Best Of
Re: Devs a piece of advice I strongly recommend!
Jesus No, litterally every video game inspired Iseki has ludicous power curves and a total lack of balanceand leveling exploits, that's litterally the point so the ProTag can be stupidly OP. Not to mention the horrible nested menu UI's they are constantly poping up and absurd flashy spell pyrotechnics (which has actually been a problem with most of the games graphics). Their is nothing that video game designers should be looking to LESS then videogame worlds depictions in other Media.
Also you failed to mention the only actually good Iseki, Konosuba.
Also you failed to mention the only actually good Iseki, Konosuba.
Lodrig
1
Re: Alpha 2 is just a delay.
Wow, people are still crying about the "Persistent alpha" thing huh?
Honestly, this strikes me more as miscommunication then maliciousness. People are often so willing to assign blame as malicious, rather then what it often is, incompetence.
I think you still getting a persistent alpha, only what you think it is and what Intrepid think it is are two very different things. It seems most people expected that persistent alpha meant that either the servers would be up 24/7 with no down time, and no wipes up until launch, or just wouldn't be wipes up until launch. Which, frankly is kind of ridiculous to assume. Realistically, that was never going to happen.
People who thought otherwise really just do not understand how game development works.
That being said, your still very likely getting a persistent alpha. By which I mean, that there will be periods of time where the server will be up 24/7 without wipes for a period of time, for a couple of days or a week or so. Because they need to test this, it's very important that they do, and they know it.
I suspect this will happen during phase one, but they may test this multiple times during alpha. Esp since they need to put their server meshing technology through it's paces. They just need to be a heck of a lot more clear what their plans are here.
Honestly, this strikes me more as miscommunication then maliciousness. People are often so willing to assign blame as malicious, rather then what it often is, incompetence.
I think you still getting a persistent alpha, only what you think it is and what Intrepid think it is are two very different things. It seems most people expected that persistent alpha meant that either the servers would be up 24/7 with no down time, and no wipes up until launch, or just wouldn't be wipes up until launch. Which, frankly is kind of ridiculous to assume. Realistically, that was never going to happen.
People who thought otherwise really just do not understand how game development works.
That being said, your still very likely getting a persistent alpha. By which I mean, that there will be periods of time where the server will be up 24/7 without wipes for a period of time, for a couple of days or a week or so. Because they need to test this, it's very important that they do, and they know it.
I suspect this will happen during phase one, but they may test this multiple times during alpha. Esp since they need to put their server meshing technology through it's paces. They just need to be a heck of a lot more clear what their plans are here.
Yoh
1
Re: Fixing the Class system
[Edited examples for better readability]
I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
Augmentation Impact
I remember the seasons and weather system livestream where Steven played a Vec and showed of some skills but If I remember correctly never mentioned the class of the character and we didnt got to see that particular character later either. But one of the abilities used was this movement ability that left a line of lingering darkness on the way he moved.
I would say: This ability COULD be a version of the Mages blink, combined with the Clerics Death element.
Another example of what I expect the augments to look like was in regards to Cleric + Mage and looking at the Cleric ability "Mend" which would in theory be augmented by fire, ice, thunder or void resulting in 4 new version as follows:
And lastly, let's go back to the good old example of "Whirlwind + Mage augements". I think people vastly underestimate how much of a difference it makes when the Fighter that would usually be dealing a lot of physical damage and therefore can be blocked by a heavy armored class starts to dish out magical damage and the respective status effects instead, cutting down the frontline instead of trying to rip apart the backline. This may seem like a pretty small change but if Intrepid is serious about resistances as for example Vanilla WoW was, where going into a fire dungeon without fire resistance gear got you nowhere but into an early grave, then being able to change your damage type and particles alone is already huge.
I understand that this is nothing we can say for sure as of now, but my point is: There is no clear indication to me that augments are just skills cosmetics. And I am much more inclined to believe that rather than balancing classes through tweaking their skills all the time, they will adjust that by adjusting the encounters.
I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
Augmentation Impact
I remember the seasons and weather system livestream where Steven played a Vec and showed of some skills but If I remember correctly never mentioned the class of the character and we didnt got to see that particular character later either. But one of the abilities used was this movement ability that left a line of lingering darkness on the way he moved.
I would say: This ability COULD be a version of the Mages blink, combined with the Clerics Death element.
