Best Of
Re: Money spent on game already BY YOU!
RocketFarmer wrote: »So can we take it that nanfoodle paid $0?
I believe EA spent around $500M to launch SWTOR, and that was around 15 years ago.
I spent $300 USD between my account and my wife's. My point with my first post is people seem to want to fund this game to completion as much as Steven. Sometimes game burn up and die. Ashes seems to keep rolling forward. Why stress that people want to support it?
Re: The Immortals PvX, English speaking guild. We like multi nationals, adds to the spice.
Email Address: mjdavis007@gmail.com
Location: West Midlands, UK
Age: 46
Nick Name: Forum name is kazide, no fixed character name
Best Night To Play: Friday through to Monday are best.
How I Heard About: Search on the forums here. Although I have come across the guild in LotRO and in SWTOR
Headset: yes
Application Comment: Have loved MMOs ever since my first venture into them with SWG. Loved that game. Played a whole host of others including EQ2, GW2, TESO, LotRO, Rift, Archeage. I'm holding out hope that this will save the genre. It certainly looks good and want to find a good "home" with likeminded people. Whilst the social element doesn't make a game, it does enhance it to new levels of enjoyment. Ultimately grouping up and having a laugh with a few beers appeals. I have access to the upcoming alpha 2 from back in 2018 when I paid for one of the packs. Anyhow, this seems like a good fit for my personality, and dare I say, age. Thanks for reading.
You and me both in the case of hoping this is a game that has years in it and not just weeks.
MMO seem to forget social is king, its the one thing that keeps people coming back day after day, well of course the game play needs to be good.
Most MMO's released these days start adding the big social aspects in later, when its already to late, and people are gone.
Anyway off my soapbox.
You'd be more than welcome, though its still a long way off!
Talking of LoTRo, I was going to go back, but my account is gone
Our Kin, is probably the oldest one in that game.
Nemeses
1
Re: Devs a piece of advice I strongly recommend!
"Devs, hear me out, I have advice for you!"
Re: Stat Calculations
@Sunboy I think that the game becoming a math problem is inevitable at the highest levels. I would argue that the game becoming a little bit more of a math problem allows people without python or coding experience to compete with these people more. When you click your character screen or hover over a spell there are already numbers attached. I am just saying give us a book in the bottom right that explains our stats even more in detail. Whether or not you use that is up to you and how competitive you want to be. The competitive people will just gap you that much more if they have this information and you don't. It feels like you guys are choosing to be blind because you think most everyone else is blind. However, if there is one thing I have discovered in MMO's it's that information is POWER. Releasing the information gives less power to the people who are capable of discovering and withholding it from the rest of us. In turn you choosing to be blind is just putting you at a disadvantage until someone decides to release the information and by then you are already disadvantaged.
And if there is one thing i have discovered, it is that choosing to be blind sometimes makes things more entertaining. One real life example is alcohol, you sure can't see the world as it is under the influence or perform as well. But it sure is hella fun (done right, dont drink kids)
wood alcohol
i see what you did there lol
Sunboy
2
Re: Stat Calculations
@Sunboy I think that the game becoming a math problem is inevitable at the highest levels. I would argue that the game becoming a little bit more of a math problem allows people without python or coding experience to compete with these people more. When you click your character screen or hover over a spell there are already numbers attached. I am just saying give us a book in the bottom right that explains our stats even more in detail. Whether or not you use that is up to you and how competitive you want to be. The competitive people will just gap you that much more if they have this information and you don't. It feels like you guys are choosing to be blind because you think most everyone else is blind. However, if there is one thing I have discovered in MMO's it's that information is POWER. Releasing the information gives less power to the people who are capable of discovering and withholding it from the rest of us. In turn you choosing to be blind is just putting you at a disadvantage until someone decides to release the information and by then you are already disadvantaged.
And if there is one thing i have discovered, it is that choosing to be blind sometimes makes things more entertaining. One real life example is alcohol, you sure can't see the world as it is under the influence or perform as well. But it sure is hella fun (done right, dont drink kids)
Sunboy
1
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
We have been seeing the staff (weapon) for some time now, could you tell us caster mains which phase, if any, is staff planned to be put into the game?
