Best Of
Re: Feels Like a Cash Grab!
Honestly, it feels like you guys are trying to cash in early on the hype AoC has generated over the years. If you wanted more players to test your game, there were plenty of ways to do that without charging $100+ just to playtest. I get that you're not a big-budget AAA studio, but these Alpha 2 keys feel pretty scummy, especially coming from a company that was started because MMORPGs were full of these exact kinds of scummy moves.
For those who want to defend this $100+ alpha access, go ahead—give me a solid reason. Right now, it feels like, "Hey, let's make some quick cash off of these desperate MMO players. Hahaha!" (cue Steven laughing maniacally).
And to the inevitable "yOu dOnT hAvE to support this, plenty of good games out there" crowd, let me just say: I've watched every single livestream since the Unreal 5 reveal, spent way too much time on the wiki, and haunted the Discord like a ghost. Also, let's be real most games out there suck.
Finally, I think only Phase 3 keys should've been sold, and they should've been cheaper, or at least bundled with something that gives access to the betas too.
Of course part of it is wanting cash games cost a lot to make! I am sure they have had wishful thinking or suddenly they want to add more stuff that goes off budget. Look at sony spending 200 million on that dumpster fire concord or GTA 6 from what i have read is at somewhere between 1.3 to 2 Billion to make so far. Also UE5 takes a cut of games made with it so who knows what Intrepid has to pay especially if they have 100k people running around on persistant servers even if they are alpha 2.
More to the point of a 100 dollars it is a filter to screen out those who are serious and those who are not plain and simple! I am not saying that people who can't afford the 100+ are not serious but money is the easiest, quickest and cheapest way to filter.
Zehlan
2
Re: Simple question. Do you want Ashes to succeed, or fail?
Ludullu_(NiKr) wrote: »
If you can't get it, I have extra beta keys from Kickstart and I could gift you one.
Hey just a shot in the dark but if you still have that code I'd really like it. I missed the last package window by a week and now keys are two weeks later entry
Re: Consternation surrounding the 8x8 Class system and how to move forward.
Yea I think the 'STFU and wait' crowd has just been temorarily silent due to being proven wrong.
Buy the way Azherae, I'd like to keep getting yor input on the class fantasies thread.
Idk why you think anyone has been proven wrong, its not worth it investing energy into people that don't know what they are talking about.
Mag7spy
2
Re: Consternation surrounding the 8x8 Class system and how to move forward.
Ok, none of this seems to indicate the thing I'm asking for.
My group thanks you for the response though.
Keep in mind that even though everyone knows the class fantasy for Rogue and we saw a demo of the class fantasy for Rogue/Ranger in 2017, we still have not seen an Alpha Showcase for Rogue in 7 years and Rogue won't be ready for the start of Alpha 2.
I played a Ranger in the first playable demo for Ashes at Pax West 2017. The devs have known the class fantasy for Ranger for 7 years, but still took them that long to implement Ranger as playable in the game.
https://www.youtube.com/watch?v=qKzAOQKCelk&t=101s
And, in turn, for all those who may not see why I disagree with Dygz on this, it's a perception thing.
Dygz believes class fantasy things are known, and we should wait. I believe that Toast did not intend to just 'boost engagement' or 'have the community chat' in the three separate class-related Dev Discussion threads made since 2020.
It probably comes down to the differences in our views of development, both our personal experiences, and our perceptions of Intrepid's methods. The reason for my question was that sometimes, Dygz, being my senior on these forums, can point to things that I'm unaware of to indicate the basis of the perspective.
Mine are here. (Intrepid probably does not want you necro-ing these threads, we have enough on the matter right now)
Azherae
1
Re: Tank - The role of threat/Hate in PvP
We all get Rooted. Snared. Feared. Mezzed/slept. Charmed. Disarmed. Slowed. But a tank (and only a tank - who are the weakest things ever in PVP) changes your target until you tab or click again, is "BAD".I'm in agreement that force target changing by being taunted is BAD.
Nah - its annoying like all those others items.
Endowed
1
Re: What are your 'class fantasies' for the 64 classes
Same here.George_Black wrote: »I am a pretty vanilla guy in gaming.
Give me human for a race, with medieval looks, even though I am not from northern europe.
And give me a class with melee abilities, with animations that look good on twin swords, 2handed or sword shield.
I want from my class to be able to make a character that shines on the field of battle, mostly on small scale and duels, using a mastery of swords, and the tools to respond to the majority of enemy types, so that I can achieve victory.
I dont care for magic, I dont care for ranged attacks.