Another example of what I expect the augments to look like was in regards to Cleric + Mage and looking at the Cleric ability "Mend" which would in theory be augmented by fire, ice, thunder or void resulting in 4 new version as follows:
Me on Reddit wrote:
- "Chilling Mend" (Ice) - still restores health, but also reduces burn/fire stacks on the target, also creates a small burst that deals cold damage around the target and appies a stack of chilled.
- "Firey Mend" (Fire) - still heals, also reduces stacks of cold effects on the target and creates a small aura of AoE fire damage (like 2seconds)
- "Crackling Mend" (Thunder) - still heals and reduces static charges or reduces effect time of something like stagger or stun. Also explodes for a small amount of lightning damage - if a stack is removed this way, damage of the explosion is increased; if a hard cc is broken by the Mend the damge increase is even higher. Or it could add additional lightning damage to the targets next 3-5 weapon attacks.
- "Distorting Mending" (Void) - heals and creates a small spacial shock around the target. Nearby enemies of the target become rooted if they were staggered, they become stunned if they were rooted (for the remainder of the root time) and if they had no debuffs on them their movement speed is decreased by 20-35% for 1-2s.
And lastly, let's go back to the good old example of "Whirlwind + Mage augements". I think people vastly underestimate how much of a difference it makes when the Fighter that would usually be dealing a lot of physical damage and therefore can be blocked by a heavy armored class starts to dish out magical damage and the respective status effects instead, cutting down the frontline instead of trying to rip apart the backline. This may seem like a pretty small change but if Intrepid is serious about resistances as for example Vanilla WoW was, where going into a fire dungeon without fire resistance gear got you nowhere but into an early grave, then being able to change your damage type and particles alone is already huge.
I understand that this is nothing we can say for sure as of now, but my point is: There is no clear indication to me that augments are just skills cosmetics. And I am much more inclined to believe that rather than balancing classes through tweaking their skills all the time, they will adjust that by adjusting the encounters.
Kilion
3
Re: Alpha 2 is just a delay.
To me, Alpha 2 phase 2 sounds a lot like what they promised.
Assuming phase 2 means servers are up ~5 nights a week (barring unexpected issues)
Wasn't it five workdays a week ?
In the End, well ... ... ... * shrugs *
I have waited one Time for almost an Eternity between September 2023 and middle of August this Month,
i can DO'IT'AGAAAIIINNN.
If i can help testing before Quarter Two of 2025, i shall gladly do that, though.
I believe it was said somewhere down Monday and Tuesday and up Wednesday to Sunday.
But it says here.
"Testing for the 5+ days may fall on a variety of different days. As we head into this phase, we will provide a more detailed schedule for folks to plan around"
Blip
1
Re: Devs a piece of advice I strongly recommend!
Ludullu_(NiKr) wrote: »The only good one for a game like Ashes is Log Horizon, because it shows that even if you're a super powerful group of people, you still need to work together with others through politics and coordination. It also shows a world that's much closer to what Ashes is going for, with shops, real estate purchases, party gameplay, etc.
It's also not a soloable game as opposed to SAO, Slime or SL.
I would say Shangri-La Frontier seems like the anime with closest connections to AOC.
In it you would see people forming communities that at first are at war with each other. You have the Player killer group that seems well organized at first, And the "Knights" that are something like the Bounty hunters.
Later there are betrayals in some of the groups resulting in disbanding. There is also the "Corruption" system where the PK-ers lose their items if killed. And there are those ultra hard bosses that require groups that hate each other to work together, else would be impossible to clear.
Githal
2
Re: Removing Waypoints During Questing: A More Immersive Exploration?
Sure... let me get lost and wander the landscape for hours of directionless enjoyment...
What if the quests were more detailed? Could you find your way by reading these?
Re: Removing Waypoints During Questing: A More Immersive Exploration?
RocketFarmer wrote: »
For quests directing you to go to a specific location, why not have the waypoint added automatically by the quest?
Cant you add waypoint yourself on this type of quest ?
Re: Removing Waypoints During Questing: A More Immersive Exploration?
I'd suggest a "twinkling" indicator that activates automatically after a character spends a certain time in the quest area. e.g. after 30 min (maybe even make this dependent on the Intelligence stat of that character?)
Great idea