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Re: Amazing world, painfully dull grind
ordotemplarii wrote: »When i mine Ore's in the World of Worst of ever Story-written Warcraft,
i get EXP.
When i pick up Herbs in Worst of ever-Story-written Warcraft -> i get EXP.
I can't remember when this was patched in. But i liked it. I really really liked it. It was definitely one of the best Additions to the Content of the whole Game.
The Option to do something else than to senselessly slaughter countless Mobs over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again.
Did You Guys ever heard something,
alone the Lines of like : " Power ... ... ... ... usually always comes with a Price. "
When i - in Phase 1 during the likes of Middle-November or so,
had killed S~OOOOOOOOOOOOOOOOOOOOOOOOOOO MANY Goblins - that i had the feeling between insane headache i had something that felt like a drop of blood maybe bleeding inside my brain or so,
you know a HOT-COLD-WET-"tingle" somewhere inside my brain. ()
I decided the Prize is too high.
It is just too high.
I gave up around 5% of EXP after reaching LvL 11 towards LvL 12,
and i was disappointed into myself and felt bad for no longer being able to test. But that was my Limit.
Jepp.
Figured i better stop. I should admit it here right now.
In WoW Vanilla when levelling was insanely hard -> before Burning Crusade -> the ever first Expansion of Worst of Warcraft -> i managed to level THREE Characters up to LvL 60 back then - which was the Max-Level in WoW Vanilla,
and it was no biggie. It was doable. It wasn't bad. I don't know what was so different in Ashes of Creatio Phase 1 killing Mobs around Aela/the Starting Area.
But it felt different.
It felt like i am chained down. And i am struggling for every single Percent of EXP for every Level. Knowing fully well i would be set back should i die even a single time..
I'm in the same boat as you, the 6 days played of solo questing in vanilla felt doable and even enjoyable. The clear difference in ashes is that the game does not feel intended to be solo'd, there is no clear progression durotar, to crossroads, to wailing caverns, etc. You do not feel like you're where you are supposed to be ever in ashes. I never got the sense that I had a functioning class and rotation.
That is because WoW is a themepark MMORPG. right from the gate, you are given a class that makes sense and you only have minor choices to make, and you are given content that will continue to point you towards the next piece of content - until you hit the last piece.
Ashes is more of a sandbox (though not a full sandbox), where you are given the components of a class, but have to build it yourself (we don't yet have all of the components to build a functioning class).
Content is also very different to WoW. You won't be pointed towards the next thing, rather, you have to go out and find it - knowing that there may be no content to find other than a few mobs to grind on.
So, what the two of you are talking about here is - at least in part - the games intended design right from the beginning.
Noaani
2
Re: Amazing world, painfully dull grind
There is no endgame atm. Caravan's aren't endgame content. Everything in the game is placeholder sandbox or old school monotonous stand in one place for hours upon end bored grind.
AoC isn't a game yet. Every stage falls flat and is under developed and lacks appeal.
One problem they have atm is not only arw things under cooked they're also convoluted and/or hidden which won't draw the masses.
A large % of players will require a guide to provide content for them by dragging tgem around the map to experience things found only by mining 3rd party websites like Ashes Codex. There will be large falloff from the more casual and small groups and solo players who lack a guide via a guild leader etc.
The sandbox element coyld work but only if there are numerous fun and interesting and rewarding paths players can take to embark into the world with (gathering, crafting, adventuring, exploration, economic, etc.)
Atm gathering is faulty and overly difficult to obtain low level mats of certain types so it is a non-starter path to play the game.
Processing/gathering needs a lot more dev time but also is non-functional from a game loop standpoint to engage with.
Solo players can do very little past level 10 as an adventurer. Can't kill much of anything at your level solo as you advance towards level 20. There is no solo content and many classes go OOM after two rotations through their kit so playing solo is non-viable. By the time you're strong enough to pull packs of mobs to solo grind them you hit the 10+ level block preventing drops from being awarded making that non-viable even for glint.
Exploration is do-able but with how fast mobs are compared to our characters you're pretty much dead as a low level if you go into any dense mob areas solo at low level while traversing the world.
To your point on early game the only thing players can do functionally is group farm mobs gor hours. Everything else is non-functional or barebones leaving a poor player experience
It still feels to me like we are testing primarily their server stability performance while they slowly develop the bones of a game that are vacant.
100% this. I don't know why people seem to think "its fine its just not a solo game". To me this is almost like saying "its fine, its just stage 5 lung cancer".
Re: July Live Stream Wolf Mount Stationary Animation
I saw that too, I was surprised no one said anything


Re: This is why fighting with 2 shield is cool and should be in the game.
I preferred the look of the dual shield doors in Dark Souls over the finger print shields in Elden Ring
Same thing though lol The amount of Ringed City Invasions involving dual shields teaches you quick how to deal with them lol
Re: Character Models: Too similar?
Thank you both for the reply!
I guess I lack the vocab to express my concern accurately. Main concern is all the skeletons appear to be the same, which might just be because I’m spoiled from WoW lol.
I guess I lack the vocab to express my concern accurately. Main concern is all the skeletons appear to be the same, which might just be because I’m spoiled from WoW lol.
1
Re: Character Models: Too similar?
Oh, my bad, no sarc.
In the showcase for weather, we were shown a Vek character with a different style of movement, a bit of a hunch to their back, etc.
Things related to primary differences in skeleton and movement animations are not a thing that needs to be done earlier in development, so they mostly needed to make sure people knew that their intention was to have some differences.
It's also quite likely/possible that since this is a very modern game, we might get some underlying choices of 'stance', 'walking and running gait', 'weapon animation style' that are not directly tied to race, but have a different default for the races.
Lots of people have complained about it, but it's usually just a random 'jab' thrown into another thread about how the characters aren't appealing enough, so it was actually fairly unfair of me to 'assume you would know that'. The answer in both cases is the same. It's Alpha. The studio is small. I don't know how Intrepid does it, but in their situation I'd have all the animators working on mobs/bosses and mounts (since there are more gameplay reasons why you might need to be able to distinguish a mount from another at a distance).
Basically, until nearly every mob they need for testing has enough animations for players to be able to recognize their individual attacks, there 'isn't time' to do the same for races.
Work in progress.
Azherae
1
Re: Character Models: Too similar?
Yeah, I think the Character Creator options are still fairly bare bones and haven't necesarily changed much from A1. Main difference is there are more Races available.
I don’t mean the character creator, I mean the races themselves are all the same.
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Re: Character Models: Too similar?
Yeah, I think the Character Creator options are still fairly bare bones and haven't necesarily changed much from A1. Main difference is there are more Races available.
Dygz
1
Re: Phase 3 - Futur new player
What you'd be purchasing right now would be P3 access, because we've switched to it back in May. You'll also get access to the PTR client as well, though do remember that it has a visual nda on it, so no streaming/screenshots/video shown to people outside of the PTR testers and discord's PTR section.
As for price drops, afaik no info on that, because we're already in the lowest bundle price bracket.
i cant even install the PTR =_=
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https://www.youtube.com/watch?v=_A7UZFzsrn8&t=8s