Best Of
Re: Developer API's for guild maintenance
APIs mean external sources, which gives intrepid less control and maybe even loss of revenue.
Re: Simple question. Do you want Ashes to succeed, or fail?
I think the anti-fan may have a greater time investment than the fan. Seems to be the nature of the internet. The more serious position is indifference, which we won’t see posted. The indifferent gamer will just go do something else.
Now there are many who are providing criticism, but not in a way that’s actionable, and a bit hyperbolic. Intrepid needs something concrete they can implement to that doesn’t destroy their vision. Oddly enough the entire Alpha 2 key order thing was Intrepid trying to please the community. Sometimes that’s a no win position. So everyone providing feedback has to take it into consideration. Perhaps we help Intrepid more by using these forums to hammer out these various positions into what most in the community can agree upon. Oh, there will still be disagreement on some subjects and Intrepid will need to make decisions that will alienate some to half of the community, there after making that community smaller.
And then there are those who just want to see the world burn.
Now there are many who are providing criticism, but not in a way that’s actionable, and a bit hyperbolic. Intrepid needs something concrete they can implement to that doesn’t destroy their vision. Oddly enough the entire Alpha 2 key order thing was Intrepid trying to please the community. Sometimes that’s a no win position. So everyone providing feedback has to take it into consideration. Perhaps we help Intrepid more by using these forums to hammer out these various positions into what most in the community can agree upon. Oh, there will still be disagreement on some subjects and Intrepid will need to make decisions that will alienate some to half of the community, there after making that community smaller.
And then there are those who just want to see the world burn.
Impact from flying mounts.
Hello, I watched the video of the nods war here again, and noticed that flying dragons are a very formidable force and are capable of single-handedly turning the tide of a battle. the question is ripe, will the death of this dragon be as significant a loss as its impact? ) So to speak, risk versus reward) For example, a weekly revival cycle, or a high price for his resurrection? And perhaps it would be cool to have some kind of ground-based guns with nets, harpoons, or something like that, so that mortal heroes from the ground could make a significant contribution by shooting down enemy aircraft)
Podgnil
1
Re: Linux Support For Alpha2 (and possibly launch)
Linux has a dedicated and passionate user base within the gaming community. Many Linux users rely on compatibility layers like Wine or Proton to run Windows-based games, providing them access to a broader range of titles. For Ashes of Creation, supporting these users by not flagging them for using Wine or Proton could be beneficial for both the community and the developers. Below are key reasons why this approach would be advantageous and how it might be implemented without creating a significant burden on the development team.
1. Expanding the Player Base:
1.1. Inclusivity and Accessibility:
By not flagging Linux users who rely on Wine or Proton, Ashes of Creation would demonstrate inclusivity, welcoming a broader range of players. This inclusivity could help expand the game’s community and increase its player base, ultimately contributing to the game’s success.
1.2. Market Differentiation:
Supporting Linux users, even unofficially, can set Ashes of Creation apart from other MMOs that may ignore or inadvertently exclude this segment of players. This could attract positive attention from the broader gaming community, particularly among those who value open-source and alternative operating systems.
1.3. The Steam Deck and Its Growing Popularity:
The Steam Deck, which runs on a Linux-based operating system and utilizes Proton for compatibility with Windows games, has rapidly gained popularity among gamers. By ensuring that Ashes of Creation works smoothly on the Steam Deck without flagging or penalizing users, Intrepid Studios could tap into this growing market. The Steam Deck’s success highlights an increasing demand for Linux-compatible gaming, and accommodating this demand could significantly broaden the game’s reach.
2. Low-Cost Support with Minimal Development Impact:
2.1. Leveraging Existing Compatibility Layers:
Wine and Proton are well-established tools that provide high compatibility for running Windows games on Linux without requiring native support from developers. Since these tools are maintained by their respective communities and developers, Ashes of Creation developers wouldn't need to invest significant resources into maintaining a Linux-specific version of the game.
2.2. Avoiding False Positives in Anti-Cheat Systems:
One of the primary concerns with using compatibility layers is the potential for anti-cheat systems to flag users unfairly. However, modern anti-cheat systems can be configured to recognize when Wine or Proton is being used, preventing false positives. This can be done with minimal adjustments, such as adding exceptions for known compatibility layer signatures.
