Best Of
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
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I think a lot went well with the stream. My 3 thoughts are the following:
1. The tank flag skill is really blinding when you stand in it. Could we remove the blue aura from the top and move it to the sides on the ground making a definitive outline of where you can stand without obstructing vision?
2. The dust and sun effects seem to be a lot when they layer on top of each other.
3. Mob pulling. It seemed like some of the mobs in the first event had a really low aggro radius and wouldn't even aggro when mobs right next to them were pulled.
1. The tank flag skill is really blinding when you stand in it. Could we remove the blue aura from the top and move it to the sides on the ground making a definitive outline of where you can stand without obstructing vision?
2. The dust and sun effects seem to be a lot when they layer on top of each other.
3. Mob pulling. It seemed like some of the mobs in the first event had a really low aggro radius and wouldn't even aggro when mobs right next to them were pulled.
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.
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?
Kleptix
3
Re: [EU|DE] Eisenfaust || PvX | GMT+1 | Zwergengilde | Nodebuilding | Handel & Handwerk
Aloha,
bin erst vor ein paar Tagen auf Ashes gestoßen aber war sofort vom Spiel überzeugt, auch wenn mir noch viel Wissen fehlt, genauso war ich sofort von eurer Idee überzeugt und würde mich sehr gerne anschließen um mehr zu erfahren.
Natürlich muss ich zugeben daß ich beim Alpha2 Pass direkt zugeschlagen habe und genau deshalb werde ich die Tage im Discord zu euch stoßen. Wollte euch nur schon einmal vorwarnen. 😄
bin erst vor ein paar Tagen auf Ashes gestoßen aber war sofort vom Spiel überzeugt, auch wenn mir noch viel Wissen fehlt, genauso war ich sofort von eurer Idee überzeugt und würde mich sehr gerne anschließen um mehr zu erfahren.
Natürlich muss ich zugeben daß ich beim Alpha2 Pass direkt zugeschlagen habe und genau deshalb werde ich die Tage im Discord zu euch stoßen. Wollte euch nur schon einmal vorwarnen. 😄
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.
That sounds like you want to play a single player or limited co-op game. Why are you playing an MMO?
It's not because I want a single system to be fair that I don't want the other systems that an MMO can offer. Guild Wars 2 has the exact system I suggest and it's still an MMO. I play an MMO for the social aspect, not for being controled by other players 😉
Re: Menacing Melody is WAY too over-powered
I think support jobs are on their own just simply overpowered, because you just press a button and its turned on, forever, you dont have to think about anything except for staying in range of who you want to have buffed.
In general most games have you just turn it on, and you forget about it and do your own thing, playing like your a regular dps class doing damage to the enemies and just by existing in the world you boost your team.
You are correct in that there will be some folks that just press a button and go on about their day. But I can tell you if bards play like that in our raids, they won't get invited back. If you watch the bard's perspective (Bucky) in the video released Friday, you'll see that he is all over the place, sliding here, there, and everywhere to get maximum spread of his Shielding Dance, switching up the melody depending on what's needed most atm, healing and saga-ing. Being Johnny-on-the-spot. He's also wanding to dps but bard in this game is most definitely not a "turn on a buff and sit back" class like other support classes might be.
I don't see support classes in general as overpowered. As support, they bring diverse, class-defining buffs/debuffs to the table that synergize well with other class abilities. If something is OP it will get sifted out during testing (let's hope).
Harlow
1
Re: Menacing Melody is WAY too over-powered
10% of 10 is 1.10% is 10%
10% of 1000 is 100.
Since the cost of running the melody is the same, the actual value of it is based on how much damage you are already doing. However, the thing to keep in mind is that even this isn't necessarily true - if you are against an encounter that you already have enough DPS present to defeat, all that melody does is save a little bit of time - and it will be less time saved than the run speed boost.
Again, there are indeed times when that 10% damage boost will be clutch. There are also, however, many times when it won't be.
Yes, I understand how 10% works
Just want to point out that in games like ff14, where content is limited to 8 players in the pinnacle content. Single player dps boosts for 20s are typically self 10% or 20% boosts.
Party dps boosts for similar time frames are also 20s or 30s of 10% boost as an example.
10% is a lot, and its limited to such short burst frames.
Having a permanent bard boost of 10%, maintained 100% of the time for only a upkeep cost, that is quite overpowered in my eyes.
Taerrik
1