Best Of
Re: Fixing the Class system
Crazy someone is saying its flawed without IS showing anything about it yet. And people having 0 evidence how its really going to work yet besides a few quotes like charge can be a teleport (which at that point it is less flavor and more of a skill having different functionality).
If there were 30 unique classes I'm sure people love everything being unique. But that is far more work than the augment system for making full classes.
If there were 30 unique classes I'm sure people love everything being unique. But that is far more work than the augment system for making full classes.
Mag7spy
2
Re: Fixing the Class system
I didn't know it was broken. How can anybody even postulate that something that hasn't even been fully developed or revealed needs to be fixed already
I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough?
I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough?
rollox
3
Re: Removing Waypoints During Questing: A More Immersive Exploration?
The challenge is not supposed to be finding the fun you want to have during your play session.
Dygz
1
Re: Removing Waypoints During Questing: A More Immersive Exploration?
i think the best Option People can quickly settle for - > is that certain Tools of "Help" during Quests are completely optional.MajorGeraldX wrote: »Removing Waypoints During Questing: A More Immersive Exploration ?
That You can choose for yourself if you want to see for example a "glowing/marked Region" on your Minimap, which Points You into the right Direction of a Quest You saw for example on a Questboard.
This is actually something you definitely couldn’t do, because Ashes is a competitive game, even with some of the questing. If only X people can complete a quest (such as with particular gathering tasks) then the people using the UI pointers is going to get it done faster.
It’s gotta be one or the other, either we have the waypoint guidance for everyone or, for no one during any given quest, otherwise it just ends up punishing the people who don’t use the Point-Me systems.
Caeryl
1
Re: Removing Waypoints During Questing: A More Immersive Exploration?
MajorGeraldX wrote: »Removing Waypoints During Questing: A More Immersive Exploration ?
Same as always,
i think the best Option People can quickly settle for - > is that certain Tools of "Help" during Quests are completely optional.
That You can choose for yourself if you want to see for example a "glowing/marked Region" on your Minimap, which Points You into the right Direction of a Quest You saw for example on a Questboard.
During the Times of good, old Gothic 1 and 2 - on the Island of Khorinis - i could find my Quest Objectives always and i truly mean : ALWAYS - without anything that would help me - besides the Questgiver giving me a description of where to go.
It was the best.
Absolutely the best.
Sometimes extremely dangerous for my Character - but that made fulfilling the Quests only the more worthwhile and worthy.
Aszkalon
1
Re: Relationship Compromises :)
I don't know what her experience with games is, but playing Baldur's Gate 3 in Coop mode seems like a good place to start.
Czeris
2