Roubi
1
Re: What is the definition of "Flavor" in reference to the secondary augment system?
This is one of the key aspects of the game that I'm still waiting to see before actually deciding if I will play the game or not.
From what I've got, Augments will not only change the visual appearance, but also how certain abilities work.
As a counter to the reply above mine, I'd say it could actually impact your class more than you think (here's me being optimistic).
No, it won't change your Fighter from a melee dps to a ranged dps, the core will remain the same, which is the key part, but it surely will give you more variety.
Using the same Charge into Teleport example. Those 2 abilities won't function the same. It's not just a visual tweak.
Teleport makes you appear at a certain location, it's almost instant.
Charge has some travel time. It's a subtle difference, but also functionally a pretty significant one.
If we apply the same to other abilities, I'm hopeful it will make enough of a difference as charge will take longer, and you can be cc-ed on your way to your target.
Fighter + Mage could in reality play like a melee magic dps, that has more mid range abilities than your default Fighter. Maybe focusing more on the elements, whirlwind maybe procs electrocute, etc.
As long as there's a good visual difference, and as long as there is a lot of customizability, I'll be happy.
I'm absolutely positive that functionality of abilities will be changed to some extent as well, whether it's range, radius, attack type, added cc, procs, etc. and as long as we have that WITH visual changes, it's good enough.
Let's take Tank + Mage as another example.
They could have a magic shield, maybe some abilities turn into AoE magic spells (something like Vicious Implosion from Archeage would be a huge tool for engaging and grouping enemies). Think of Skullknight from Archeage.
Then another example would be Tank + Cleric.
Totally different, focusing more on survival, healing itself and maybe allies, maybe proccing heals on themselves as a defensive tool, better health regen, etc.
The only thing we can do is speculate, and believe what we've heard from Steven a few years ago.
I hope they don't abandon this idea, but I also hope they don't just half ass it, so that it has no real impact on gameplay, and I really hope it allows for a lot of customizability, rather than being limited in scope.
From what I've got, Augments will not only change the visual appearance, but also how certain abilities work.
As a counter to the reply above mine, I'd say it could actually impact your class more than you think (here's me being optimistic).
No, it won't change your Fighter from a melee dps to a ranged dps, the core will remain the same, which is the key part, but it surely will give you more variety.
Using the same Charge into Teleport example. Those 2 abilities won't function the same. It's not just a visual tweak.
Teleport makes you appear at a certain location, it's almost instant.
Charge has some travel time. It's a subtle difference, but also functionally a pretty significant one.
If we apply the same to other abilities, I'm hopeful it will make enough of a difference as charge will take longer, and you can be cc-ed on your way to your target.
Fighter + Mage could in reality play like a melee magic dps, that has more mid range abilities than your default Fighter. Maybe focusing more on the elements, whirlwind maybe procs electrocute, etc.
As long as there's a good visual difference, and as long as there is a lot of customizability, I'll be happy.
I'm absolutely positive that functionality of abilities will be changed to some extent as well, whether it's range, radius, attack type, added cc, procs, etc. and as long as we have that WITH visual changes, it's good enough.
Let's take Tank + Mage as another example.
They could have a magic shield, maybe some abilities turn into AoE magic spells (something like Vicious Implosion from Archeage would be a huge tool for engaging and grouping enemies). Think of Skullknight from Archeage.
Then another example would be Tank + Cleric.
Totally different, focusing more on survival, healing itself and maybe allies, maybe proccing heals on themselves as a defensive tool, better health regen, etc.
The only thing we can do is speculate, and believe what we've heard from Steven a few years ago.
I hope they don't abandon this idea, but I also hope they don't just half ass it, so that it has no real impact on gameplay, and I really hope it allows for a lot of customizability, rather than being limited in scope.
iccer
2
Re: Which archetype will you play?
