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Removing Waypoints During Questing: A More Immersive Exploration?
Hello everyone,
I wonder if it would be interesting to remove these automatic waypoints to encourage players to truly explore and pay attention to the details of the surrounding environment. This could make quests more challenging and strengthen the connection with the game's world.
any thought on this ?
This is how mmorpgs worked before and it was much better.
I wonder if it would be interesting to remove these automatic waypoints to encourage players to truly explore and pay attention to the details of the surrounding environment. This could make quests more challenging and strengthen the connection with the game's world.
any thought on this ?
This is how mmorpgs worked before and it was much better.
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Can I also give my feedback in German in the Alpha 2 ? Because my English is not the best.
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Is the world map found on the Verra article of the wiki the land layout we can expect to see in game, or has the apocalypse created/destroyed land regions and the map is from a pre-apoc state of the world?
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Will mob types and drop tables be dynamic with changes in weather; similar to how they are with day/night and the seasons?
Texas
1
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Where are the runes socketed into gear obtained from and how does the enchanting system work ? (where to obtain enchanting mats to craft scrolls, how does the gear enchantment work, what does the scribe profession do except blueprints and scrolls etc..)
Aiyara
1
Re: Functional Roleplaying - Rogue & Ranger, what comes to mind?
LemonTwiss wrote: »I'm in the process of conceptualizing a guild that's mainly for Rogues and Rangers with a theme of espionage and intel-gathering through operations of spying, scouting, infiltration, assassination and bounty-hunting.
Will they ... ... ... " keep " - many Secrets ? .
LemonTwiss wrote: »My question to the Ashes community is the following: What comes to your mind when you think about roleplaying a rogue or a ranger archetype? What kind of activities and functionalities do you feel would satisfy that roleplaying fantasy? And what kind of guild do you imagine yourself being in to live that fantasy?
If i think of an Roleplay Guild which employee's both these Archetypes,
plus of Course a RogueXRanger-Mix Archetype
and a "RangerXRogue"-Mix Archetype,
i must think a tiny little bit " ~ The Keepers ~ " from the Darkproject/Thief Universe. .
But these lovely Folks are also kinda (mainly?) Scholars with a bit of a magical Affinity. So i could imagine the Roleplay-Guild You have in mind is a bit different than those secretive Gentlemen.
LemonTwiss wrote: »An example of what I have in mind: A guild that doesn't exist in the game, but rather only as a Discord guild that players can join while keeping their in-game identity (character name) hidden from most other guild members. Each member would specialize in a specific activity type, such as collecting intel through spying and infiltration or carrying out assassinations against target high-profile players (like streamers, governors, guild leaders).
While this sure 'sounds' incredibly difficult to pull off,
because no One in the Guild knows the other Guildmembers in the Game at least mostly and for all the time,
assassinating "Streamers" could make your Guild a legendary, scary kind of Guild - if you can truly pull that off. Kinda a bit like " ~ Laughing Coffin ~ " from Sword Art Online -> but this time not a mostly cringey Joke of an Edgelord-Guild.
But between this Example or having a Guild consisting only out of the Archetypes Rogue and/or Ranger, maybe such an Assassination-kind of Guild would be better and far more mysterious and scary if it would employ People of every single Archytep and Combinations of Archetypes.
LemonTwiss wrote: »Members would receive mission requests by their officers based on that member's designated assignment (if they're assigned to spy on a specific node or guild) and in return they would provide an intel report to their officer who will report back to the HQ (only HQ would be aware of agendas and reasons behind each mission or actions taken against specific guilds or nodes or players). In other words, to the average member of the guild the experience will be that they will sometimes receive requests from the guild, the rest of the time they're just playing the game normally with whichever guild they're part of or the guild they're infiltrating.
The guild could have an in-game "Embassy" guild that handled PR and establishes relationships and political ties with other guilds, while the main goal of the guild would be to maintain balance and punish corruption - whether it is corruption in governance or the corruption that comes along with griefing other players.
Would love to hear the community's opinion, especially fellow Ranger and Rogue roleplayers who want to live the fantasy of being spies and rogues in a large world of political intrigue.
This Guild would need such an formidable and capable Upper Echelon of higher Ranked Officers/Superiors to function properly,
to make this happen in the first Place is probably already the most difficult Step of all.
but again : such a Guild consisting out of only Rogues or Rangers would greatly limit it's Scariness and Power. At least if People would realise the only Members are always Rangers or Rogues.
I must think a little bit of this huge Crime Organisation from the John Wick Universe.
Aszkalon
1
Re: DUELS 1vs1 2vs2 3vs3 - (Plz add them at the very beginning of PHASE 1 of A2)
Suppose duels come into play when the arenas are established. Until then head to the lawless territory.
Re: will this game ever launch
Since the good old days, I was convinced this would release 2030
Chonkers
2
Re: Simple question. Do you want Ashes to succeed, or fail?
