Best Of
Re: Simple question. Do you want Ashes to succeed, or fail?
Surely want it to succeed, which earned me a lot of downvotes on Reddit. Saying that the signs that these boxes would be delivered differently at different times than projected at this point has been very much a predictable outcome.
But instead people seem hell bend on getting emotionally invested in stuff that is marked as "subject to change" and to be taken with a grain of salt as indicated by Intrepids track record of delivery, recreating the pathetic BS dynamic of a teenie girl in relationship with an "a**hole", who she passionately refuses to leave.
The development is going fine, the development speed is illusive, so sit back and wait for the things they actually deliver because those (IMO) seem pretty good indicating a great end product whenever its finished. From where I stand projections on amount of content and time of delivery are nothing more than an inside joke with the fine difference that for Ashes there is an actual end goal compared to for example Star Citizen. And if not and the game fails - I will at least have learned a bunch about game development. For the optional price of 250$ I decided to pay.
Well said. Thank you for your statement.
Re: Devs a piece of advice I strongly recommend!
Or hear me out... I know this might sound absolutely bonkers but... Let them come up with their own lore and stories? What made you think all MMO players are anime fanatics, btw? Also, aren't there a plethora of Asian MMOs that would fit your style a lot more?
Dodoz
1
Re: Fixing the Class system
These seems like a continuation of people wanting truly unique classes rather than the flavours we're getting.
But I'm curious why you want to change the weapon and armor mechanics to narrow down which subclass can use what.
You could change the class system without touching those, so why do you see a need to change those areas to fit this new system?
That's more for flavor and to give a unique feel to the sub classes without taking from others. Like when a Cleric adds fighter it might go from only being able to use Blunt weapons to being able to use bladed weapons, and going from chain armor to plate armor. it give the feeling of growth and achievement with out burdening the devs with more stuff to actually develop.
Re: DUELS 1vs1 2vs2 3vs3 - (Plz add them at the very beginning of PHASE 1 of A2)
I think 3-v-3 makes more sense than 1-v-1 given their rock-paper-scissors design. So when they do roll out 1-v-1 you probably won’t like it unless it’s same Archetype 1-v-1.
Re: DUELS 1vs1 2vs2 3vs3 - (Plz add them at the very beginning of PHASE 1 of A2)
I agree arenas / duel please
Aiyara
1
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Do you plan to have modifier stats have a Hard cap on them such as crit chance, attack speed, DMG penetration, or mitigation? Ex: Physical mitigation will have a hard cap at 80%
Fixing the Class system
The goal is to change the class system while keeping as much of Steven's vision intact as possible and allowing enough flexibility for the devs to develop something that inspires them without pressuring them to develop something that doesn't while allowing for more design space later on to add new classes or sub classes.
1.) Change the language to first class picked as being the base class, and make it clear this will be your playstyle. The second class could be either archtype or secondary class, though secondary class would be more clear. Call the result of those two decisions the Sub-Class. (I will be using this terminology from here on out)
2.) Remove the double up sub-classes (Ranger/Ranger, Fighter/Fighter). While an interesting idea it only serves to make people feel like stuff was withheld from them when they selected their class, and inflate an already huge number of sub-classes.
3.) Remove any subclass that would be a nightmare to balance or would be redundant either by base classes or other sub classes.
4.) Add more base classes. You have no Gish class (hybrid caster and melee), No Dark/Evil caster, No Holy Warrior, No Druid/Nature caster, no Monk/Brawler class.
5.) Armor/Weapon restrictions determined by base class and sometimes modified by the secondary class either unlocking or locking out different armor/weapon types.(I'll give an example at the end)
6.) Either reduce the level at which you get your secondary class or you should get 1 major passive change/active ability to you class when you make the choice at 25.(I'll give an example at the end)
The Cons:
1.) Less subclasses, like way less, like going from 8 to 3 or 4, this depends on how many base classes they add if any
2.) Longer development time, this also depends on how many base classes they add
3.) I can't think of anything else right now but I'm sure I'm missing at least a few
The Pros:
1.) More possible sub-classes means more design space.
2.) More design space means less design pressure.
3.) More playstyles at the start means more people can find something they like until they get what they want.
Example:
Base Class: Rogue
Secondary Class: Necromancer
Sub-Class name: Edge Lord
Armor: From Medium to Light
Weapon: Unlocks Dual short swords
Active ability: Become incorporeal reducing physical damage taken but increasing magic damage taken. The first creature attacked from stealth cowers in fear for X seconds.
So this feels like a huge change but it isn't. The playstyle is exactly the same, with one ability which could replace a stun with cower mechanic. Visually I'm thinking something like Nocturne from LoL. So more like a Dementor with blades for arms, and much faster.
