Best Of
Re: Mega Dungeons
I remember guk and lower guk in EQ1. Outside the dungeon and the first little bit by the entrance was low level. I don't remember, I think people were teaming there till 30 something. I still remember the way around it. This is my favorite type of dungeon.
I never played Everquest but that sounds great!
alot of the EQ dungeons were for a wide level range https://eqatlas.ca/ (for maps if your curious) uper guck for example as above poster is level 4-25 and lower guk was 30-50
Some other dungeons like blackburrow (gnoll dungeon) were low level 5-20 for example however every X amount of time i think it was 30 minutes or something a gnol courier would spawn which was lvl 30 at the start ofthe zone and run to the commander room and despawn (would drop items for a gnoll slaying club so there were reasonto come back to farm it) this was to simulate communication between the 2 gnoll tribes in dungeons splitpaw a few zones over(lvl 26+ dungeon)with blackburrow.
Some dungeons ezits mainly higher level ones were also not next to the entrance so you had to fight ur way to the exit :P others had invisable floor pitfall traps leading to higher level parts of the dungeon.
that sounds dope!
This forum is filled with many old school MMOers that love many of the things IS is doing.
good. those things needs doing, especially in this day and age
Should stamina play a role in AoC?
I have played a couple games, as I wait on news for AoC, getting a few ideas what might work in this game. Mind you, it's just ideas that might work hand in hand with what is planned, or maybe not.
One idea is to add a Stamina gage. It would work like this.
You run and you lose stamina.
You fight a mob, you will lose stamina.
You carry over your weight limit, you lose stamina.
Now of course you can regain your stamina by the following.
1. rest
2. eating
3. drinking
4. potions
Some of you might not like this idea, but IMO it would add deeper game play to this game. Why/ It would make you think about what you can and can not do, mainly your not going to hold 2000 lbs of stuff for one. If you rush into a large mob of enemies, you will get tired fast while fighting, there by making you an easy target to be taken down. if you run away from danger, you can only run away so far, before you wear down.
True you can eat or drink something to keep you going, but at the end of the day, you can only hold so much in your pack.
Again this just an idea to be added into the game, but I would love to hear others views on the topic.
so what do you think?
Re: [NA] Enveus | PvX | Hardcore | 400+ in Alpha 2
Re: The need for Bone Armor.
Re: New Alpha Packages, again
there should be an entry for the Alpha 2 test
if so, you should be able to access it on 25th of october. The new packages give access from 8th of november. no need for you to get that.
greetings
Consternation surrounding the 8x8 Class system and how to move forward.
I feel like I speak for many when I say that the original developer pitch of an 8x8 class system with effectively 64 class combinations was one of the things that first attracted my attention to Ashes of Creation. In a systems based RPG there is no system more integral to game play and user experience than the class system. A commitment to fully fleshed out multi-class combinations with unique and flavorful skills, spells, and abilities is a bold undertaking, but it also has the potential to deliver a truly great MMORPG experience.
https://www.youtube.com/watch?v=Nle0WV2J-64
This video has made me start to think long and hard about what it is players expect from the 8x8 Class System and whether or not the Augment system really delivers the experience players are looking for. It seems clear to me that the allure of such a system comes from the customization and uniqueness that the individual multi-class options offer players. A player who is excited to be a Paladin is not going to be satisfied by a Tank that has Cleric themed abilities. Their expectation is that combining Tank and Cleric yields an entirely unique class. The unique and flavorful names given to each of the class combinations reinforces the idea that they will stand out as unique and flavorful classes that have their OWN unique abilities.
The community seems to realize that their expectations for the system far exceed the design space that is currently being discussed and the general trend seems to be a tempering of excitement and expectations in anticipation of a disappointing conclusion either in the form a reduction in the overall number of classes or in the watering down of the distinctness and power of each class. I would like to suggest that the original concept of an expansive multi-class system with unique and flavorful multi-classes is not only still within reach, but that the template for creating such a system has been around for decades.
Dragon Warrior VII is a game which came out in 2000 for the original Playstation and which has one of the best templates for a multi-class system I have ever encountered in an RPG.
https://archive.org/details/dragonwarriorviiprimasofficialstrategyguide2001/page/n7/mode/2up
In this system character level and class level are decoupled from each other. A character can go to the class temple and become one of 10 different base classes such as Cleric, Fighter, or Mage. When a player selects a base class for one of their characters it provides a base attribute modifier. A Fighter for example gets STR: No Change/AGI +15%/GRD (guard) -10%/INT -30%/HP - No Change/MP -50%. As they level up in Fighter, they gain fighter abilities along the way with the class defining abilities often coming early in progression and a powerful specialized abilities coming later. A player can change their class at any time, but they retain any skills or abilities they earned along the way. If a player obtains max level as a fighter they learn Windbeast, a powerful single target skill that costs no MP. If the character then changes their class to become a Cleric, they will lose the Fighter attribute modifiers and gain the Cleric modifiers (-20% STR, -10%Agi, +10%INT, +30% MP etc) however they will still know Windbeast along with any other spells/skills they earned along the way. Once a player obtains max level as a Cleric and knows all of the Cleric and Fighter skills they have to option to train as a Paladin which has its own set of much better stat modifiers (+10% STR/+15% AGI/+15% INT and no negatives to any other stats) and a new list of skills and abilities to learn that are completely unique to Paladin. In this way the class system becomes additive with players spending time learning to play each of base classes individually before they dive into the more diverse and challenging advanced classes. By keeping the number of abilities each class obtains relatively small (8-10 abilities per class), but making them exceptionally unique and flavorful it allows the number of tools in the characters toolkit to grow steadily as they progress without overwhelming the player with too many choices. The balance comes from the stat modifiers. While a Fighter who previously trained as a Cleric may have powerful heals in his spellbook, he can only cast one or two of them before his -50% mana pool runs out. Conversely a Cleric who previously trained as a Fighter has access to the powerful Windbeast attack , but its damage will be limited by the Clerics -20% strength modifier. However once a player has mastered both Cleric and Fighter and assumed the role of Paladin they suddenly find they have the right modifiers to use ALL of their skills in conjunction while also gaining powerful Paladin only abilities like Magic Wall which is the only ability in the game that reduces incoming Magic Damage to the entire party.
Obviously such a system would need modifications in order to adapt it from a Single Player RPG to an MMORPG, but ultimately the core system seems like a much BETTER fit for for Ashes of Creation than the Augment system being discussed right now. Furthermore, while the idea of 64 unique classes is tempting I think most players would be happy to compromise on the NUMBER of unique classes at launch in exchange for better EXECUTION of the ones we have. Certain class combinations are much stronger thematically than others and I would like to see 24 class combinations that are done WELL than 64 class combinations that are watered down and samey.