Best Of
Re: Instanced Content Should Not Offer Power Gains
Yes they should. It's a content like others.
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Please fix the stats as soon as possible. This is probably the least informative stat profile I have ever seen in a game. All these nebulous ratings that requires the player to do math to even know what they do. What is 6 crit power rating, what is 111 additive weapon fire damage rating. Just give us exactly what these stats are doing with flat values and percentages. Looking at these items I have 0 idea how much damage they are giving me or how much mitigation. It is impossible to know. Tell us what damage Physical power rating gives, Tell us what 70 attack speed gives. Make it reflect automatically on the weapon's base stats tooltip. Right now the items just look like boring stat sticks.
When you look at an item in a game like Path of Exile you know exactly what that item is giving you. If a stat modifies weapon damage it is reflected on the weapon's base damage. If I have added fire damage it gives you a nice Red Text on the item saying the fire damage it does. All these ratings that require the player to know some formula to get any idea of the function is simply bad design. Some of these stats are fine but having all of them like this means you have to guess what a good item is.
On another note the tooltip does not tell you what item type these things are for some reason. The only way to know is the tiny picture. We need to know the base stats, weapon type, Modifiers to base stats and how much they modify if you hold shift or a more info key.
Items and gear are one of the most important things to get right. If you are giving players items that just cause confusion or requires them to tab out of the game and run a simulator you are failing step 1. Clarity should be your number 1 priority. This needs to be done very soon or it undermines your core function crafting systems.
rating get used so it can scale with levels if it was crit chance +20% on a low level item it still be crit chance 20% at max level so either you gotta make % items realy low and unimpactful at low levels so they can scale relevant in late game.
Rating how every at lvl 20 100 crit rating might be 40% crit chance where at lvl 50 it might only be 10% this way value can scale better into higher levels and still be relevant low levels
that being said you should be able to hover over the rating (olf press like shift to see details) stat to see how much % chance for your current level. Either that or when u hover stats in character details it show you % chance or both
Veeshan
1
Re: Loot System Changes
The everyone gets a trophy crowd is gonna be disappointed.
As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild.
There's a fundamentally flawed assumption that's it either '90% of the party gets nothing' and 'anyone who breathes near the boss gets super good loot'.
Having tiered loot like already mentioned is the best way to ensure no one is walking away with nothing to show as long as they've contributed enough for whatever merit threshold is put in place, similar to the mob tagging system.
Tier 1: The basic crafting materials based on Gatherer ranks, personal loot and only useful after entering the player crafting networks. Default: Common quality in small amounts, quality and amount adjusted based on specific Gathering levels and perk selections
Tier 2: General recipes and craft plans based on Crafting rank, % based drop and useless without the materials
Tier 3: Full gear, rare enchantment stones, trophy item, etc etc, the Rares: Bid system.
I don't think Lootmaster has any place in a healthy game climate. It's far too easily misused and there's no recourse for shitty behavior. (Just look at EQ to see how useless a social blackslist would be). If people want one person handing out loot, then that can happen organically after looting occurs with everyone willingly giving up their drops to be handed out. And if they don't want to do that? Well, sounds like the guild did a bad job inspiring guild loyalty.
In a game where they want a high amount of socializing and the politicking that comes with it, they shouldn't be using a loot system that enables risk-free bad behavior with high probability of nothing awarded for taking on difficult content. It a recipe for a barren PvE landscape where no one wants to bother trying to enter into it.The everyone gets a trophy crowd is gonna be disappointed.
As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild.
So me taking 2ish hours of my time to prep for a fight and being a key asset in winning that fight would still constitute "a everyone gets a trophy" mindset? You are not using that terminology correctly.
No, it will not be fine. This game will be limited to guilds already formed in other MMOs transfering over. Which is fine if this game can survive with only those numbers.
Players like me, and the majority of the thread, know that taking loot power out of other players hands and into the game itself is what is best for a healthy and good community. Why? Because at the end of the day if everyone in a group invested a significant amount of time and effort, they actually do deserve to be rewarded, by the game and not some sweat.
Games with these mechanics have the healthiest communities. Games without have garbage communities from a Macro scale. If your in the sweaty guild, especially at the top, its probably great and all the lackeys have Stockholm syndrome from fiending over loot, so it probably all feels great to them too. Outside of that, garbage.
The only reason the old style MMOs survived is because that's all we had. That isn't the case anymore. New players WILL get frustrated and WILL leave the second they need to answer to some other player for loot and gear.
Someone else said something that this game is more focused on social implications or something? Guess what, I'm not going to want to attribute to anything if I need to ask for it from another player and run the risk of not getting what I want due to another players decision. Especially after I already committed a lot of my time and effort into a fight or event. I earned it, and so did everyone else.
At the end of the day, Intrepid can do what they see fit but I won't play it and that is OK. However, loot systems are important and other players, especially new ones, will also not tolerate it.
Join a guild you like. If is guild is "toxic" leave it and start your own. Taking power away from players is not what this game is about. You act like two hours of prep is really difficult, try spending months on building a node only for the bad men to come and burn it down.
I have ran guilds in EQ1, EQ2, Dark Ages of Cam, FF11, FF14. Making decisions on loot distribution was always a thing. I always wanted to be fair and took the input of everyone involved but there is hardly ever a decision that leaves everyone feeling good about it. That's why as a leader I feel it is fair to take the power out of my hands. My best experience running raids and dungeons was ff14 because I could leave it up to a need/greed system. Although I would prefer it be more like GW2 or ESO where I and no one else has no say on who is going to be rewarded and how.
Ultimately, this allows everyone involved to focus on the content which is where the effort should be made. Not forcing players to create artificial social power structures that will only lead to people feeling frustrated = not fun.
