Best Of
Re: What are people's node & biome preferences?
(Always remember You can open these Pictures directly and they will a greater, better solution)
Can You Guys imagine a place between Two Biomes where a River flows through -> and the Rockformations on the Sides look like this ? Like someone hewn them ? Would be very cool if it would exist somewhere in the finished Game.
Can You Guys imagine a place between Two Biomes where a River flows through -> and the Rockformations on the Sides look like this ? Like someone hewn them ? Would be very cool if it would exist somewhere in the finished Game.
Aszkalon
3
Re: What are people's node & biome preferences?
There will probably be no Biomes that will look as closely as this as the Kae'lar Riverlands.
Won't it ?
Don't forget to open directly for maximum Size. A smol' Hamlet which could be nearby a huge Node-City.
Won't it ?
Don't forget to open directly for maximum Size. A smol' Hamlet which could be nearby a huge Node-City.
Aszkalon
3
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
P. S. You want to make a Bard or a Cleric and use heavy armor with melee weapons and fight front line in the thick of combat. You can do that. Want to wear light armor anr play ranged DPS while buffing and healing. That's an option.
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
They are already designed to keep the Bard and Cleric in the battle. Steven has said combat skills will add to their healing and buffing.
Re: Please NO Blackpowder Weapons
I was thinking of making the same thread. I really hope ship weapons are magic based as well. Not only would that keep the theme but could look really cool. Between partical effects and big magic weapons mounted on ships.
Please NO Blackpowder Weapons
In the August Update Stream i think i heard you plan to implement Canons as Weapons for Ships. I beg you to reconsider! AoC is clearly set in a fantasy Universe that is on a Technological Level comparable to early to high medieval Development in our World. Canons as Blackpowder Weapons would be a Anachronism in such a world. If Technology is advanced enough to build and operate Canons here should also be other forms of Blackpowder Weapons that have ben created along them. Pistols, Rifles, Hand Canons. In our world here were plenty of Sea Battles in the about 5000 Years before Canons where a thing. So pretty please keep Canons out of the game. Catapults, Ballistas and Bows can be just as much fun!
Cetun
3
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Visuals
The environment is always pretty good and not an area of concern (from everything i've seen for the last several years). I feel the goal of variation, complexity & scale of the play spaces being of the upmost importance to making immersive and interesting environments is understood by the devs, so i'm not worried.
I find the colours overall to still feel washed out and bland. I've said before for an UE5 game, this doesn't look as impressive as pretty much all other UE5 games i've seen (and i watch in 4k on YT).
The spell effects still feel too overpowering; i will keep hammering on this point forever: tone it down a few notches & add spell visual progression so things only get messy in the late game (and hopefully only for really powerful spells!)
Fine details looked really good as usual so keep it up!
UI needs to be spiced up & given some flavour! it's a bit too minimalist - but it does look clean!
Gameplay
The group combat looks decent but animations looked choppy (I know you've acknowledges this being network related but still needs to be mentioned).
The mechanic for the Lady of the Rose event was extremely simplistic and uninspired, as are the names of many things i've seen in the game thus far. The quest should have involved more exploration of the space and not just running up the stairs a few yards ahead of where you summoned the Lady? Maybe you had to find clues or a relic within the Citadel that you had to bring somewhere to summon her.
This is being touted as a 'next generation' MMO and to me there are some non negotiables in relation to gameplay details that need to addressed: MOB AI needs to just be a lot better & more dynamic. Monsters just standing still is what you expect in an MMO from early 2000s; give them character and life! have them interact with one another and move around at least a bit if they aren't supposed to be patrolling. During combat have them CC intelligently and move around make tactical decisions so you actually have to pay attention and it doesn't become too mindless too soon. Each type of mob should have a distinctive personality ie. casters generally try and keep distance and maybe snare melee or players approaching them more often, while rogue-like mobs go for ranged players more often and have anti-mage spells.
Create challenge though complex & dynamic MOB AI and not just hp/dmg. Give them a good amount of different abilities (take some from the player abilities you dont have to make all brand new ones!) so they aren't just all damage sponges you afk dps. THAT is next generation enemy gameplay!
The Dragon visually was great and its abilities were a good start for an alpha. I think you guys can make the fight so much more intense and immersive and truly next generation by:
adding more abilities, especially ones that force non tanks to move around that aren't just circular wave AOEs from the boss
Making more use of the environment to truly immerse the player and the fantasy of the dragon: a dragon wing gust ability that knocks players/trees in its AOE way back would be amazing.
More phase transition abilities (every 25%) to make the fight harder with more interesting/complex (not contemporary WoW raiding complex where addons are necessary but more than what was shown) abilities.
