Best Of
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
How do you feel about the Citadel of the Steel Bloom & Firebrand Preview? meh
What excites you about playing and interacting within the Citadel, its enemies, and Firebrand? meh
Are there similar areas or enemies you’ve seen in other games that you like or dislike? If so, please explain!
Overall it was a very bland dragon. The same mechanics are used in almost every other game. Some of the visual effects of the dragon were cool, like the fire breathing. The rest was very bland.
You have to ask yourself, If you were Jesus Dragon and some thief took your egg, what would you do?
If i were the dragon i certainly wouldn't fly down to the middle of a field and act as if i was reading a book or constipated. Also the dragon was grey or brown, i forget which... thats the best ya got?
Use some imagination, i know its an alpha so i'm sure you'll get it right eventually.
What excites you about playing and interacting within the Citadel, its enemies, and Firebrand? meh
Are there similar areas or enemies you’ve seen in other games that you like or dislike? If so, please explain!
Overall it was a very bland dragon. The same mechanics are used in almost every other game. Some of the visual effects of the dragon were cool, like the fire breathing. The rest was very bland.
You have to ask yourself, If you were Jesus Dragon and some thief took your egg, what would you do?
If i were the dragon i certainly wouldn't fly down to the middle of a field and act as if i was reading a book or constipated. Also the dragon was grey or brown, i forget which... thats the best ya got?
Use some imagination, i know its an alpha so i'm sure you'll get it right eventually.
Instanced Content Should Not Offer Power Gains
In a recent Discord discussion, Steven confirmed that the plan for Ashes of Creation includes allowing rewards from 20% of instanced content. While this may seem like a balanced approach, it raises significant concerns about maintaining the integrity of the game’s open-world design.
Now that power gains will be present in all forms of instanced content, it'll inevitably disrupt the world.
1) Detracting from the Open-World Experience:
The true strength of Ashes of Creation lies in its commitment to an immersive, open-world environment where players interact dynamically and meaningfully. Introducing instanced content with power gains pulls players away from this shared world, reducing the richness of player interactions and the world itself.
2) The Domino Effect:
Once PvE instancing with rewards is established, there will be pressure to provide comparable PvP instancing with rewards. This further fragments the player base, drawing them into isolated scenarios rather than encouraging them to participate in the larger, open-world environment.
3) Learning from Other Games:
Many MMORPGs, like World of Warcraft, Guild Wars 2, and Elder Scrolls Online, have become "faux open-world" games where instanced content dominates the endgame. These games often favor PvE over PvP, leading to a lopsided experience where PvP is diminished and the open world feels less relevant. Ashes of Creation has the opportunity to avoid this pitfall and offer a truly unique experience.
4)The Potential of Open-World PvE:
There’s a strong argument that the best PvE experiences can and should be open-world. Intrepid Studios has the opportunity to implement creative and innovative solutions, such as multi-tiered open-world dungeons and environments. These could offer high skill ceiling PvE mechanics while maintaining the ever-present risk of PvP. Such content would be reserved for the best players, challenging them to master both the environment and their fellow players in a truly dynamic setting.
Addressing Steven Sharif's Quote:
Steven Sharif stated, "There is more than enough space to fill with regards to reward tables and the open vs instanced content. While the instanced content may not include the added risk of player vs player, it also means that the control setting is higher and capable of involving more rigid gameplay mechanics that can be quite tough and high on the skill ceiling."
While it is true that instanced content allows for more controlled settings and challenging gameplay, this approach risks undermining the core vision of Ashes of Creation. Instead of focusing on instanced content, the game should emphasize creating complex and challenging scenarios within the open world itself. This would keep players engaged with the environment and each other, preserving the risk and dynamic interactions that define the game’s unique appeal.
Conclusion:
To preserve the integrity and appeal of Ashes of Creation, instanced content should be carefully balanced. Power gains should remain tied to the open world, ensuring that players stay engaged with the core vision of the game—an immersive, interconnected world where player interactions and exploration are key. By implementing creative, open-world PvE content with high skill ceilings and maintaining the risk of PvP, Intrepid Studios can deliver a truly unique and dynamic MMORPG experience.
Solvryn
8
Re: Loot System Changes
I kinda find it interesting that new games need these loot system to prevent ninja lootings and things however games such as Everquest 1 didnt.
And it realy came down to in EQ1 u required groups to do things effectivly and you couldnt get name change so if your name got out as a ninja looters you basicly briocked your character since no one will group with your anymore and you cant do anything appart from rerolling.
And it realy came down to in EQ1 u required groups to do things effectivly and you couldnt get name change so if your name got out as a ninja looters you basicly briocked your character since no one will group with your anymore and you cant do anything appart from rerolling.
Veeshan
4
Re: Loot System Changes
Luckily in AoC mistakes can be corrected:And make an enemy for life when your tank wins the clothe robes of everlasting mana with ice affinity. Bound to player item.
Very little gear will be account bound or soulbound in Ashes of Creation.[2][3]
The game economy is based around crafting and degradation of items.[2]
Otr
3
Re: Druids & Nature magic
a nice, normal, non-phallic-object-casting druid does sound nice
Re: Loot System Changes
There will be more looting mechanics
https://ashesofcreation.wiki/Looting
Play in a guild and have less uncertainty.
- Free-for-all.
- Lootmaster.
- Round-robin.
- Need or greed
https://ashesofcreation.wiki/Looting
Play in a guild and have less uncertainty.