Mdini
4
Re: Is there a problem for solo players
OK. Then play some other game.AirborneBerserker wrote: »I already responded to this but I wanted to add something else. It's not just that I am disadvantaged by being solo, but that for as long as the game exists I will be disadvantaged and by a large margin, in particular the numbers, which I'm used to at this point, and in gear.
Ashes does not force anyone to Solo. That's your choice.
Dygz
4
Re: Loot System Changes
Players shouldn't decide if I get a reward or not. The game should. Make participation tiers like suggested above so everyone gets a chance of getting something with a % chance for every item. It's about fairplay. There is still risk in that system, because if you just die/respawn (mainly because of the encounter or PvP), you won't get as much rewarded as other players and if you wipe and respawn elsewhere, you don't get anything. I mean, it's not that hard to understand. Get over it, we're not in 2005 anymore.
Re: Is there a problem for solo players
We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[2] – Steven Sharif
I'd suggest wait and see rather than assuming solo players are completely fucked.
In regard to solos learning pvp: Outside of open world, there are plans for 1v1 arenas and dueling.
Can trade for best crafted gear.
A few other options for solos that are dead-set on playing a game that isn't designed for them:
- Join a guild. Still play solo.
- RMT for "success"
- Accept the fact that the game isn't designed for solos, move on.
I'd suggest wait and see rather than assuming solo players are completely fucked.
In regard to solos learning pvp: Outside of open world, there are plans for 1v1 arenas and dueling.
Can trade for best crafted gear.
A few other options for solos that are dead-set on playing a game that isn't designed for them:
- Join a guild. Still play solo.
- RMT for "success"
- Accept the fact that the game isn't designed for solos, move on.
Re: Is there a problem for solo players
AirborneBerserker wrote: »So you think that having a narrow selection of classes and a even more narrow selection for roles is a good thing?
I am saying that people who take issue with the class system have plenty of other games they can play, because so far there is no real reason for Intrepid to reconsider the current 8x8 class system. The design idea is good and makes sense on paper and as long as the testing of that system doesn't prove the theoretic idea wrong there is nothing that would justify deviating from the current path.
AirborneBerserker wrote: »I am making the post because I can see how things will go wrong, baring a minor miracle. I said this in the OP I started thinking that fixing the class system would solve the problem. As I got to about the half way point I realized this game had way larger problems then I thought. And given the devs are human and humans can make mistakes maybe the devs made a mistake and didn't realize it. Because the devs aren't infallible.
There is plenty of reason to read through the post because the post is not a bunch of suggestions, it's a prediction. And when someone predicts something using logic and reason and interdisciplinary practices its a good idea to at least listen to what they have to say. And then if there right you maybe listen more next time and heed the warning.
Just so I understand this right: The entirety of Intrepid, a studio full of veteran MMORPG players themselves with the additional experience of being game designers for years if not decades, ALL overlooked as you said it "way larger problems" in almost all its core systems and you have figured it out despite only having joined something like 2 months ago? With all due respect despite the fact that Intrepid obviously is not perfect and on point with each of its decisions, that sounds to me like you are just quite full of yourself even though nothing indicates that you are either knowledgable about the project or game development.
Kilion
4
Re: Monthly Live Stream Recap
SkylarckTheBotanist wrote: »@SkylarckTheBotanist "• Content Creator Program is still open but will be closing in the near future." I have applied for it but have not heard any response. Its been months.
Unfortunately that is all the information we have, Margaret said that they are waiting to hire the “Content Creator Community Manager” position before moving on to the next steps of the Content Creator Program, which may be after the launch of Phase 1 of A2
Thank you.
Re: Loot System Changes
Join a guild you like. If is guild is "toxic" leave it and start your own. Taking power away from players is not what this game is about. You act like two hours of prep is really difficult, try spending months on building a node only for the bad men to come and burn it down.
Please tell me how I’m supposed to join a guild that I like when your solution to circumvent the negative consequences of the current system is to avoid majority of the player base in an MMO?Don't play with people you don't trust or better yet join a guild.
This is one of the main reasons the systems is flawed and more encouraging of lone-wolfing or strictly playing in a static group of known friends from other games that come over to AoC with you. This goes against everything an MMO should be.
In my personal experience, there is no point in having a greed choice in a rule-free looting system because everyone is going to need, need, need. Even your most honest players will do it out of fear that others will and leave them empty handed. There will be no social repercussions because it will be too common for anyone to care about blacklists.
Well, yes and no.
If you are doing content with your guild, and they see you clicked NEED instead of pass, when you were not supposed to, well you'll be on thin ice. Next time you do it, at best you won't get invited for any content, or at worst, you're getting kicked out and blacklisted.
That is, if they're not already just using lootmaster, and distributing loot however they want to.
With pugs, it's obviously different, which is why you want to be in a guild.
Also in my experience, loot master usually ends up with a guild leader and his top officers being rewarded and no one else. Round Robin is pointless but probably the most desired out of the choices because at least you’re guaranteed something from the game rather than a player but rarely if ever something you want.
With all of these loot options, why not have the option to let the game decide your loot, similar to how it does in round robin, but smarter and more effective?
In my experience, it really depends.
Yes it's true in most cases, but there's a reason why. Usually those people are the most active people, who will benefit the most from getting a certain item. There's a pecking order, always.
With some toxic guilds, yeah, you are absolutely right only the top people get everything.
This is why I suggested a mix of both, where only more valuable items are using this system, and you still get something from drops.
iccer
2
Re: Loot System Changes
I think loot should be more rewarding than it was 20 years ago when it was rare to get anything. Instead of getting something everytime making it almost meaningless, there should be better odds of getting something. After defeating 2 or 3 raid bosses, you should definitely get something you can loot yourself so you know you're not wasting time.
Grimthar
6