Visual feedback as bosses transition to other phases; the dragon should run and cast abilities faster, maybe part of it catches fire as it becomes enraged or something. Its fire breath could get bigger/more intense.
I know its an MMO and you can't make Elden Ring bosses, but study their bosses and take inspiration from them because that's peak boss gameplay. Next generation means pushing the boundaries of what's been done before in a generation - show us!
Overall I thought this preview was okay (about 5/10).
I know its Alpha and the team is still being assembled in some sense, but IMO the above is what is absolutely necessary to create WHOA factor gameplay experiences that can truly be dubbed next gen. In terms of visual feedback from the environment and gameplay mechanics, I truly hope the goal before launch is to enhance everything a few fold to truly set it apart from MMOs that came out 20 years ago.
The environment is always pretty good and not an area of concern (from everything i've seen for the last several years). I feel the goal of variation, complexity & scale of the play spaces being of the upmost importance to making immersive and interesting environments is understood by the devs, so i'm not worried.
I find the colours overall to still feel washed out and bland. I've said before for an UE5 game, this doesn't look as impressive as pretty much all other UE5 games i've seen (and i watch in 4k on YT).
The spell effects still feel too overpowering; i will keep hammering on this point forever: tone it down a few notches & add spell visual progression so things only get messy in the late game (and hopefully only for really powerful spells!)
Fine details looked really good as usual so keep it up!
UI needs to be spiced up & given some flavour! it's a bit too minimalist - but it does look clean!
Gameplay
The group combat looks decent but animations looked choppy (I know you've acknowledges this being network related but still needs to be mentioned).
The mechanic for the Lady of the Rose event was extremely simplistic and uninspired, as are the names of many things i've seen in the game thus far. The quest should have involved more exploration of the space and not just running up the stairs a few yards ahead of where you summoned the Lady? Maybe you had to find clues or a relic within the Citadel that you had to bring somewhere to summon her.
This is being touted as a 'next generation' MMO and to me there are some non negotiables in relation to gameplay details that need to addressed: MOB AI needs to just be a lot better & more dynamic. Monsters just standing still is what you expect in an MMO from early 2000s; give them character and life! have them interact with one another and move around at least a bit if they aren't supposed to be patrolling. During combat have them CC intelligently and move around make tactical decisions so you actually have to pay attention and it doesn't become too mindless too soon. Each type of mob should have a distinctive personality ie. casters generally try and keep distance and maybe snare melee or players approaching them more often, while rogue-like mobs go for ranged players more often and have anti-mage spells.
Create challenge though complex & dynamic MOB AI and not just hp/dmg. Give them a good amount of different abilities (take some from the player abilities you dont have to make all brand new ones!) so they aren't just all damage sponges you afk dps. THAT is next generation enemy gameplay!
The Dragon visually was great and its abilities were a good start for an alpha. I think you guys can make the fight so much more intense and immersive and truly next generation by:
adding more abilities, especially ones that force non tanks to move around that aren't just circular wave AOEs from the boss
Making more use of the environment to truly immerse the player and the fantasy of the dragon: a dragon wing gust ability that knocks players/trees in its AOE way back would be amazing.
More phase transition abilities (every 25%) to make the fight harder with more interesting/complex (not contemporary WoW raiding complex where addons are necessary but more than what was shown) abilities.
Visual feedback as bosses transition to other phases; the dragon should run and cast abilities faster, maybe part of it catches fire as it becomes enraged or something. Its fire breath could get bigger/more intense.
I know its an MMO and you can't make Elden Ring bosses, but study their bosses and take inspiration from them because that's peak boss gameplay. Next generation means pushing the boundaries of what's been done before in a generation - show us!
Overall I thought this preview was okay (about 5/10).
I know its Alpha and the team is still being assembled in some sense, but IMO the above is what is absolutely necessary to create WHOA factor gameplay experiences that can truly be dubbed next gen. In terms of visual feedback from the environment and gameplay mechanics, I truly hope the goal before launch is to enhance everything a few fold to truly set it apart from MMOs that came out 20 years ago.
Daevok
4
Re: Dot Class?
Dot mechanic is garbage tho.
Tell that to my EQ1 Necro. Long boss fights. No class could beat my DPS once I got my dots layered and timed. Used to solo raid trash mobs to get exp.
Re: Dot Class?
Summoner will probably have Dots, What else are they gonna do while sending some pets after the target? Debuff and DoT!
Morgalf
1
Re: Dot Class?
I really hope summoner will be DoT based. I would definitely enjoy him much more.
Sorcres
1