Otr
7
Re: Loot System Changes
Players can also to be kicked out from the group before the looting starts.
That is not a good thing
A guild need to fill to manage a raid.
They invite a couple of players, just to kick them before loot starts to ensure the guild gets the loot.
Or any raidleader really who want to make sure his competition is gone before the loot, so he kicks everyone who might need on the same drops.
Crivel
7
Re: Loot System Changes
The problem with need or greed is either inexperienced players. And players that has become grinders who are grind conditioned to just click a button, any button, to get this damn pop up off my screen
In need or greed I suspect that maybe 15-20% of the need clicks are just mistakes or being oblivious to what your clicking on because you didn't read the pop up. You see a yellow item and click need...
And make an enemy for life when your tank wins the clothe robes of everlasting mana with ice affinity. Bound to player item.
There is no amount of explaining that I didn't realize that was the loot window. I didn't read it, blah blah blah... You will be hated on .lol
In need or greed I suspect that maybe 15-20% of the need clicks are just mistakes or being oblivious to what your clicking on because you didn't read the pop up. You see a yellow item and click need...
And make an enemy for life when your tank wins the clothe robes of everlasting mana with ice affinity. Bound to player item.
There is no amount of explaining that I didn't realize that was the loot window. I didn't read it, blah blah blah... You will be hated on .lol
rollox
1
Loot System Changes
Everything from the combat to design was incredible, proving AoC worthy of the true next gen MMO title claim with some minor adjustments needed but I was truly disappointed when I saw the loot system at the end.
I don’t know much about how the need or greed system in this game works but I’ve had both extremely negative to decent experiences across 2 games that share this honor system - Everquest 2 (negative) and Final Fantasy XIV (decent).
Starting with the worst, EQ2 - I ultimately quit the game due to people playing classes like Tank who would roll need on some of the rarest Mage gear that I actually needed. This is incredibly frustrating when allowed and a huge hit to player morale especially when it happens regularly. During the looting phase of the dragon in this preview someone even makes a joke “need, need, need” but this is truly what happens! Whether it’s due to people not understanding that their class doesn’t need the item, needing for an alt or just spiteful, bashing them in the community is simply not enough to deter it. Preventing these types of toxic players from ruining the game for others requires intervention from the devs to put some looting rules in place.
On the other hand is FFXIV - Only the class you are currently playing can need on gear for that class type and if you already have the item, you cannot need. This was a HUGE improvement and made me feel like “I’ll get it next time” rather than “I’ll never get this thing, give up”.
My favorite loot system is Elder Scrolls Online - Everyone gets their own loot! Party members in dungeons / raids can trade or sell their loot to other party members that completed the content for up to an hour after completion. I have yet to find a more rewarding system than this.
To wrap this up, I will never go back to the EQ2 loot system, no matter how great the game looks and plays - it’s a hard NO. I truly hope you amazing devs see this feedback and consider leaning more towards the FFXIV loot model and implement some protections against toxic looting.
Thank you to the dev team for all of your hard work, the passion in this project is very much appreciated!
I don’t know much about how the need or greed system in this game works but I’ve had both extremely negative to decent experiences across 2 games that share this honor system - Everquest 2 (negative) and Final Fantasy XIV (decent).
Starting with the worst, EQ2 - I ultimately quit the game due to people playing classes like Tank who would roll need on some of the rarest Mage gear that I actually needed. This is incredibly frustrating when allowed and a huge hit to player morale especially when it happens regularly. During the looting phase of the dragon in this preview someone even makes a joke “need, need, need” but this is truly what happens! Whether it’s due to people not understanding that their class doesn’t need the item, needing for an alt or just spiteful, bashing them in the community is simply not enough to deter it. Preventing these types of toxic players from ruining the game for others requires intervention from the devs to put some looting rules in place.
On the other hand is FFXIV - Only the class you are currently playing can need on gear for that class type and if you already have the item, you cannot need. This was a HUGE improvement and made me feel like “I’ll get it next time” rather than “I’ll never get this thing, give up”.
My favorite loot system is Elder Scrolls Online - Everyone gets their own loot! Party members in dungeons / raids can trade or sell their loot to other party members that completed the content for up to an hour after completion. I have yet to find a more rewarding system than this.
To wrap this up, I will never go back to the EQ2 loot system, no matter how great the game looks and plays - it’s a hard NO. I truly hope you amazing devs see this feedback and consider leaning more towards the FFXIV loot model and implement some protections against toxic looting.
Thank you to the dev team for all of your hard work, the passion in this project is very much appreciated!
Kleptix
6
Re: When I craft an item, will my name be on it, forever?
Yes, I would like to see this. Maybe a step in the crafting game with a pop up " would you like to inscribe this item?"
That way, your mass produced auction trash could not be seen as you are the one spamming the auction with minor swords of ill repute for newbies. Maybe the inscribe feature only applied for rare items and above.
Also there is maybe opportunity for interplay here with actual scribes. To get a scribe scroll that allows a weapon crafter to apply a custom scribed weapon name and crafted by line.
That way, your mass produced auction trash could not be seen as you are the one spamming the auction with minor swords of ill repute for newbies. Maybe the inscribe feature only applied for rare items and above.
Also there is maybe opportunity for interplay here with actual scribes. To get a scribe scroll that allows a weapon crafter to apply a custom scribed weapon name and crafted by line.
rollox
1