3. Fostering a Positive Community Relationship:
3.1. Building Goodwill:
By not flagging Linux users, Intrepid Studios could foster goodwill within the gaming and Linux communities. This positive relationship could lead to greater community support, including user-generated content, mods, and positive word-of-mouth promotion.
3.2. Transparency and Communication:
Clear communication from the developers regarding the game’s stance on Wine and Proton usage would be key. By being transparent about not officially supporting Linux but also not penalizing those who choose to play on it, the developers can maintain trust and respect within the community.
4. Addressing Security and Fair Play Concerns:
4.1. Ensuring Fair Play:
Developers might worry that compatibility layers could introduce vulnerabilities or exploits. However, the Proton and Wine communities are generally vigilant about security and fair play, and they actively work to ensure compatibility without compromising game integrity. Additionally, developers could implement additional monitoring specific to Linux environments to address any concerns.
4.2. Community Collaboration:
Intrepid Studios could collaborate with the Wine and Proton communities to identify and address any potential issues. This collaboration wouldn’t require heavy investment but could be as simple as engaging with community forums or monitoring bug reports from Linux users.
5. Long-Term Benefits and Community Engagement:
5.1. Future-Proofing:
As the Linux gaming ecosystem continues to grow, particularly with the advent of gaming-focused Linux distributions and devices like the Steam Deck, supporting Linux users indirectly through non-flagging policies could future-proof Ashes of Creation and keep it relevant in a shifting market.
5.2. Leveraging Community Expertise:
The Linux community is known for its technical expertise and willingness to troubleshoot and solve compatibility issues. By acknowledging this community, Intrepid Studios could benefit from community-driven support and feedback, potentially reducing the workload on their own support teams.
PS: Keep in mind the number is now over four percent. Not under one percent. Still not as much as the 70 percent marketshare of Windows, but still!
1. Expanding the Player Base:
1.1. Inclusivity and Accessibility:
By not flagging Linux users who rely on Wine or Proton, Ashes of Creation would demonstrate inclusivity, welcoming a broader range of players. This inclusivity could help expand the game’s community and increase its player base, ultimately contributing to the game’s success.
1.2. Market Differentiation:
Supporting Linux users, even unofficially, can set Ashes of Creation apart from other MMOs that may ignore or inadvertently exclude this segment of players. This could attract positive attention from the broader gaming community, particularly among those who value open-source and alternative operating systems.
1.3. The Steam Deck and Its Growing Popularity:
The Steam Deck, which runs on a Linux-based operating system and utilizes Proton for compatibility with Windows games, has rapidly gained popularity among gamers. By ensuring that Ashes of Creation works smoothly on the Steam Deck without flagging or penalizing users, Intrepid Studios could tap into this growing market. The Steam Deck’s success highlights an increasing demand for Linux-compatible gaming, and accommodating this demand could significantly broaden the game’s reach.
2. Low-Cost Support with Minimal Development Impact:
2.1. Leveraging Existing Compatibility Layers:
Wine and Proton are well-established tools that provide high compatibility for running Windows games on Linux without requiring native support from developers. Since these tools are maintained by their respective communities and developers, Ashes of Creation developers wouldn't need to invest significant resources into maintaining a Linux-specific version of the game.
2.2. Avoiding False Positives in Anti-Cheat Systems:
One of the primary concerns with using compatibility layers is the potential for anti-cheat systems to flag users unfairly. However, modern anti-cheat systems can be configured to recognize when Wine or Proton is being used, preventing false positives. This can be done with minimal adjustments, such as adding exceptions for known compatibility layer signatures.
3. Fostering a Positive Community Relationship:
3.1. Building Goodwill:
By not flagging Linux users, Intrepid Studios could foster goodwill within the gaming and Linux communities. This positive relationship could lead to greater community support, including user-generated content, mods, and positive word-of-mouth promotion.
3.2. Transparency and Communication:
Clear communication from the developers regarding the game’s stance on Wine and Proton usage would be key. By being transparent about not officially supporting Linux but also not penalizing those who choose to play on it, the developers can maintain trust and respect within the community.
4. Addressing Security and Fair Play Concerns:
4.1. Ensuring Fair Play:
Developers might worry that compatibility layers could introduce vulnerabilities or exploits. However, the Proton and Wine communities are generally vigilant about security and fair play, and they actively work to ensure compatibility without compromising game integrity. Additionally, developers could implement additional monitoring specific to Linux environments to address any concerns.
