is placeholder because it kinda has to be, while all the connected systems are being built up, and with one of those systems being dynamic gridding (which is one of the most complex systems Intrepid are trying to implement) - everything is on a slower pace of release than what it probably could've been.
All the vertical slice presentations are pretty much the standard in the industry. You can look at nearly every game presentation in history and see that majority of those do not match even the FINAL product, let alone pre-release builds. Making a vertical slice in a vacuum is way easier than trying to replicate the same fidelity in a live client. Especially when it comes to the kind of mmos that Intrepid are trying to make.
Summoner is being delayed because it'll be the, technically, most difficult-to-code archetype. You need proper mob AI, proper pathing, proper server/client response, proper player controls, proper mob interactions (effects/aggro/etc) - all of which are connected to server meshing, which is connected to dynamic gridding, which is not done yet (though PTR does seem to show some promise in that regard).
Rogue and Bard are the examples of what the devs are capable of, when it comes to archetype design, so rebalancing/design of other archetypes is simply a matter of time (yes, I know that this is an ironic thing to say under a post complaining about said "time").
All races looking "the same" is not really about fidelity or dev work or anything else. That's simply the design Steven went with. I'm fairly sure thsi has been known from the start. We have humans, humans with long ears, short humans, green (previously yellowy-reddish) humans, tree-deer humans, shrimped humans, grey humans and the furry/scaley beasts. Obviously those last ones are the most difficult to create, especially considering the promise that we're supposed to be able to combo their traits however we want.
I agree that the cosmetics thing is dumb as fuck. I also think that rebalancing of things like archetypes, stats and gear is also dumb, at this moment in time. I think that working on FTUE right now is dumb as fuck too. And obviously all the constant delays are annoying beyond belief.
But considering the current state of the industry, it's a fucking miracle that this game is even still alive and is being developed. Half the games that were announced in the past 5-10 years have been cancelled. The other half have come out in more than unfinished states or in Early Access ones. And anything that's been released, or was released waaay back in the day, is full of the most predatory practices imaginable. In other words, everybody knows shit's fucked.
https://www.youtube.com/watch?v=ImMxcUQrBCsAnd while none of that stuff excuses Intrepid's prolonged development or Steven's love to overpromise LITERALLY THE ENTIRE WORLD - I do think that the game is in a better state than most of the industry rn. The only problem here is that we see a fair part of how the sausage is made and only a few of us are ok with seeing that process w/o flipping out at its insanity.
I'd recommend forgetting about the game for now and simply checking gaming news from time to time, cause if the game does release - you'll hear about it one way or the other.
Ludullu
1
Re: Cosmetics Functionality
more more more options please.... I like QoL if it's not a burden.
Caww
1


