Best Of
Re: Fixing the Class system
Adding a new archetype would be a huge thing and is definitely doable. It would also be waaay more impactful on the game than any later addition in your suggested system.AirborneBerserker wrote: »wanting a system that offers 8 flavors of 8 classes that will basically be impossible to add to, so there will be no new classes, or sub classes in the future is possibly the worst idea I could think of.
Alternatively, Intrepid could go even more horizontal and let us use 2 augment schools at the same time in a later update. Which would also introduce an even bigger depth and variety of builds.
Your suggestion would dilute the roles different archetypes play in a party build, while also limiting the variety of builds people can go for, because they would not only have fewer augments they can get, but would also be restricted in their gear choices.
And the party role dilution caused by wider archetype grind, instead of a taller one, would lead to role overlap, which means that only one of the overlapping archetypes would be deamed better and the other one would get ignored. Especially when you consider that there's only 8 spots in a party, and in your suggestion all archetypes wouldn't even fit in one party.
All of this would create a much bigger balancing issue down the line, because devs would have to try and buff unchosen classes w/o nerfing the more popular ones. And doing both/neither of those things would always upset someone, so it'll be a permanent lose-lose design situation.
It would be an even bigger lose situation if we consider that some parts of the gear variety would be in the same hole as those unchosen classes. So devs would have to think about those as well. And the idea of double-mastery based on secondary archetypes would then lead to the shattering of builds, because if devs decide to buff a weapon that's used by a super niche archetype, but which is also a linchpin in one of the more OP builds of a particular class - this would make that class build even more OP, completely removing the viability of its overlapping archetype.
In other words, your suggestion is a bigger balancing and designing mess than you seem to think.
Re: [NA] (MWH) Mithril Warhammers | Dwarven guild | PVPRP
I love these bearded little folk, played against them in a few MMO's, the last one was Crowfall. I highly recommend these guys if you're looking for a smaller tactical guild that knows how to benefit an alliance. And most likely I'll be playing against them in AoC if we end up on the same server. Hammers High my little Stoneborn friends.
Zaltys
1
Re: Free weekend at Alpha 2
I am just glad we get the Alpha Two at all, sometime finally ... ... ...
Aszkalon
1
Re: Fixing the Class system
I don't know if those designing this at Intrepid still need to hear this, but since we've had multiple threads recently:
My group and I still believe you can do this to our satisfaction, team. Whether that's because we're easy to please, or other people just don't have the same type of imagination, barely matters, right? If you're at the point where you have a goal and are working toward it, we're behind it all the way.
I haven't yet seen a counterpoint from any poster that could convince me that the course needs to change, all my 'doubts' are based on the fact that it's taking so long, and maybe theirs are too.
I do agree that if you don't think you can do this, or you are still struggling with it, you need to tell us, soon, and maybe consider these threads to be important, but our feedback is that if you are just keeping things close to the chest, or still gathering data from the many games that do this well, or even just 'tuning it so that it doesn't overwhelm certain types of player', keep going.
It's not even 'we really want to experience this because it seems so cool and novel'. It's definitely in the 'why are people reacting like this to something that is so common/relatively easy?' pile. So keep poking at the MOBAs, and the Nippon Ichi Software games, and Dragon Warrior, and TL, and the good Diablo games, and push on.
My group and I still believe you can do this to our satisfaction, team. Whether that's because we're easy to please, or other people just don't have the same type of imagination, barely matters, right? If you're at the point where you have a goal and are working toward it, we're behind it all the way.
I haven't yet seen a counterpoint from any poster that could convince me that the course needs to change, all my 'doubts' are based on the fact that it's taking so long, and maybe theirs are too.
I do agree that if you don't think you can do this, or you are still struggling with it, you need to tell us, soon, and maybe consider these threads to be important, but our feedback is that if you are just keeping things close to the chest, or still gathering data from the many games that do this well, or even just 'tuning it so that it doesn't overwhelm certain types of player', keep going.