Thinking about Weapon Master or Highsword at the moment, if its meaningful with twohanded weapon, mainly sword, but I guess so.
Paladin or Knight, so main class Tank, perhaps is an alternative option, but DPS wise I expect that Fighter is (should be) ahead.
That‘s why Highsword currently is raising my attention, hoping to get a Fighter with some little self heal abilities or some that heal others around / surrounding during melee combat. We will see.
He will look like my avatar than, roleplay wise ;-)
But I’m also waiting for rogue gameplay later on, as Warrior/Fighter and Rogue/Assassin always were my favorite classes in all MMOs I‘ve played.
Fighter/Cleric Highsword
Master of endurance and sustained fighting the Highswords augments skilled melee fighting techniques with ample ability to clense away negative damage inducing status effects and debuffs from themselves. Their combat stances allow for limited self healing options and by expending combat Momentum they can deal Radiant damage. The Highsword is notably a loner in battle, neither giving nor depending on allied aid, thus allowing them to be positive contribution to even hastily created parties with no time to develop strong teamwork.
I think most classes with Cleric secondary should have some 'off-cleric' ability to heal others but felt that this was a place where self-healing only was mandated to prevent his class from mass synergizing with itself and snowballing. Also helps make it very distinct from Paladins and Templar which DO do a lot of allied healing. Likewise the self debuff clensing was emphasized over the self healing aspect, which is preventing damage before it happens (damage inducing would mean any status effect that could directly casue damage or incresse the amount taken from a source), the use of Stances for healing is ment to take away some of their damage output and CC reduction. Vulnorability to CC is their main weakness as their debuff clense dosn't work on it, but they can regen and minimize damage effects while CCed so they likely come out of the CC with health comperable to other classes which just break CC faster. I get a haught 'Jerk Nobleman' kind of vibe from these guys and the name 'high sword' and the highly self-reliant nature fits that and I think will fit what most Melee DPS players want from Cleric secondary, which is to obsolete their support needs rather then to actually do any support play.
Fighter/Fighter Weapon Master
None can match the Weapon Master in the art of perrying, they gain shield like blocking from properly timed weapon attacks allowing them to weild two handed weapons at reduced risk. In addition their stances can provide greater weapon reach and movement speed allowing them to srike first in most situations. When facing only melee oponents their skills are such that they can emerge completly unscathed if timing and luck are on their side.
This concept is a bit more speculative on action combat mechancis, specifically the addition of perry mechanics and modifying weapon reach properties. If that's something Intrepid can and would do then this class represents a leaning in on Action combat mechanics, providing a modest edge in movement and reach which a skilled player would treat like a game of Street Fighter to do disproportionate damage in melee. This is intended to be a high skill floor high skill cap class and is going to be tricky to balance. I get a Wuxia martial arts master vibe from these guys and I think that fufills the promise of 'weapon master' quite well in that they are really focused around just delivering constant basic attacks, their active skills might hardly get any changes from the base archetype. Being pincussioned with ranged attacks or magic are their main weaknesses which should hopefully take down even the most skilled eventually.
Lodrig
1
Re: Tank - The role of threat/Hate in PvP
Way back in the day I started a similar thread, https://forums.ashesofcreation.com/discussion/55589/aggro-threat-mechanics-dont-work-in-pvx/p1 In which I point out that simplistic hate table systems would not allow similar gameplay for tanks from pve to pvp. I recomended that Tanks have a kit with makes attacking them actually the strategically optima/nessary thing to do and that AI mobs just have a smart enough AI to realize that and take the same actions a player would. As they will NEED to make the Tank kit that way for pvp anyways they should just skip entirely having skills which only the AI registers.
Lodrig
1
Re: Consternation surrounding the 8x8 Class system and how to move forward.
Steven did not say there is no Augment System, he said they haven't implemented the Augment System yet.I find it interesting that now that Steven has admitted there is no augment system because they haven't really started working on it yet, everyone is suddenly okay with making suggestions. Whereas just a few days ago I was being told to STFU and wait to play "Steven's Vision" instead of offering ideas for how the augment system should work.
We already knew that since it hasn't been demoed yet and Alpha 2 is around the corner.
Making suggestions for changes now remains irrelevant. Steven isn't going to change the game design until the devs implement Steven's vision and players have a chance to test it during Alpha 2.
Dygz
1
Re: Pre-Order game time on release?
I'm not in your situation, but I can see the utility of your suggestion and it would be a good thing to have indeed.
Re: Looking back on Rangers. (Rangers being weapon locked)
I just hope we can throw arrows with my greatsword.