I too want to be a necromancer!!! Welcome brother. We might find ourselves on the same field of battle, I hope to call you brother. I know my signature days rogue, but I made that some years ago haha.
Ahoi Ravicus. 🫡 .
We still have to wait up to Quarter Two of 2025 to be able to test our beloved Archetype of Summoner, but it will be worth the wait i am sure.
Stay healthy and safe and never forget - where most People see only dead folks lying around - we see possibly Friends or useful future Servants who might help us on our travels.
Dead People are just Allies we haven't met sooner. (lol) - and with a bit of "late healing" and magical convincing i am sure they will lend us a willing, helping, dead and cold hand to get our Stuff done in the World of Verra.
Re: Functional Roleplaying - Rogue & Ranger, what comes to mind?
Based on my experience roleplaying similar characters, I’ve found that some of the most memorable and effective rogue or assassin characters are those who build a reputation through multifaceted activities that go beyond their primary covert roles. This approach not only adds depth to the character but also provides them with a credible cover in the game world, allowing them to operate more effectively under the radar.
Here's some examples I've either used, or have seen used in assassin guilds I've been a part of.
Herbalist and Alchemist:
A rogue or assassin could gain renown as a skilled herbalist or alchemist, crafting potions, poisons, and antidotes. By running a legitimate business, such as selling potions or scented candles made from rare herbs, the character could gather intelligence on local suppliers, learn about rare ingredients that might be useful in poisons, and even discreetly distribute their own concoctions to unsuspecting targets.
Trader of Rare Goods:
Establishing a front as a merchant of rare and exotic goods can serve multiple purposes. Not only does it provide a cover story for travel and interactions with various factions, but it also opens doors for information gathering. By trading in items like rare jewels, artifacts, or magical items, the character can network with influential figures, uncover hidden motivations, and perhaps even smuggle sensitive information or contraband.
Scribe or Chronicler:
A rogue posing as a scribe or chronicler could become known for their detailed maps, historical records, or documentation of significant events. This role allows the character to infiltrate academic circles, gain access to restricted knowledge, and subtly influence public perception through the written word. Additionally, they could use their skills to forge documents, create false leads, or manipulate information to serve the guild’s interests.
Artisan or Craftsman:
Operating as an artisan, such as a maker of custom weapons, armor, or even luxurious goods like scented candles (which could be laced with subtle toxins or contain hidden compartments), provides both a cover and a method of accessing high-profile targets. This role allows the character to gain the trust of their clientele, who may include powerful figures, while also placing themselves in positions where they can gather valuable intelligence or strike when the opportunity arises.
Diplomat or Negotiator:
In a world of political intrigue, a rogue could establish themselves as a skilled negotiator or diplomat, mediating disputes between guilds or negotiating trade deals. This role grants them access to high-level discussions and sensitive information, which can be reported back to the guild. It also allows the character to subtly manipulate the outcomes of these negotiations to benefit their true agenda.
Here's some examples I've either used, or have seen used in assassin guilds I've been a part of.
Herbalist and Alchemist:
A rogue or assassin could gain renown as a skilled herbalist or alchemist, crafting potions, poisons, and antidotes. By running a legitimate business, such as selling potions or scented candles made from rare herbs, the character could gather intelligence on local suppliers, learn about rare ingredients that might be useful in poisons, and even discreetly distribute their own concoctions to unsuspecting targets.
Trader of Rare Goods:
Establishing a front as a merchant of rare and exotic goods can serve multiple purposes. Not only does it provide a cover story for travel and interactions with various factions, but it also opens doors for information gathering. By trading in items like rare jewels, artifacts, or magical items, the character can network with influential figures, uncover hidden motivations, and perhaps even smuggle sensitive information or contraband.
Scribe or Chronicler:
A rogue posing as a scribe or chronicler could become known for their detailed maps, historical records, or documentation of significant events. This role allows the character to infiltrate academic circles, gain access to restricted knowledge, and subtly influence public perception through the written word. Additionally, they could use their skills to forge documents, create false leads, or manipulate information to serve the guild’s interests.
Artisan or Craftsman:
Operating as an artisan, such as a maker of custom weapons, armor, or even luxurious goods like scented candles (which could be laced with subtle toxins or contain hidden compartments), provides both a cover and a method of accessing high-profile targets. This role allows the character to gain the trust of their clientele, who may include powerful figures, while also placing themselves in positions where they can gather valuable intelligence or strike when the opportunity arises.
Diplomat or Negotiator:
In a world of political intrigue, a rogue could establish themselves as a skilled negotiator or diplomat, mediating disputes between guilds or negotiating trade deals. This role grants them access to high-level discussions and sensitive information, which can be reported back to the guild. It also allows the character to subtly manipulate the outcomes of these negotiations to benefit their true agenda.
ariatras
1