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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
Re: Dynamic Environments in Raids: What Would You Like to See?
One thing that I 100% advocate for is giving players in deeper parts of a dungeon the option to take risks to cut of groups in pursuit. Lets say for example we have an former fortress of the Dunir deep within a mountain and are approaching the last chambers of the fortress.
There could be a side passage to an optional boss with subpar loot, that guards a mechanism that either cuts off the passage to the inner chambers or vastly reduces progress speed to get there for groups in pursuit. Basically the risk-reward in that case is not "Risk to wipe on boss = good loot" but "Risk do wipe on boss = less PvP competition in the following boss fights".
In another comment (or dedicated post) I made regarding this topic, I mentioned that dungeon events would be great, triggered by the order in which certain bosses are killed or IF a boss was killed within a certain time limit while roaming through the dungeon.
For example: In an abandoned mine you can go and defeat an Earth Elemental, the Goblin horde leader that has taken over the mine or a circle of cultists that have managed to manipulate the Goblins into mining for them. If you pick up some dynamite to open a passage in the Goblin quaters that leads into ancient ruins, the Earth Elemental (if sill alive) will start to move towards the breach and will seal it if he reaches it (the dungeon event). If groups manage to kill the Elemental the ruins part of the dungeon will open up with additional enemies and bosses or the Elemental will seal off the entrance but will leave his resting ground unguarded which may lead to another part of the dungeon.
There could be a side passage to an optional boss with subpar loot, that guards a mechanism that either cuts off the passage to the inner chambers or vastly reduces progress speed to get there for groups in pursuit. Basically the risk-reward in that case is not "Risk to wipe on boss = good loot" but "Risk do wipe on boss = less PvP competition in the following boss fights".
In another comment (or dedicated post) I made regarding this topic, I mentioned that dungeon events would be great, triggered by the order in which certain bosses are killed or IF a boss was killed within a certain time limit while roaming through the dungeon.
For example: In an abandoned mine you can go and defeat an Earth Elemental, the Goblin horde leader that has taken over the mine or a circle of cultists that have managed to manipulate the Goblins into mining for them. If you pick up some dynamite to open a passage in the Goblin quaters that leads into ancient ruins, the Earth Elemental (if sill alive) will start to move towards the breach and will seal it if he reaches it (the dungeon event). If groups manage to kill the Elemental the ruins part of the dungeon will open up with additional enemies and bosses or the Elemental will seal off the entrance but will leave his resting ground unguarded which may lead to another part of the dungeon.
Kilion
1
Re: Dynamic Environments in Raids: What Would You Like to See?
I’d just like to use trees in combat. Both for damage and then for control. Trap set a tree fall so than when enemies are in positions the forest falls and creates a zone of death.
Re: Dynamic Environments in Raids: What Would You Like to See?
Would be kind of cool if we are fighting some kind of ice dragon if the magic attacks the dragon does impacts the areas its cast on. Such as leaving ice and snow behind. (Or if a poison monster causes vegetation to die out).
These effects could persist until some other event causes them to diminish or go away, like raid putting out fires.
These effects could persist until some other event causes them to diminish or go away, like raid putting out fires.
Taerrik
1
Re: Dynamic Environments in Raids: What Would You Like to See?
Changing terrain is always fun, like having pillars that can be knocked down or destroyed, opening up (or closing off) new avenues of attack. Elements of puzzle solving can be applied to the encounter this way. Bonus points if class specific roles can be integrated (like having a Rogue) pick a gate lock during a fight).
I think they've already demonstrated global weather effects, but, more of that.
Reduced visibility effects can add quite a bit to the ambiance and complexity of an encounter.
I think they've already demonstrated global weather effects, but, more of that.
Reduced visibility effects can add quite a bit to the ambiance and complexity of an encounter.
Czeris
2
Re: Dynamic Environments in Raids: What Would You Like to See?
I'd like to see one procedurally generated instanced raid.
For open world bosses I would like to see destructible environments. For example, if a pack of ranged dps are stood on top of a house and a Dragon nukes them with a fireball it would be great if that house exploded and the rdps went flying. Another example would be a large rock/tree getting tail swiped into the raid.
For raids on the open seas I would like to see severe weather that can damage yourself and your ship. Spouts and massive waves caused by a Leviathan or some such. Maelstroms than can suck you down to underwater realms, scattering your raid, which could get very interesting considering its an open pvp area.
For open world bosses I would like to see destructible environments. For example, if a pack of ranged dps are stood on top of a house and a Dragon nukes them with a fireball it would be great if that house exploded and the rdps went flying. Another example would be a large rock/tree getting tail swiped into the raid.
For raids on the open seas I would like to see severe weather that can damage yourself and your ship. Spouts and massive waves caused by a Leviathan or some such. Maelstroms than can suck you down to underwater realms, scattering your raid, which could get very interesting considering its an open pvp area.