It's not even 'we really want to experience this because it seems so cool and novel'. It's definitely in the 'why are people reacting like this to something that is so common/relatively easy?' pile. So keep poking at the MOBAs, and the Nippon Ichi Software games, and Dragon Warrior, and TL, and the good Diablo games, and push on.
Azherae
2
Re: Devs a piece of advice I strongly recommend!
Jesus No, litterally every video game inspired Iseki has ludicous power curves and a total lack of balanceand leveling exploits, that's litterally the point so the ProTag can be stupidly OP. Not to mention the horrible nested menu UI's they are constantly poping up and absurd flashy spell pyrotechnics (which has actually been a problem with most of the games graphics). Their is nothing that video game designers should be looking to LESS then videogame worlds depictions in other Media.
Also you failed to mention the only actually good Iseki, Konosuba.
Also you failed to mention the only actually good Iseki, Konosuba.
Lodrig
1
Re: Alpha 2 is just a delay.
Wow, people are still crying about the "Persistent alpha" thing huh?
Honestly, this strikes me more as miscommunication then maliciousness. People are often so willing to assign blame as malicious, rather then what it often is, incompetence.
I think you still getting a persistent alpha, only what you think it is and what Intrepid think it is are two very different things. It seems most people expected that persistent alpha meant that either the servers would be up 24/7 with no down time, and no wipes up until launch, or just wouldn't be wipes up until launch. Which, frankly is kind of ridiculous to assume. Realistically, that was never going to happen.
People who thought otherwise really just do not understand how game development works.
That being said, your still very likely getting a persistent alpha. By which I mean, that there will be periods of time where the server will be up 24/7 without wipes for a period of time, for a couple of days or a week or so. Because they need to test this, it's very important that they do, and they know it.
I suspect this will happen during phase one, but they may test this multiple times during alpha. Esp since they need to put their server meshing technology through it's paces. They just need to be a heck of a lot more clear what their plans are here.
Honestly, this strikes me more as miscommunication then maliciousness. People are often so willing to assign blame as malicious, rather then what it often is, incompetence.
I think you still getting a persistent alpha, only what you think it is and what Intrepid think it is are two very different things. It seems most people expected that persistent alpha meant that either the servers would be up 24/7 with no down time, and no wipes up until launch, or just wouldn't be wipes up until launch. Which, frankly is kind of ridiculous to assume. Realistically, that was never going to happen.
People who thought otherwise really just do not understand how game development works.
That being said, your still very likely getting a persistent alpha. By which I mean, that there will be periods of time where the server will be up 24/7 without wipes for a period of time, for a couple of days or a week or so. Because they need to test this, it's very important that they do, and they know it.
I suspect this will happen during phase one, but they may test this multiple times during alpha. Esp since they need to put their server meshing technology through it's paces. They just need to be a heck of a lot more clear what their plans are here.
Yoh
1
Re: Fixing the Class system
[Edited examples for better readability]
I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
Augmentation Impact
I remember the seasons and weather system livestream where Steven played a Vec and showed of some skills but If I remember correctly never mentioned the class of the character and we didnt got to see that particular character later either. But one of the abilities used was this movement ability that left a line of lingering darkness on the way he moved.
I would say: This ability COULD be a version of the Mages blink, combined with the Clerics Death element.
Another example of what I expect the augments to look like was in regards to Cleric + Mage and looking at the Cleric ability "Mend" which would in theory be augmented by fire, ice, thunder or void resulting in 4 new version as follows:
And lastly, let's go back to the good old example of "Whirlwind + Mage augements". I think people vastly underestimate how much of a difference it makes when the Fighter that would usually be dealing a lot of physical damage and therefore can be blocked by a heavy armored class starts to dish out magical damage and the respective status effects instead, cutting down the frontline instead of trying to rip apart the backline. This may seem like a pretty small change but if Intrepid is serious about resistances as for example Vanilla WoW was, where going into a fire dungeon without fire resistance gear got you nowhere but into an early grave, then being able to change your damage type and particles alone is already huge.