Edit for clarification: I want to make it clear all I am suggesting is a focus shift to more base classes to facilitate more playstyles at launch, creating some kind of class identity, and make some language changes which will clarify things to most people.
I realize most of you are looking at this as a game that will launch in 2-4 years. That's not what I'm thinking about. I'm thinking about 3 months after launch when most people are max level, what a new player experience will be. That's where I am coming from. The game MUST be able to stand on its own no help. They will have no friends to help them, there will be no guides, and what you don't want is someone forcing themselves to play a playstyle for 100 hours only to find out they only get a few aesthetic changes and not the playstyle change they were expecting.
1.) Change the language to first class picked as being the base class, and make it clear this will be your playstyle. The second class could be either archtype or secondary class, though secondary class would be more clear. Call the result of those two decisions the Sub-Class. (I will be using this terminology from here on out)
2.) Remove the double up sub-classes (Ranger/Ranger, Fighter/Fighter). While an interesting idea it only serves to make people feel like stuff was withheld from them when they selected their class, and inflate an already huge number of sub-classes.
3.) Remove any subclass that would be a nightmare to balance or would be redundant either by base classes or other sub classes.
4.) Add more base classes. You have no Gish class (hybrid caster and melee), No Dark/Evil caster, No Holy Warrior, No Druid/Nature caster, no Monk/Brawler class.
5.) Armor/Weapon restrictions determined by base class and sometimes modified by the secondary class either unlocking or locking out different armor/weapon types.(I'll give an example at the end)
6.) Either reduce the level at which you get your secondary class or you should get 1 major passive change/active ability to you class when you make the choice at 25.(I'll give an example at the end)
The Cons:
1.) Less subclasses, like way less, like going from 8 to 3 or 4, this depends on how many base classes they add if any
2.) Longer development time, this also depends on how many base classes they add
3.) I can't think of anything else right now but I'm sure I'm missing at least a few
The Pros:
1.) More possible sub-classes means more design space.
2.) More design space means less design pressure.
3.) More playstyles at the start means more people can find something they like until they get what they want.
Example:
Base Class: Rogue
Secondary Class: Necromancer
Sub-Class name: Edge Lord
Armor: From Medium to Light
Weapon: Unlocks Dual short swords
Active ability: Become incorporeal reducing physical damage taken but increasing magic damage taken. The first creature attacked from stealth cowers in fear for X seconds.
So this feels like a huge change but it isn't. The playstyle is exactly the same, with one ability which could replace a stun with cower mechanic. Visually I'm thinking something like Nocturne from LoL. So more like a Dementor with blades for arms, and much faster.
Edit for clarification: I want to make it clear all I am suggesting is a focus shift to more base classes to facilitate more playstyles at launch, creating some kind of class identity, and make some language changes which will clarify things to most people.
I realize most of you are looking at this as a game that will launch in 2-4 years. That's not what I'm thinking about. I'm thinking about 3 months after launch when most people are max level, what a new player experience will be. That's where I am coming from. The game MUST be able to stand on its own no help. They will have no friends to help them, there will be no guides, and what you don't want is someone forcing themselves to play a playstyle for 100 hours only to find out they only get a few aesthetic changes and not the playstyle change they were expecting.
Re: Fixing the Class system
Damn, maybe we do need a dislike button after all...
I do not want Intrepid to change the game 7 years into the development.
I do not want Intrepid to change the game 7 years into the development.
Re: Money spent on game already BY YOU!
It's not normal to want to buy access to test a game.
You have to want to support the project. Big time.
This is the only time that I cared to get involved in any product in development.
But some "testers" may 1) have lots of money and 2) not enough people around them, so they can part with their money in this very strange way.
It cannot be possible that you can prioritise donating thousands of dollars to a video game if both the 2 conditions mentioned above are not met.
You have to want to support the project. Big time.
This is the only time that I cared to get involved in any product in development.
But some "testers" may 1) have lots of money and 2) not enough people around them, so they can part with their money in this very strange way.
It cannot be possible that you can prioritise donating thousands of dollars to a video game if both the 2 conditions mentioned above are not met.
Re: Forum suggestions to be ready for the influx of users
But those dislikes would be form the first 3 people that show up. And then they create an illusion of "oh, this is a bad post, cause so many people disliked it".Downvotes would help draw attention to flawed assumptions, instead of letting the majority opinion be decided by the first three people who happened to show up.
Reddit has this. Any post that goes against the current day's agenda gets downvoted to hell. Except there it's an anonymous thing, while here we'd see who disliked the post. And this would then create the same flamey discussions in the comments, while any newcomer would just see the dislikes on the post think "oh, this is something bad" and either ignore it or, even worse, think that the info might be wrong, even if the dislikes came from just disagreement with the post rather than as an indicator of its wrongness.