AirborneBerserker wrote: »AirborneBerserker wrote: »AirborneBerserker wrote: »AirborneBerserker wrote: »AirborneBerserker wrote: »Saintphoenix wrote: »We still don't have all the base classes and none of sub classes. Just on my play style and my Desire to delve deep into the Bard, I will be going Bard/Bard when we get the sub classes. I played a Minstrel in DAoC so it also seems fitting lol
Probably best to get used to the phrasing this game uses, class is the combination of archetypes, so base archetype plus secondary archetype = class
Yeah, no. Classes are classes. If some game tries to use a different definition of class then they can kick rocks. And no one else should use that language either for the simple reason that people will hear 64 classes and think there are 64 classes only to find out there 8 classes each with 8 subclasses. How do you think people are going to respond to that. Do you think they're going to be excited about a game that lead with lying to them? Or maybe there going to be on the edge of quitting and the first sign of hardship or unfairness will quit the game leave a one star review and never play the game again.
I too feel like 64 classes are a lot. But I also feel like you speculating with no particular information at hand.
I am pretty sure Steven has said that the sub class will change the main class a lot. And if its enough change to be considered new class is yet to be seen. But if we go from what we do know - The summoner class will have different summons depending on the sub class. You will get Beasts, Undead, some sub classes will have only 1 strong pet active at a time, others will have 2-3 weaker.
So if we go from this information maybe we will get 64 true classes
From the Wiki Classes Page, Class section in class augments sub-section.
the link: https://ashesofcreation.wiki/Classes
"The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills." -Steven Sharif
"When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection." -Steven Sharif
TL;DR No new skills, some augments which will change the aesthetics of some abilities. They will look different, that's it. That is not a different class, that is a sub-class.
https://ashesofcreation.wiki/Summoner
Summoners summon different varieties of summons, depending on the class and augments they choose.[20][21]
Animals.[21]
Spirits.[21][22]
Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[15][22]
Corpses (potentially).[21]
Some summoners may summon multiple things.[21]
Other summoners may only summon one powerful thing.[21]
Certain summoners may only be able to summon effects and/or temporary energies.[21]
Augments from a secondary archetype can be applied to a summon.[23]
This doesn't sound like just a look difference.
Really? Changing a model doesn't sound like only an aesthetic difference? That's weird, because it sounds exactly like only an aesthetic difference to me. Maybe work on your reading comprehension a bit.
Not to mention that is from the base class Summoner not sub-classes which is what I am talking about. On top of that the one mention of a sub-class in here which would be a Necromancer (Summoner/Cleric) uses the word "possible" not added to denote it will not CHANGE the abilities it will simply REPLACE the models.
read all lines of what i posted, not just the first 3. Having 1 strong pet, or having 3 pets at the same time. OR even some wont have pets at all - but summon effects or temporary energies. Guess this is just looks also?
And no i would expect a Bear pet to have completely different skills from a spirit pet or a skeleton pet.
Read all lines of my response.
That is a base class which is not what I'm talking about.
the one mention of a sub-class in here which would be a Necromancer (Summoner/Cleric) uses the word "possible" not added to denote it will not CHANGE the abilities it will simply REPLACE the models.
Please read my actual post and don't just look at a few words get triggered and vomit more pointless shit.
"Possible" has the meaning of - has a chance to happen. Not that it will just change visuals. Also even in the Fighter preview it was confirmed that augments change skills, like the charge may become blink and ect
And no.. Charge and blink are not just visually different
Yes changing a blink to a charge COULD warrant a change. They could also keep the same restrictions the charge had before, (e.g. You still need a clear path to the target.)
I'm not sure why you're arguing over this. Or did you not read the part where I quoted Steven saying specifically "those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection."
Well tbh i have high expectations about the augments...Even tho i will probably just get disappointed coz of this...
This is because we know about the augments for several years. With Steven talking about them more than 2 years ago. And we still havent seen a single augment (just heard some words about them). and we wont see any info until May 2025.
This makes me think that the augments system is actually something REALLY BIG. Like if it was just changing dmg type from fire to ice, or charge to blink and ect, then it wouldnt take much time to make, and we would have already seen multiple augmented classes.
Githal
2
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
You have talked extensively of the ways rivaling nodes can hurt each other. Wars, Sieges, Caravan Robbery being the primary ones. All of these are very pvp heavy. Is there ways to hurt a rivaling node without a direct pvp component, like sacrificing resources/gold to put a curse/debuff on the node (reducing tax income, respawn/growth rates...) or hiring highwayman, inciting riots that reduce caravan movement speeds or EXP gain?
Warth
6