I understand that this is nothing we can say for sure as of now, but my point is: There is no clear indication to me that augments are just skills cosmetics. And I am much more inclined to believe that rather than balancing classes through tweaking their skills all the time, they will adjust that by adjusting the encounters.
I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
Augmentation Impact
I remember the seasons and weather system livestream where Steven played a Vec and showed of some skills but If I remember correctly never mentioned the class of the character and we didnt got to see that particular character later either. But one of the abilities used was this movement ability that left a line of lingering darkness on the way he moved.
I would say: This ability COULD be a version of the Mages blink, combined with the Clerics Death element.
Another example of what I expect the augments to look like was in regards to Cleric + Mage and looking at the Cleric ability "Mend" which would in theory be augmented by fire, ice, thunder or void resulting in 4 new version as follows:
Me on Reddit wrote:
- "Chilling Mend" (Ice) - still restores health, but also reduces burn/fire stacks on the target, also creates a small burst that deals cold damage around the target and appies a stack of chilled.
- "Firey Mend" (Fire) - still heals, also reduces stacks of cold effects on the target and creates a small aura of AoE fire damage (like 2seconds)
- "Crackling Mend" (Thunder) - still heals and reduces static charges or reduces effect time of something like stagger or stun. Also explodes for a small amount of lightning damage - if a stack is removed this way, damage of the explosion is increased; if a hard cc is broken by the Mend the damge increase is even higher. Or it could add additional lightning damage to the targets next 3-5 weapon attacks.
- "Distorting Mending" (Void) - heals and creates a small spacial shock around the target. Nearby enemies of the target become rooted if they were staggered, they become stunned if they were rooted (for the remainder of the root time) and if they had no debuffs on them their movement speed is decreased by 20-35% for 1-2s.
And lastly, let's go back to the good old example of "Whirlwind + Mage augements". I think people vastly underestimate how much of a difference it makes when the Fighter that would usually be dealing a lot of physical damage and therefore can be blocked by a heavy armored class starts to dish out magical damage and the respective status effects instead, cutting down the frontline instead of trying to rip apart the backline. This may seem like a pretty small change but if Intrepid is serious about resistances as for example Vanilla WoW was, where going into a fire dungeon without fire resistance gear got you nowhere but into an early grave, then being able to change your damage type and particles alone is already huge.
I understand that this is nothing we can say for sure as of now, but my point is: There is no clear indication to me that augments are just skills cosmetics. And I am much more inclined to believe that rather than balancing classes through tweaking their skills all the time, they will adjust that by adjusting the encounters.
Kilion
3
Re: Alpha 2 is just a delay.
To me, Alpha 2 phase 2 sounds a lot like what they promised.
Assuming phase 2 means servers are up ~5 nights a week (barring unexpected issues)
Wasn't it five workdays a week ?
In the End, well ... ... ... * shrugs *
I have waited one Time for almost an Eternity between September 2023 and middle of August this Month,
i can DO'IT'AGAAAIIINNN.
If i can help testing before Quarter Two of 2025, i shall gladly do that, though.
I believe it was said somewhere down Monday and Tuesday and up Wednesday to Sunday.
But it says here.
"Testing for the 5+ days may fall on a variety of different days. As we head into this phase, we will provide a more detailed schedule for folks to plan around"
Blip
1
Re: Devs a piece of advice I strongly recommend!
Ludullu_(NiKr) wrote: »The only good one for a game like Ashes is Log Horizon, because it shows that even if you're a super powerful group of people, you still need to work together with others through politics and coordination. It also shows a world that's much closer to what Ashes is going for, with shops, real estate purchases, party gameplay, etc.
It's also not a soloable game as opposed to SAO, Slime or SL.
I would say Shangri-La Frontier seems like the anime with closest connections to AOC.
In it you would see people forming communities that at first are at war with each other. You have the Player killer group that seems well organized at first, And the "Knights" that are something like the Bounty hunters.
Later there are betrayals in some of the groups resulting in disbanding. There is also the "Corruption" system where the PK-ers lose their items if killed. And there are those ultra hard bosses that require groups that hate each other to work together, else would be impossible to clear.
Githal
2