Best Of
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Great community! Looking forward to Ashes with everyone!
Re: Caravan Event
so what's the point of caravans why does ashes of creation need or use them?
1.) Risk versus Reward System.
2.) Important for Nodes, in several ways.
3.) Opportunity for awesome and hence, "funny" PvP Scenarios. Beware of not taking the Game to seriously, because sometimes you WILL lose some or much cargo.
4.) Danger-Stranger. People might trying to lie in wait for Caravans to ambush. Look also at Point 3.
6.) You probably didn't notice that there is no Point 5.)
7.) Teamwork-Experiences and Events, that can also be quite funny. Many MMO-Players, me included - yearn for more Content INCLUDING OPEN WORLD CONTENT, which provides the Chance to work in a Team. Not just for Battlegrounds or Instances like in World of WoW-Token Craft. But in general.
Aszkalon
1
Re: Is no one else disappointed that "Persistent Alpha" AKA 24/7 Alpha 2 access isn't until May 2025?
patrick68794 wrote: »patrick68794 wrote: »patrick68794 wrote: »One thing I simply do not get is people who are upset about this.
You are complaining about an ALPHA. You are not meant to play the game, you are meant to TEST it and provide feedback. Having Alpha be persistent immediately, or next year in May, should make absolutely 0 difference to you, AS A TESTER. It does however make a huge difference to devs, you know, because at this stage of the game, they matter a lot more than you.
If they cannot provide you with something that was promised during this stage, then it's totally normal, for anyone who has a slight clue about development process. Expecting them to meet deadlines, while they're still very much in the middle of developing the game and it's systems, is beyond baffling to me.
If I were Steven, I would never, ever again put a deadline on anything, ever, just because of crybabies online who complain when they cannot meet said deadlines. And for a long time, he didn't want to say when Alpha 2 will happen, because he wanted to avoid situations like these.
Be happy that you get an Alpha 2 this year, because they could've easily pushed it back to May, and maybe then you would've got persistent alpha, except then you would cry about the delay.
I'd be totally supporting the argument if we were talking about a launch, but this is an Alpha. Things change, some deadlines cannot be met due to various reasons.
No, nobody lied to you. Yes, there is a reason they had to push it back.
People that have paid money are absolutely allowed to be upset here. It doesn't matter that we've paid to "test" instead of "play" either. We've invested money into the project and if deadlines are missed then feedback should be provided.
It's beyond idiotic to think that just because they've said "this is an alpha" then that means they're beyond any criticism or negative feedback. If I told my paying clients that and continually missed deadlines you bet your ass I'd hear negative feedback about that, and I would 100% deserve it. If Steven has any sort of professionalism (and I do think he does) then I'd bet money that he'd agree with that.
And yes, missing deadlines in development is expected and normal, to an extent. That isn't some blanket excuse that can be used constantly and eventually it's just an excuse for a deeper problem. I'm not saying Intrepid is at that point but that is eventually the reality of throwing that excuse around constantly. At some point your clients/investors/customers will stop believing it and are going to get angry.
No. If you "paid money" you did it to support the game, not to get to play it before everyone else.
If you view it differently, than that's on you.
There's a huge difference between paying for or rather investing in a product, and paying to support the devs.
There's a huge difference between paying for a finished product, and paying for the development of said product.
I never said they are absolved of any negative feedback, hell, I'll be one of the first people to shit on them if necessary. Don't think I'm any sort of a white-knight for them, because far from it.
However, in this case people are completely missing the point on what the alpha is supposed to be, on what they spent they money, etc. I'll absolutely point out the bs outrage about things that do not matter.
My point is, people are completely missing the point on what Alpha 2 is supposed to be. They're completely missing the point on what they spent their money on. They view it as an early access, when it's just not that, or rather that is only a small part of it.
What does it matter if the alpha is persistent or not immediately? How does that impact you?
Btw, persistent as in there will be no wipes, you get to keep characters, etc. - it doesn't have to mean it's 24/7 online.
I never said people were paying money to "play the game early" lol I don't know where you got that from. Don't reply again until you understand what's being said to you.
I'm addressing the complaints, the whining and crying, and the overreaction in general. Not just your post, or any specific post in this thread for that matter. I've clearly stated "people are", not "you are". I'm simply explaining my point of view to you, and yeah, Don't reply again until you understand what's being said to you.
Then don't reply directly to someone with something that's a generalized statement while also saying "you" and then get upset when you get called out for your posts being stupid or you not understanding what you're reading. If you want to communicate learn to do it properly. See, I'm using "you" to reply directly to you, I'm not making some idiotic generalized statement about other people.
You've ignored 80% aka the rest of my reply anyways, and are focusing on my wording or the fact I directly quoted you while trying to further explain my point, after your replied to my post.
