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Re: Are mining/nodes usable by all characters on the map like in gw2, or is it like wow with 1 player?
During a dev update video, I heard them say there will be a mix of sources for resources. Some sources will disappear after being harvested by a player (like in WoW). Other sources will stick around for a while and attract multiple players.
"Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted."
There must be some mechanic in place to prevent the first person to find the vein from getting a ridiculous amount of resources, but I don't know what's planned.
"Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted."
There must be some mechanic in place to prevent the first person to find the vein from getting a ridiculous amount of resources, but I don't know what's planned.
Craiken
1
Re: Instanced Content Should Not Offer Power Gains
EQ2.Still waiting on your demonstration, I have a feeling it'll never come.
Best gear is from instanced raids, and has been since day 1.
Instanced PvP was added in around 2009, and the rewards from it are mid, and always have been.
The fact that there are some games thst don't do this does not mean all games don't do this. In order to demonstrate that your assumption that it is an inevitability that it will happen is false, all I need to do is demonstrate one situation where it didn't happen - which I just did.
I wouldn't say it was demonstrably false if I didn't have a specific demonstration in mind - you should know this.
Another example would be Archeage, if you want it from a game that is more PvP focused.
Steven made the comment in 2018 that while he doesn't think they could, he would like to compete with WoW in terms of raiding.Instanced content was originally for the story
Without then, Ashes will fail.Seems like Raiders have plenty of content in the market where they can safely raid to their hearts content. It's just not Ashes of Creation.
Not may fail, not may be less successful than it could. Will fail.
With the game's basic design goal, for every PvP focused player, the game also needs one PvE focused player.
I have said many times over the years that the success of a game like Ashes is more reliant on it attracting PvE players than PvP, because PvP players coming along are a given, and as long as those PvP players keep winning more PvP than they are losing, they will stay.
However in order for those PvP players to win more than they lose, those losses need to fall to a different group, which has to be PvE players.
If the game doesn't attract those PvE players, PvP players will peel off from the bottom.
Noaani
3
Re: Instanced Content Should Not Offer Power Gains
George_Black wrote: »Agreed.
Instances will dilute the open world experience and all that's interlinked to it
Especially PvP instances.
Had this conversation many times with people, some already want the ability to queue for arenas/bgs before you know it, the game ends up an instance fest where the world is gutted.
Gets real out of hand quick, for some reason people say they like bleeding edge difficulty but when being presented with a reward track that’s absent of power then the content is no longer worth doing.
The reality is that it was about power the whole time.
People wouldn't do high-end content that takes hours on hours of practice if there is no benefit to doing so, because that's a waste of their time and ultimately indicative of a lack of respect for the players' efforts.
You're on this dead-end doom train based entirely on a slippery slope fallacy, when only 20% of all content is instanced specifically so it can be properly designed. You've still yet to link a VOD of these open PvP, high-precision clears you've claimed you've participated in, or even give a name of one of the games, so as it stands, there's no evidence to suggest the two concepts can coexistent in a way that's done well.
Either the fight requires immense precision and thus one person stepping in to purposefully throw it off is all it takes to wipe, or the content is dumbed down and many fight mechanics simply could not exist so that PvP can take place in the area without automatically ruining a raid attempt.
Ex. Take one of ESO's trials (generally considered to be one of the easier MMOs at its high end), Maw of Lorkhaj, which has a group-splitting mechanic in one of the fights. This mechanic assigns everyone in the area one of two colors, and if you get in proximity of someone with the opposite color, you both instantly die. Easy to handle so long as you're rotating on the color changes and sticking with like-to-like.
However, this mechanic could not exist if another group was permitted to enter that instance, because one person with a gap closer could instantly obliterate multiple people via that mechanic.
Allowing other groups to interfere with what should be a finely-tuned, difficult encounter will only serve to ensure that content is dumbed down and denied what could be much more engaging, interesting mechanics.
Caeryl
4
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I'm confused. What exactly was this showcase? Was it a Raid? Was it a Story Arc Quest? Story Arc Narrative Event? World Boss? Because all of that language was used in the showcase to describe what we were seeing. Without the context of exactly what was showcased, it's hard to give targeted feedback.
Anyway, based on what I saw:
Anyway, based on what I saw:
- Events leading to boss are too easy (for on-level content) - Steven said it was gonna be hard, they were probably gonna wipe...turns out the party was completely fine with Steven being mentally afk, pulling mobs ahead of the Tank, and manually clicking his skills/targets. They only needed 1 healer, even then it wasn't scary.
- "Wave" Event needs work (or get rid of it) - Was less of a wave event and more of a wait-out-the-spawner situation. Was a slog to watch 1 or 2 mobs trickling in at a time, no timer, no end in sight. Wave events need to be scary, come to a climax, feel like you're being overwhelmed.
- 8-man Party Event turns into 40-man Raid? - What even is this? If this is a proper raid, the player count requirement needs to be static throughout the encounter. Not, okay we only need 8 people start the raid, but we're gonna need 40 to finish it. If this was just an event that procs a World Boss then it's slightly more acceptable. Could make for a decent guild event I guess. Still weird.
