Best Of
Re: Simple question. Do you want Ashes to succeed, or fail?
I enjoy participating in Alpha testing so I think I am going to optimistically buy in for A2. The keys are a decent value now I think. I have a ton of fun testing Star Citizen and have spent way more money on that. I hope a similar sort of culture can be fostered here. I especially like Star Citizen's Issue Council for tracking bugs.
Re: Simple question. Do you want Ashes to succeed, or fail?
I think it is going to be a very team oriented game at the faction/node level , so each server will have 6-10 teams with 300-500 people in each. It is going to be very difficult for one person to really stand out as a winner. You are going to need a lot of people to step up in order for your node to be The Power. You are not going to be able to zerg it. That is going to be hard for some people.
Re: 💃 Dev Discussion #66 - Storytelling With Archetypes 🎶
I like the idea of having specific quests required to unlock a secondary archetype (eventually you can do every secondary archetype quest to unlock switching to them).
Something like a quest line for a magical book to unlock selecting mage as secondary. Maybe there is a roaming Bard NPC in a certain biome or two who is a renowned story teller and you follow some quests with him to unlock secondary Bard.
An added point to this, it would be cool to hear about these through breadcrumbs from appropriate npcs. It’s been mentioned in this thread: hubs that are related to archetypes like Ranger Lodges, Cleric Temples, Rogue hideouts (etc.). Maybe an NPC here can give you bread crumbs or hints to finding the way to become that secondary?
I feel as if these types of interactions with typical “menu based systems” would get players traveling and exploring, maybe going to regions far away to learn how to be a secondary “whatever”. This causes emergent gameplay for everyone involved in the journey!
Something like a quest line for a magical book to unlock selecting mage as secondary. Maybe there is a roaming Bard NPC in a certain biome or two who is a renowned story teller and you follow some quests with him to unlock secondary Bard.
An added point to this, it would be cool to hear about these through breadcrumbs from appropriate npcs. It’s been mentioned in this thread: hubs that are related to archetypes like Ranger Lodges, Cleric Temples, Rogue hideouts (etc.). Maybe an NPC here can give you bread crumbs or hints to finding the way to become that secondary?
I feel as if these types of interactions with typical “menu based systems” would get players traveling and exploring, maybe going to regions far away to learn how to be a secondary “whatever”. This causes emergent gameplay for everyone involved in the journey!
Re: Developer API's for guild maintenance
While it may indeed be useful to have some API hooks for guild information, it is still far too early to get any kind of solid info from Intrepid (late beta 2 is when you are likely to get something close to an answer - if not some time after launch).
Keep in mind though, Intrepid plan on having a solid in game UI to assist with these things, and to implement their own app for the game. It may well be that they decide to cover everything they consider important themselves between the in game UI and the app.
Keep in mind though, Intrepid plan on having a solid in game UI to assist with these things, and to implement their own app for the game. It may well be that they decide to cover everything they consider important themselves between the in game UI and the app.
Noaani
1
Re: Which archetype will you play?
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
Githal
2
Re: Which archetype will you play?
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.
Githal
2
Re: Guild taxes
Haha, I promise I'm more fun than I sound! Just passionate about the game and how it all comes together. But I’m always up for a good chat, whether it’s about game mechanics or something more light-hearted. Cheers!
Funny enough, i kinda thought that, also thought you would be great in a guild.
Nemeses
1
Re: Simple question. Do you want Ashes to succeed, or fail?
Are you for Ashes succeeding or failing. I ask this because by reading some of these threads makes me think you all want it to fail. Can you not see the negativity you are generating? Its understandable if you have questions. But to beat to death, over and over, on these forums, on reddit, on Reactions from content creators. Can you not see the negativity you are generating? Say your piece and move on, or am I to assume you guys want to tank Ashes. Lots of people still have hope, and I think you guys just want to ruin it for everyone because your feelings are out of control.
I appreciate your passion for Ashes and your concern about the atmosphere in the community. However, I'd like to offer a perspective that considers the role of criticism in the development and success of any project, especially something as complex as a video game.
1. Negativity vs. Apathy: It’s important to recognize that negativity, while sometimes uncomfortable, is often a sign of engagement. When people care enough to critique or voice concerns, it’s because they are invested in the outcome. Apathy, on the other hand, would be a much more worrying sign, as it indicates a lack of interest or belief in the project. In the context of game development, negative feedback often stems from a desire to see the game succeed and from a belief that there is potential worth salvaging.
2. Constructive Criticism: There’s a significant difference between destructive criticism and constructive feedback. While the former seeks to tear down without offering solutions, the latter is crucial for the iterative process of game development. Constructive criticism highlights areas where improvements are needed and often comes with suggestions for how to address those issues. This type of feedback can guide developers to make changes that align the game more closely with community expectations, thereby increasing its chances of success.
3. The Role of Community Feedback: Communities are a vital part of the ecosystem for any online game, especially one as ambitious as Ashes. Developers often rely on community feedback to identify issues that they may not have anticipated or that require prioritization. The forums, Reddit discussions, and content creator reactions all provide valuable data points that can help the development team refine and improve the game.
4. Balancing Passion with Perspective: It’s natural for discussions to become heated, especially when people are passionate about a project. However, it’s important to balance that passion with perspective. Constructive criticism should be encouraged, but it’s also beneficial to acknowledge what is going well and to support the development team where appropriate. A balanced approach ensures that the feedback is both actionable and motivational for the developers.
5. Fostering a Positive Yet Critical Community: The best outcomes often arise from a community that is both supportive and critical. Being critical does not mean being negative for the sake of negativity, but rather holding the project to high standards because you believe in its potential. Encouraging diverse opinions and a robust dialogue around the game can lead to a better final product, as it ensures that a wide range of perspectives are considered.
ariatras
2
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Can we please get an update on when we will be hearing Bear McRearys music?
Ozijak
2
Re: Devs a piece of advice I strongly recommend!
You'd need to be be... a little more specific.
What made you think these animes where worth considering?
I watched all of them. I liked some. I may want part of whatever they depicted into a game.
Still, an idea is worth nothing if you don't attach it to a meaningful system. A system based on solid fundations.
You can't just say "Look at this guy! He's all powerful and have fun! How cool is that?".
It doesn't mean anything, in term of game design.
These animes rely on bullshit.
Be.
Specific.
What did you liked? How could it fit in the current system? What would you change so current system accept such idea?
What made you think these animes where worth considering?
I watched all of them. I liked some. I may want part of whatever they depicted into a game.
Still, an idea is worth nothing if you don't attach it to a meaningful system. A system based on solid fundations.
You can't just say "Look at this guy! He's all powerful and have fun! How cool is that?".
It doesn't mean anything, in term of game design.
These animes rely on bullshit.
Be.
Specific.
What did you liked? How could it fit in the current system? What would you change so current system accept such idea?
Nikbis
2