Best Of
Re: DUELS 1vs1 2vs2 3vs3 - (Plz add them at the very beginning of PHASE 1 of A2)
I agree arenas / duel please
Aiyara
1
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Do you plan to have modifier stats have a Hard cap on them such as crit chance, attack speed, DMG penetration, or mitigation? Ex: Physical mitigation will have a hard cap at 80%
Fixing the Class system
The goal is to change the class system while keeping as much of Steven's vision intact as possible and allowing enough flexibility for the devs to develop something that inspires them without pressuring them to develop something that doesn't while allowing for more design space later on to add new classes or sub classes.
1.) Change the language to first class picked as being the base class, and make it clear this will be your playstyle. The second class could be either archtype or secondary class, though secondary class would be more clear. Call the result of those two decisions the Sub-Class. (I will be using this terminology from here on out)
2.) Remove the double up sub-classes (Ranger/Ranger, Fighter/Fighter). While an interesting idea it only serves to make people feel like stuff was withheld from them when they selected their class, and inflate an already huge number of sub-classes.
3.) Remove any subclass that would be a nightmare to balance or would be redundant either by base classes or other sub classes.
4.) Add more base classes. You have no Gish class (hybrid caster and melee), No Dark/Evil caster, No Holy Warrior, No Druid/Nature caster, no Monk/Brawler class.
5.) Armor/Weapon restrictions determined by base class and sometimes modified by the secondary class either unlocking or locking out different armor/weapon types.(I'll give an example at the end)
6.) Either reduce the level at which you get your secondary class or you should get 1 major passive change/active ability to you class when you make the choice at 25.(I'll give an example at the end)
The Cons:
1.) Less subclasses, like way less, like going from 8 to 3 or 4, this depends on how many base classes they add if any
2.) Longer development time, this also depends on how many base classes they add
3.) I can't think of anything else right now but I'm sure I'm missing at least a few
The Pros:
1.) More possible sub-classes means more design space.
2.) More design space means less design pressure.
3.) More playstyles at the start means more people can find something they like until they get what they want.
Example:
Base Class: Rogue
Secondary Class: Necromancer
Sub-Class name: Edge Lord
Armor: From Medium to Light
Weapon: Unlocks Dual short swords
Active ability: Become incorporeal reducing physical damage taken but increasing magic damage taken. The first creature attacked from stealth cowers in fear for X seconds.
So this feels like a huge change but it isn't. The playstyle is exactly the same, with one ability which could replace a stun with cower mechanic. Visually I'm thinking something like Nocturne from LoL. So more like a Dementor with blades for arms, and much faster.
Edit for clarification: I want to make it clear all I am suggesting is a focus shift to more base classes to facilitate more playstyles at launch, creating some kind of class identity, and make some language changes which will clarify things to most people.
I realize most of you are looking at this as a game that will launch in 2-4 years. That's not what I'm thinking about. I'm thinking about 3 months after launch when most people are max level, what a new player experience will be. That's where I am coming from. The game MUST be able to stand on its own no help. They will have no friends to help them, there will be no guides, and what you don't want is someone forcing themselves to play a playstyle for 100 hours only to find out they only get a few aesthetic changes and not the playstyle change they were expecting.
1.) Change the language to first class picked as being the base class, and make it clear this will be your playstyle. The second class could be either archtype or secondary class, though secondary class would be more clear. Call the result of those two decisions the Sub-Class. (I will be using this terminology from here on out)
2.) Remove the double up sub-classes (Ranger/Ranger, Fighter/Fighter). While an interesting idea it only serves to make people feel like stuff was withheld from them when they selected their class, and inflate an already huge number of sub-classes.
3.) Remove any subclass that would be a nightmare to balance or would be redundant either by base classes or other sub classes.
4.) Add more base classes. You have no Gish class (hybrid caster and melee), No Dark/Evil caster, No Holy Warrior, No Druid/Nature caster, no Monk/Brawler class.
5.) Armor/Weapon restrictions determined by base class and sometimes modified by the secondary class either unlocking or locking out different armor/weapon types.(I'll give an example at the end)
6.) Either reduce the level at which you get your secondary class or you should get 1 major passive change/active ability to you class when you make the choice at 25.(I'll give an example at the end)
The Cons:
1.) Less subclasses, like way less, like going from 8 to 3 or 4, this depends on how many base classes they add if any
2.) Longer development time, this also depends on how many base classes they add
3.) I can't think of anything else right now but I'm sure I'm missing at least a few
The Pros:
1.) More possible sub-classes means more design space.