Are you here to provide good arguments to support your point, or to just argue about bs, and semantics?
iccer
2
Re: Fixing the Class system
Fact is 64 classes is a bit much to balance, unless its not really a class and will have a smaller impact, so I would ask if thats the case why? With 4 augments per class you at 256 options before you get into all the other ways you can augment. IMO, we need an Augment Monthly update because we have gotten very little on this subject. With my many years of MMOing I have never see 64 classes. I would really like to see how this works. Even if just one char taken to one subclass. If we dont, we just gonna get more sceptics. They would have right to question this. I do and Im a backer.
Re: [NA] Enveus | PvX | Hardcore | 400+ in Alpha 2
Just submitted my app and purchased access to Alpha 2 Phase 1. Can't wait to get in there and start testing things out!
SoloFour
1
Re: Fixing the Class system
LMAO
There is no white knighting going on in this thread.
Veterans of the Forums are just dropping design facts to counter knee-jerk requests for changing a design that newbies don't fully understand.
It's not our first rodeo.
We had these same discussions here years ago.
By design, Augments and Secondary Archetypes are more significant than mere cosmetics and/or flavor.
Reasonable people will advise testing the implementation of the design before demanding changes.
That is not white knighting.
There is no white knighting going on in this thread.
Veterans of the Forums are just dropping design facts to counter knee-jerk requests for changing a design that newbies don't fully understand.
It's not our first rodeo.
We had these same discussions here years ago.
By design, Augments and Secondary Archetypes are more significant than mere cosmetics and/or flavor.
Reasonable people will advise testing the implementation of the design before demanding changes.
That is not white knighting.
Dygz
5
Re: What are your 'class fantasies' for the 64 classes
Personally I would like to see the archetype combos at least attempt to tie the unique elements of each archetype together in a cohesive way. For example;
Nightblade (Figher/Rogue): You gain a burst of Combat Momentum after attacking an enemy from Stealth. Attacks that deal poison damage award 1 additional Combat Momentum.
Hunter (Fighter/Ranger): Ranged Weapon combo finishers generate additional Combat Momentum. Attacks have a chance to apply a stack of Stalk to the target.
Spellsword (Fighter/Mage): Whenever you use a fighter skill augmented by a specific element, your weapon combo finishers gain Elemental Empowerment for that element. Attacks that hit burning, chilled, or volatile targets grant 1 additional Combat Momentum.
Nightblade (Figher/Rogue): You gain a burst of Combat Momentum after attacking an enemy from Stealth. Attacks that deal poison damage award 1 additional Combat Momentum.
Hunter (Fighter/Ranger): Ranged Weapon combo finishers generate additional Combat Momentum. Attacks have a chance to apply a stack of Stalk to the target.
Spellsword (Fighter/Mage): Whenever you use a fighter skill augmented by a specific element, your weapon combo finishers gain Elemental Empowerment for that element. Attacks that hit burning, chilled, or volatile targets grant 1 additional Combat Momentum.
Rippley
1
Re: What is the definition of "Flavor" in reference to the secondary augment system?
Augmentation can fall under different levels of change
Cosmetic - nothing but colors and sparkels, no one expects this to be the case with any augments though they will HAVE a cosmetic effect just to aid recognition.
Flavor - a small addition like a damage proc or buff/debuff application in parelel to original effect but which has no real effect on the tactical impact of a skill, dosn't change playstyle or skill loop that the player would employ, aka no 'realearning' of ones kit is needed. Adding some ice damage on an attack or making gap-closer a blink are examples.
Radical - a big change that makes the skill tactically different and can change how you play your character, but which still achives broadly similar goals such as doing damage to enemies, crowd control, healing allies etc. Players would need to adapt their playstyle heavily from the augment but would not be at square one. Example a Mages long range Fireball becomes a short range Flame Fan attack requiring them to move into near melee range.
Total - the skill is unrecognizable in tactical and gameplay usage and serves a totaly different purpose, a heal becoming an attack for example. The player must relearn the tactical appropriate time to use this skill as if it were brand new. If all their skills were altered like this change their entire role in the party because they no longer do the things they did before.
So far everything we have seen says they are looking at Flavor changes from Augments, which is a real shame because Radical and possibly a few Total changes are needed to actually provide the diversity that players want and need to feel like their secondary archetype is meaningful.
I think we will get something in between Radical and Flavor, based on what we've heard so far.
The skill will not change, a damaging ability will still be that, however how it does damage might change. Added aoe, shorter or longer range, changed dmg type, added procs, on top of having different look to it, is good enough for me. - I mean, this is a whole new ability at this point, I'm not sure if people do realize that.
Based on my interpretation, this is also the goal of the system, and I'm also expecting it to work like that. If it's less than that, I'd be disappointed, if it's more than that, and it goes into "total" category, I wouldn't mind it (however I think this would be reserved only for very specific abilities, which would hardly alter your entire kit - no, you won't become a healer if you go with Cleric seconday, but yes, you might get a heal on your spell if you do).
iccer
2