4.2. Community Collaboration:
Intrepid Studios could collaborate with the Wine and Proton communities to identify and address any potential issues. This collaboration wouldn’t require heavy investment but could be as simple as engaging with community forums or monitoring bug reports from Linux users.
5. Long-Term Benefits and Community Engagement:
5.1. Future-Proofing:
As the Linux gaming ecosystem continues to grow, particularly with the advent of gaming-focused Linux distributions and devices like the Steam Deck, supporting Linux users indirectly through non-flagging policies could future-proof Ashes of Creation and keep it relevant in a shifting market.
5.2. Leveraging Community Expertise:
The Linux community is known for its technical expertise and willingness to troubleshoot and solve compatibility issues. By acknowledging this community, Intrepid Studios could benefit from community-driven support and feedback, potentially reducing the workload on their own support teams.
PS: Keep in mind the number is now over four percent. Not under one percent. Still not as much as the 70 percent marketshare of Windows, but still!
ariatras
2
Re: Simple question. Do you want Ashes to succeed, or fail?
I've been following the project since 2017. Of course I want it to succeed.
This "game" has become different than what I expected it would be, and the closer we get to launch, I think less and less it will be what I imagined it would be.
Maybe that's my fault, maybe Steven's vision changed, maybe it's just the implementation of certain systems that's a problem, I have no idea.
I'm still hopeful, I want the game to be good.
Now we can talk about what exactly does "succeed" mean. Whether it's going to be a flop, whether it will live up to hype, whether it will be one of the most popular MMOs... I think we all might have a different answer. I just want the game to be good, enjoyable, and to have a decent population so it can sustain itself.
I think during Alpha 2, more precisely in about years time, I will have a clear a clear vision of whether the game will be for me or not. There's a few thing I'm waiting to see how they're implemented, and one thing they've yet to showcase, which is the key part of the game for me, which will either make me not want to play the game, or make me want to play it even more.
I think they've made many mistakes, not just recently but throughout the years.
The thing that worries me, is that they do not have many things actually thought out and planned how they would work. I still think they're making it up as they go, and then when they make it into a somewhat functioning state, they showcase it to us.
What would really help is them saying, we are aiming to do this, and we want it to work like this. If they are unable to do it for some reason, that's cool, but at least we know what they wanted to do - and they are doing that with some stuff. But I just think the general audience is simply not familiar with what the game will be all about, and how it will function, which is also why many people are not happy with the direction the game's going in.
Since I wrote this one in hurry, let me actually add more to it:
When I said it may seem that they are making it up as they go, it could be true, but it could also be due to poor communication.
So far the game is going in a direction that still interests me, some things haven't turned out the way I expected (wanted) them to - Freeholds and player housing, mainly, with a few other things, but a lot of stuff have been in line with what I expected, somewhat.
Another issue is that players read something, somewhere, or hear about it during live streams, and a few years later, after hearing nothing about it, we get something that's not entirely the same as what they "promised". Things change, everything is subject to change as they keep repeating, so that's why players are giving feedback, and why they're being negative about something they don't like. Since this is an open-development game, it's only logical to conclude that they will take in players feedback about stuff they showcase. It's a totally normal thing.
If you actually want to filter out useless feedback, I think it would be helpful to also be clear about how you want the game to look like, what's the gameplay going to look like, rather than talking about systems in isolation. That is, if the devs know the answer to it, and I'm pretty sure they do, it just hasn't been communicated properly.
This also loops back to my first point, where it seems that they make stuff up as they go. It looks that way, because we just get showcases that are mostly shown in isolation, it's like "hey look what we added", then another stream, "hey, look what else we added". Obviously they want to not spoil the game too much, but that's all going out of the window when Alpha 2 drops.
By filtering out such feedback, you might just get people who are on board with the project, who understand what you're going for, and who want to play that sort of a game, rather than players who think they're getting something they're not.
These players will be able to help out the most, and give better feedback.
The key pattern we see here is communication.
It just needs to improve, maybe we actually get a stream that just explains the vision for the game, how it's going to play, what we are going to do, what's the gameplay going to look like, how do systems tie into that, and how they will work, etc. etc. - it's hard to keep a track of all of that, when you do one stream a month, where you showcase everything in isolation.
I just don't get this post, or rather I don't get why you posted it on Ashes forums. Obviously people here want the game to be good and to succeed. Now if you had asked that question on MMORPG subreddit, or in Asmongold's comment section, then I'd get it, and you might get different answers.
iccer
1
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