2.) More design space means less design pressure.
3.) More playstyles at the start means more people can find something they like until they get what they want.
Example:
Base Class: Rogue
Secondary Class: Necromancer
Sub-Class name: Edge Lord
Armor: From Medium to Light
Weapon: Unlocks Dual short swords
Active ability: Become incorporeal reducing physical damage taken but increasing magic damage taken. The first creature attacked from stealth cowers in fear for X seconds.
So this feels like a huge change but it isn't. The playstyle is exactly the same, with one ability which could replace a stun with cower mechanic. Visually I'm thinking something like Nocturne from LoL. So more like a Dementor with blades for arms, and much faster.
Edit for clarification: I want to make it clear all I am suggesting is a focus shift to more base classes to facilitate more playstyles at launch, creating some kind of class identity, and make some language changes which will clarify things to most people.
I realize most of you are looking at this as a game that will launch in 2-4 years. That's not what I'm thinking about. I'm thinking about 3 months after launch when most people are max level, what a new player experience will be. That's where I am coming from. The game MUST be able to stand on its own no help. They will have no friends to help them, there will be no guides, and what you don't want is someone forcing themselves to play a playstyle for 100 hours only to find out they only get a few aesthetic changes and not the playstyle change they were expecting.
Re: Fixing the Class system
Damn, maybe we do need a dislike button after all...
I do not want Intrepid to change the game 7 years into the development.
I do not want Intrepid to change the game 7 years into the development.
Re: Money spent on game already BY YOU!
It's not normal to want to buy access to test a game.
You have to want to support the project. Big time.
This is the only time that I cared to get involved in any product in development.
But some "testers" may 1) have lots of money and 2) not enough people around them, so they can part with their money in this very strange way.
It cannot be possible that you can prioritise donating thousands of dollars to a video game if both the 2 conditions mentioned above are not met.
You have to want to support the project. Big time.
This is the only time that I cared to get involved in any product in development.
But some "testers" may 1) have lots of money and 2) not enough people around them, so they can part with their money in this very strange way.
It cannot be possible that you can prioritise donating thousands of dollars to a video game if both the 2 conditions mentioned above are not met.
Re: Forum suggestions to be ready for the influx of users
But those dislikes would be form the first 3 people that show up. And then they create an illusion of "oh, this is a bad post, cause so many people disliked it".Downvotes would help draw attention to flawed assumptions, instead of letting the majority opinion be decided by the first three people who happened to show up.
Reddit has this. Any post that goes against the current day's agenda gets downvoted to hell. Except there it's an anonymous thing, while here we'd see who disliked the post. And this would then create the same flamey discussions in the comments, while any newcomer would just see the dislikes on the post think "oh, this is something bad" and either ignore it or, even worse, think that the info might be wrong, even if the dislikes came from just disagreement with the post rather than as an indicator of its wrongness.
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
Will we be able to use the character creator even if the realm has reached the maximum number of players (CCU)?
So flow number 1 or 2?
So flow number 1 or 2?
- Login into AoC > select realm > create character > select character to join realm > enter the queue > play/test
- Login into AoC > select realm > enter the queue > create character > select character to join realm > play/test
Kiblog
2
Re: Which archetype will you play?
If Cleric is revised and made more fun shadow disciple.
If not Soul Weaver it is
If not Soul Weaver it is
Aiyara
1
Re: Money spent on game already BY YOU!
Beyond just the A1 package, I've grabbed TONS of cosmetics, some of them I actually like, but otherwise I bought into it because I believe in a project for once. (a game made by gamers that dont answer to publisher demands). If I would've known the project existed during its kickstarter phase I probably wouldve hopped on then.
And no I'm not bothered by how long things are taking. All work takes some finite amount of time to complete.
And no I'm not bothered by how long things are taking. All work takes some finite amount of time to complete.
Taerrik
1
Re: Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific
How do you guys intend to balance the desire for compelling and challenging PvE encounters (and rewards) and the potential for PvP to override PvE content in an open world setting, thus no longer making said "PvE" content strictly PvE?
Can you elaborate on the potential of instancing and/or boss room locks or summons?
Can you elaborate on the potential of instancing and/or boss room locks or summons?