- NO GOD MODE - Let the party wipe. Let the raid wipe. Let people die. We need to see game without training wheels to be able to give proper feedback.
- No Steven PoV please - You guys did great last month with the Bard showcase, keeping Bucky in the driver seat. Dev only PoV for showcases please. Steven clicking his abilities/targets manually and chasing butterflies gives zero context to the capability of a class. It's hard to give feedback on combat when this is what we're working with.
- Dragon breath (aerial and grounded) looks great - Stoked to see what they look like with polish. Hopefully they actually do damage/are scary abilities.
- Dragon legs and tail are stubby - Claw and tail swipes were cool, but the stubby limbs didn't sell me.
- Dragon physical abilities need more weight - Similar to issues I have with the Fighter showcase, physical abilities need more inertia. More stretch/lean/body movement. Physical stuff looks rigid.
Re: Vassal resentment
My gameplay style is "I want to live in THIS EXACT NODE, and I want it to be the best it can be". I don't want to relocate. I don't want to give up my citizenship. I want to have a chance to rise up against someone who "won" a random fight of "well, people just gathered here first, so you're fucked now".First you will try that against other node chains and if that is your game-play style, you might relocate to undermine them from inside.
I don't want that chance to be high or methods easy. I want it to be hard, expensive and most likely require help from outside of your node. But I want that chance to be there. Right now it's not there.
NiKr
5
Re: What are people's node & biome preferences?
I personally love a Rustic house in a snowy forest/mountains. so I will likely live somewhere in Sujoma or the Frostgrave Fells.
node I'm not too fussed about. whatever place I like the look of and find has convenient access to the things I want.
Over half to full a Year ago or so -> i posted a Picture of a House which i would like to possess in a very frozen, snowy, frosty Area.
I realise this will most likely never happen - > or rare things/Houses like this one may come only with a future Expansion around 2040 or even around 2050.
But wouldn't such a thing be cool ?
A Freehold-like, single Building. Nearby your Node. Frostgrave Fells or the like. And you would own it.
Aszkalon
2
Re: Instanced Content Should Not Offer Power Gains
Pretty sure we will get resources and materials from Instances, rather than Gear.
Even if Gear can be obtained there, there's no reason it has to be BiS Gear.
Also, power gains don't always have to be vertical; they could also be horizontal.
Seems like we should hope that horizontal power gains derived from Instances fit thematically.
Lastest update Steven hinted that instanced bosses will be a thing when they want to control how many people can take on said boss. With that said, we will see upgrades in instances.
Re: Druids & Nature magic
Beastmaster just might be the closest to what a druid class is, at least in some RPG systems. I suspect your summons are going to be wild animals, just as Necromancer is supposed to have access to undead summons.
Come again?Now that the game's rated (M) for Mature, it is possible that they could add a Druid with Mature magic, such as manifesting phallic objects that attack your opponents. But this won't be in at launch, not til the 1st expansion prolly.
Re: Instanced Content Should Not Offer Power Gains
Instanced Content Should Not Offer Power Gains
They will.
Or otherwise about no one will do them. It would be a Waste of time. ESPECIALLY in a PvX(P) World where Competition against other People/Nodes will probably play a huge Role in everyone's Gameplay.
Why wasting your own Time aside when You are the most superior Node anyway ? I wouldn't do that.
Aszkalon
3
Re: Loot System Changes
George_Black wrote: »Lol, competing against your own group?
That sounds like behaviour typically found in lobby based instanced raiding mmos, in which you queue with ppl you will never play with again.
Here is how the group/guild would deal with it:
We loot a 40 Lv Bow, we have 3 archers, one is 35 one is 45 one is 40.
The 45 would get it to face harder mobs than the 40 guy
or
The Lv40 guy is more active and would make better use of it
or a formal points based guild system (which I dont care for too much) and give it to the guy who is supposed to get it.
Anyway the topic bores me. Suit yourself. When giving feedback dont work towards the opposite direction of what the game tries to achieve.
(And dont mention my opposition to the class system. It's not the same)
So you’re always going to be playing in a full group or raid full of people you know and trust? Never going to join up with randoms while your friends / guildies aren’t on? This goes completely against the direction of every MMO ever made. Guilds are literally made up of strangers who enjoyed playing with one another.
Also, knowing the way your imaginary guild would handle loot, why would I ever join a group if I know I’m not in a position to get loot whether it’s guild points or level based? I would see that you already have a ranger with more guild points or higher level and automatically opt-out and same goes for if I’m on a class that shares loot with a similar class in your group. With 50+ class combinations, that’s a lot of people not joining you!
Some advice for you - when you post on opinion based forums where people are giving feedback on how to better a system, don’t be toxic and just tell people they’re wrong, rather you should provide a helpful or productive opinion otherwise don’t post on it at all.
Kleptix
4