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Re: Character Models: Too similar?
Oh, my bad, no sarc.
In the showcase for weather, we were shown a Vek character with a different style of movement, a bit of a hunch to their back, etc.
Things related to primary differences in skeleton and movement animations are not a thing that needs to be done earlier in development, so they mostly needed to make sure people knew that their intention was to have some differences.
It's also quite likely/possible that since this is a very modern game, we might get some underlying choices of 'stance', 'walking and running gait', 'weapon animation style' that are not directly tied to race, but have a different default for the races.
Lots of people have complained about it, but it's usually just a random 'jab' thrown into another thread about how the characters aren't appealing enough, so it was actually fairly unfair of me to 'assume you would know that'. The answer in both cases is the same. It's Alpha. The studio is small. I don't know how Intrepid does it, but in their situation I'd have all the animators working on mobs/bosses and mounts (since there are more gameplay reasons why you might need to be able to distinguish a mount from another at a distance).
Basically, until nearly every mob they need for testing has enough animations for players to be able to recognize their individual attacks, there 'isn't time' to do the same for races.
Work in progress.
Azherae
1
Re: Character Models: Too similar?
Yeah, I think the Character Creator options are still fairly bare bones and haven't necesarily changed much from A1. Main difference is there are more Races available.
I don’t mean the character creator, I mean the races themselves are all the same.
1
Re: Character Models: Too similar?
Yeah, I think the Character Creator options are still fairly bare bones and haven't necesarily changed much from A1. Main difference is there are more Races available.
Dygz
1
Re: Phase 3 - Futur new player
What you'd be purchasing right now would be P3 access, because we've switched to it back in May. You'll also get access to the PTR client as well, though do remember that it has a visual nda on it, so no streaming/screenshots/video shown to people outside of the PTR testers and discord's PTR section.
As for price drops, afaik no info on that, because we're already in the lowest bundle price bracket.
i cant even install the PTR =_=
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Re: Phase 3 - Futur new player
Sounds like something you'd wanna report to Intrepid.i cant even install the PTR =_=
Ludullu
1
Re: Hard cap for Node citizens count
Again, I do not think that post-softcap prices should be anywhere near what a lvl10-20 player can get from a lucky drop.How many games have you played where you start the game with some currency, or you get the currency in much faster rate in the beginning of the game as a catch up mechanic, and you spend it on something you think you need at the moment, but later you realize that you have made mistake and should have spent it on something else?
In the context of AOC it would be more like: a player who gets a lucky drop of some super rare material with low drop rate. And he sells for huge amount of gold, but he doesnt know what to do with the gold.
And if there is in fact the pop-up I mentioned - it'll be on that person to learn from their own mistakes. If someone touches an electric fence that has a sign "don't fucking touch this, stupid" - I won't feel bad for them.
Ludullu
1
Re: Hard cap for Node citizens count
Do you truly believe that an uninformed person would have enough money to purchase and sustain a citizenship that's way over softcap? Cause I don't.Well i wouldnt say its for "stupid people", and more for "Uninformed people". Since there will be enough guides for the game, that even someone stupid will know not to do something that is not worth it.
And i dont find it as that good idea to punish uninformed players either. Since this is the way you make them quit the game.
Also, I would definitely expect Intrepid to put a HUGE pop-up during the citizenship acquisition process post-softcap of "YOU WILL BE PAYING THIS TIMES AS MUCH AS THE NORMAL CITIZEN, BECAUSE YOU'RE JOINING THE NODE TOO LATE!!! ARE YOU SURE YOU WANT TO DO THIS?! ARE YOU FUCKING DEFINITELY SURE?!?!"
Players become "Informed" when the game informs them. If there's literally zero in-game text telling you that you're about to do something really stupid - Intrepid have failed to inform their players. And yes - that would be a bad thing.
Ludullu
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Re: Hard cap for Node citizens count
Which has been my entire point so far.Well if you put it this way - this is no different than a hard cap right?
And that's exactly what a shitton of stores do. Especially the ones that sell luxury goods.its like saying a shop wants to sell no more than 100 items a day. and instead of stopping the sales after the 100th, they increase the price from 10$ to 3000$ for single item.
It's a way to remove money from stupid people.
I've answered this several times already. I want the same in Ashes, except now that removal is good for the node and for the server's overall money pool.And yes this will work, I just dont see why you are ok with this and not with hard cap since they are the same
That's the point. We don't know what they want. I'm almost fucking sure THEY don't know what they want, cause it's been obvious that they're designing the game along the way rather than beforehand.Also i doubt this is the intended cost increase Intrepid meant to put.
The point is that it's a cap.For me "Soft cap" has the meaning that after the cap, you still get benefits, just not as good as before the cap.
With what you describe - the loses are much more than the benefits. So i cant really consider it as "soft cap",
If after 100 cd reduce (which for example can be 66%). you put 10 more cd reduce, and the % becomes 65. This is no soft cap. its hard cap
The point is that you're still wasting skill point on this skill cause you're dumb. It's a literal bait for stupid people, and I want that shit in the game so that stupid people waste their resources on needless things.
Ludullu
1
Re: Hard cap for Node citizens count
Does it though?It just becomes worth it for 150 more players to be citizens of the node for the high taxes.
You're doing the thing I love to do. You come up with a design in your head and then you argue against that. You've, seemingly, come up with a static relatively small increase to taxes and you think that it's not enough to dissuade people from joining a node super late.
As I see it (and hope how it will be), each subsequent citizen over the soft cap will be paying an ever-increasing cost, which will be increasing exponentially.
Even with really good node benefits - the cost for absolute majority of people will (or definitely should) simply be too high. And if a few megarich dudes manage to join the node even at that cost - great, they've wasted a shitton of money (and will keep spending more shittons of it) on a single buff.
To me, this is the same as super high overenchant lvls. Do super rich people benefit from them way more than the plebs? Of course! Does the insane cost of them equalize the overall power structure on the server? Of course! Except in the node's case it's even better, because the money cannot be redistributed to other players, while in the OE process you'd be buying out entire markets-worth of stuff.
This simply becomes a good glint sink, which is an incredible gold sink because each glint has the potential to be x10-100+++ its amount in gold.
Ludullu
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