Best Of
Re: Disable Transmog/Cosmetics
I disagree with disabling cosmetics. It undermines the reason for the cash shop for one thing, and it prevents players from presenting their character how they like.
Some games I'm familiar with would lose players without being able to disable some of the immersion-breaking cosmetics (World of Warships for example) and others have decided cosmetics affect PVP negatively (Albion Online) but for a game like this I think it is important that players be able to make their player look how they like.
Some games I'm familiar with would lose players without being able to disable some of the immersion-breaking cosmetics (World of Warships for example) and others have decided cosmetics affect PVP negatively (Albion Online) but for a game like this I think it is important that players be able to make their player look how they like.
Re: Disable Transmog/Cosmetics
It really just ruins immersion running around questing low level zones and someone in the same gear looks like a fully kitted legendary end game character while I am wearing rags.
What if I said it ruins my immersion when players aren't allowed their full bandwidth of expression when creating their character ... regardless of what level they are?
The whole point of cosmetics is to be seen by other players.
Allowing the option to "turn off" your appearance devalues the in-game achievement (or cash shop purchase).
You kidding they not going to kill their cash cow!
Whatever term is given for the cash shop, I think most agree that it's not unique to Ashes of Creation. It's a trend amongst many MMOs that isn't going away anytime soon.
Fortunately, the devs have promised many in-game achievables that will be similar (or in some instances better) to what's in the cash shop.
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Will dungeons have their own maps? And if so, will they have the same fog of war mechanic like the overworld or something else like discovering the map while exploring inside or purchasing the map from a vendor in a different location?
Castai
4
Re: XP punishment
I'm generally for a death penalty, teaches you to play smart and not throw bodies at a problem.
For PvE, I think it's fine just to lose maybe a hour or two of progress, maybe some crafting materials, but nothing overly punitive. Sometimes you just fall to your death.
PvP, you need consequences. And scaling up until you lose your shirt, sounds like the right idea.
For PvE, I think it's fine just to lose maybe a hour or two of progress, maybe some crafting materials, but nothing overly punitive. Sometimes you just fall to your death.
PvP, you need consequences. And scaling up until you lose your shirt, sounds like the right idea.
Yoh
2
Re: will this game ever launch
to be fair i am fine with an 8-10 year development schedule, i know its on the long end but its more than fine, my issue is what seems to still be yet to developed after 8 years that concerns me, it doesn't even feel like we are half way
The majority of what complaining about being missing, is content. Of course you haven't seen it, you don't do that at this stage in development. That would be putting the cart before the horse.
Imagine if it was building a car, you wouldn't do the paint job before frame to put it on. If you do things out of order, all you end up with is supped up sport car with no engine to pull it.
At this point in development, it's about hammering down the features, and making sure everything works. Without the features, you don't have a game. Fortunately, most of the core features are built, and just need to be put through it's paces and refined. Which we will be doing during alpha 2.
Once that is done, content will come next, and you'll be shocked at how quickly. Because frankly, content is easy, features are hard.
Yoh
1
Re: Guilds and ships: how they relate? So many questions
The simplest solution is what I saw in DarkFall, ships are item in your inventory which can be summoned into the world and are then controlable by anyone who engages the stearing wheel. The controler can then unsommon it back to inventory. Their is no ownership other then possession and a ship summoned into the world is always at risk of being stolen.
I do not think this is what we see in AoC though, likely something more like a Deed that we have for Freeholds will regulate ship ownership. So I their is likely to be no direct interaction between the guild system and the ownership of ships.
I do not think this is what we see in AoC though, likely something more like a Deed that we have for Freeholds will regulate ship ownership. So I their is likely to be no direct interaction between the guild system and the ownership of ships.
Lodrig
1
Re: Which archetype will you play?
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 doesnt sound like just a look difference.
Githal
1
Re: Developer API's for guild maintenance
Since this is Steven's game, I would guess that he gets to choose to have API's or not.
I get that the last decade or so people have just been trained to use API's and 3rd party tools to succeed.
Steven thinks that a game shouldn't need those to be enjoyable. Let's give him a chance to show us.
I get that the last decade or so people have just been trained to use API's and 3rd party tools to succeed.
Steven thinks that a game shouldn't need those to be enjoyable. Let's give him a chance to show us.