Best Of
Re: Amazing world, painfully dull grind
grind is what keeps subs on-going so business-wise, grind it is
Yes, but it's not what attracts new subs.
Re: Character Models
Many of the races and/or rig designs have not appealed to me much if at all to be honest. Nothing against the artists or design team but there hasn't been anything appealing regardless of concept art, high resolution model art or in-game modelling.
I'm sure it's been mentioned several times in similar threads but allowing too much customisation just creates rigging problems for armours and whatever dress up players fantasize about.
I'm sure it's been mentioned several times in similar threads but allowing too much customisation just creates rigging problems for armours and whatever dress up players fantasize about.
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I was thinking about this kind of scaling on weapon powers, with armor/jewels being balanced around it vertically and with horizontal additions to elemental/weapon types of interactions.

Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.

Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.
Ludullu
1
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I was thinking about this kind of scaling on weapon powers, with armor/jewels being balanced around it vertically and with horizontal additions to elemental/weapon types of interactions.
Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.
How easy would it be to get into it as a new player though?
Do you have to start at G1T1?
Let's say most of the active playerbase is at G4T1, and they can progress up to T3.
Do you start at G1T1, having to grind through all the tiers to get to G4T1 (by which point everyone will already be at G4T3), do you start somewhere in G3T1, for example, or is everyone in the same Grade category for that particular period of time/patch?
How would that even work? I'm assuming new grades get unlocked via new patches/updates down the line, so content that provides you with "endgame" gear, only gives you that particular Grade of gear (while those earlier grades are forgotten/not available anymore/outdated)?
I definitely see this as an improvement, over just having a basic one tier system with 6 different rarities.
iccer
1
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
Because some games are designed to be enjoyable to play, while other games are designed to waste your time.But WHY DID IT HAVE TO BE - an Issue ??
Guess which design paradigm you are caught up in here.
Yeah, but by this time the game would have wasted so much of their time, eaten up so many subscription cycles, that the developers really don't care.And the other Guys who do this crap for more than over a GOOD HALF of a Decade or so -> get Wind of that happening and are like ... ... ... ... ... "wtf" ?!?
And some - WILL - sooner or later - forever quit the Game, because of this.
By that stage, they have made their money off you.
Their design intention for the game is to attract people that are at the leading edge, doing the new content. If you are paying a subscription to run older content that they have already made their money off, and after 60 odd months of subscriptions you decide you've had enough, the developer isn't going to be upset by that.
To them, that is a job well done.
Noaani
1
Re: Steven, Please Rethink “Not for Everyone”
I mean... it's difficult to find family memners who can fund the entire development of an MMORPG.Saabynator wrote: »I'm a huge believer in the game. But, I also buy into more than just a game. A indie dev, who makes a whole company from the ground up, with the exact mindset that I have on MMOs. I'm sold on that idea. I have played a ton of MMOs since they came out. All the way from beta testing UO. It was so cool and creative back in the day, but like everything making money, shareholders take over. Money becomes the prime and all devouring factor. This is a chance to turn that stuff on its head. If Intrepid succeeds, then they would have changed the genre, in a meaningful way. So I think there is more riding on this project, than just the game itself. We need Stevens in the game genre. In more than just MMOs to be honest, but its a good place to start
There won't be many companies like Intrepid.
But, yes, I invested in Ashes because I want to support devs working on game designs and features that I hope make it into future MMOs I will want to play.
So that it's quicker and easier for them to implement them when they work on other games after Ashes.
Dygz
1
Re: Steven, Please Rethink “Not for Everyone”
Yes. That is the ironic part.
From 2010 - 2020, I thought WoW would have to make some kind of WoW 2.0 to make me interested in playing WoW again, but they pretty much solved my issues with Shadowlands in 2021. And I loved Dragonflight.
I had thought I probably would be done with MMORPGs if Ashes failed to meet my needs.
But, now I am eager to play WoW again.
Noaani is back to playing EQ2.
And looks like L2 players have found a version of L2 they enjoy.
Just seems to me that Ashes has missed its window to release without tons of competition.
We kinda gotta get past Phase III first, though.
From 2010 - 2020, I thought WoW would have to make some kind of WoW 2.0 to make me interested in playing WoW again, but they pretty much solved my issues with Shadowlands in 2021. And I loved Dragonflight.
I had thought I probably would be done with MMORPGs if Ashes failed to meet my needs.
But, now I am eager to play WoW again.
Noaani is back to playing EQ2.
And looks like L2 players have found a version of L2 they enjoy.
Just seems to me that Ashes has missed its window to release without tons of competition.
We kinda gotta get past Phase III first, though.
Dygz
3
Re: Steven, Please Rethink “Not for Everyone”
By the time Ashes releases, the private server with L2 on UE4 will be polished much better, so anyone who was tired of playing the exact same old version of L2 will simply play that, instead of trying out Ashes (this is already the case for thouuusands of people).But, it's most likely that most MMORPG fans will already happily be playing other games that don't have such a heavy focus on PvP/Risk v Reward.
This is concurrents on the testing phase of that server.

And that is an old game (even though some changes have been introduced to the gearing/class balance and mobs) with an even harsher grind, yet people are more than willing to play it. THIS is the audience I've been talking about when I said "yeah, I think Ashes can hit 200-300k subs worldwide, if it delivers on its promises".
If even ancient L2 can get over 10k concurrents - Ashes could easily have 50-70k+, which would be right around 200-300k subs overall.
And there's still a chance it hits that, though we'll definitely see huge chunks of that potential playerbase being eaten away by all the other mmos with similar systems, but more attractive parts in other places (like better raiding or better pvp or better econ or better questing, etc).
Ludullu
4
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
It was going so damn well, all until we hit that lawless zone stuff. Then it became just the second step on AoC's path towards being a full pvp game.
Lawless zones will be the downfall of this entire design. PvPers will complain that they have to travel to get pvp, while all the other pvp systems are not used, because they got nerfed to the groud. While pvers complain that pvpers get the best rewards in the game, because they can murder anyone in a lawless zone for free. Zergs will dominate the lawless zones and just snowball into beating everyone else outside of lawless zones.
On another note. Gamba in quests is the worst. At THE VERY LEAST make it optional, as I asked for in my thread about this
https://forums.ashesofcreation.com/discussion/67749/please-no-gamba-in-quests#latest
And no mention of stat difference between a Tier 3 Grade 1 item and a T1G2 one was also a great shame. If higher Tier items are weaker than low Tier of the next grade - crafting is still in the hole. People will still just outpace crafting and will just grind mobs for gear, especially if we get more of low tier drops.
There were a ton of good points about other things, but those 3 are the only ones that stuck in my head. Probably mostly because lawless zones made me crash out and concentrate on the negatives more than the positives.
EDIT: here's a video about my thoughts on the lawless changeshttps://www.youtube.com/watch?v=oq-442PYHUY
Definitely agree with your video, one thing I will add though, with the size of the world it won't really be zergs imo it will be most likely 8v8s, but I would just like the. To add instanced battlegrounds
Chicago
1

https://www.youtube.com/watch?v=oq-442PYHUY