Best Of
Re: AoC Recruitment Discord/Website/Reddit
Cool, I just joined there so I can remember to get back to that reddit later.
Hope it ok that I am very non committal to joining a guild. For me it's a kind of game play, role play, gaming decision that I like to make as my character progresses.
Thanks
Hope it ok that I am very non committal to joining a guild. For me it's a kind of game play, role play, gaming decision that I like to make as my character progresses.
Thanks
rollox
1
World boss and greater loot drop idea/discussion
Credit to [Amnesty] Chialde for putting this idea up in discord.
"When a raid defeats a Raid or world boss, they collect the boss loot. Afterwards their gatherers are able to extract resources from both the boss itself (Chopping the boss into pieces) and materials found across the boss arena (These only spawn once the boss has been defeated) . The resources gathered from the bosses remains are too large for players to transport back to town via their inventory. however they can be placed into large crates, making a guild wishing to fully benefit from the boss bring a caravan for material transportation. Once back at town players can use refining station to extract additional resources from the boss (if the boss was red dragon players could extract extra scales/meat/alchemy agent etc), these are not unique materials, they are the same materials the boss dropped, just in larger quantity.
Once a boss has been defeated they drop a trophy (head/claw/eyeball) This trophy has a rapid decay timer (3-5 mins). unless it is placed on a caravan this caravan drastically increases the duration that a trophy lasts (Caravan quality dictates trophy duration). Players can then escort this caravan back into town, where it can be placed upon a trophy pole granting all players within the node a unique boss buff for a duration, and citizens of the node receive an additional buff called Town pride (increase to health/mana/exp but only while within nodes region). If the boss that is defeated is a world boss then the buff applies to all players within the nodes zone of influence (as well as the Town pride buff). "
The primary idea being that as we saw with Firebrand for example - dropping full items or dropping just mats is a pretty tame way to include the crafters in the process.
This gives gatherers quite a significant level of integration in a raid even if they are not part of the raid itself while not being particularly crazy in the scope creep department.
This would effectively change a raid from focusing on just killing the boss and collecting its drops and crafting-> to killing the boss, gathering its and nearby mats, transporting via caravan then processing them and finally crafting them. The system sounds very immersive while still sticking to the core design philosophy of IS.
Thoughts? Counter ideas? I think in particular the first part of the idea about the boss mats has tons of value.
"When a raid defeats a Raid or world boss, they collect the boss loot. Afterwards their gatherers are able to extract resources from both the boss itself (Chopping the boss into pieces) and materials found across the boss arena (These only spawn once the boss has been defeated) . The resources gathered from the bosses remains are too large for players to transport back to town via their inventory. however they can be placed into large crates, making a guild wishing to fully benefit from the boss bring a caravan for material transportation. Once back at town players can use refining station to extract additional resources from the boss (if the boss was red dragon players could extract extra scales/meat/alchemy agent etc), these are not unique materials, they are the same materials the boss dropped, just in larger quantity.
Once a boss has been defeated they drop a trophy (head/claw/eyeball) This trophy has a rapid decay timer (3-5 mins). unless it is placed on a caravan this caravan drastically increases the duration that a trophy lasts (Caravan quality dictates trophy duration). Players can then escort this caravan back into town, where it can be placed upon a trophy pole granting all players within the node a unique boss buff for a duration, and citizens of the node receive an additional buff called Town pride (increase to health/mana/exp but only while within nodes region). If the boss that is defeated is a world boss then the buff applies to all players within the nodes zone of influence (as well as the Town pride buff). "
The primary idea being that as we saw with Firebrand for example - dropping full items or dropping just mats is a pretty tame way to include the crafters in the process.
This gives gatherers quite a significant level of integration in a raid even if they are not part of the raid itself while not being particularly crazy in the scope creep department.
This would effectively change a raid from focusing on just killing the boss and collecting its drops and crafting-> to killing the boss, gathering its and nearby mats, transporting via caravan then processing them and finally crafting them. The system sounds very immersive while still sticking to the core design philosophy of IS.
Thoughts? Counter ideas? I think in particular the first part of the idea about the boss mats has tons of value.
Voxtrium
8
Re: What surprised you in the FireBrand fight?
Ludullu_(NiKr) wrote: »This is what was surprising for me, but I didn't mention it here from the start, even though I commented on this when watching the stream.
Either GM powers or respawn location let people just stand up a few meters away from the boss with full hp and mana
https://forums.ashesofcreation.com/discussion/comment/468590/#Comment_468590
Keep in mind, this was not a showcase of how hard the fight was.
If we assume the fight is actually properly tuned (we don't assume that, because it is not physically possible), and if we assume that it was designed to be actually hard when looked at within the context of all MMORPG raids, then it wouldn't be possible for the developers to beat it with the characters they were using. Not even the classes - the characters.
Noaani
1
Re: Instanced Content Should Not Offer Power Gains
If the PvP-ers at the bottom can defeat PvE players, will those PvE players stay in the game?
I have the feeling somebody will leave anyway, is just that they leave from two bottoms.
Then after a while IS will have to create content for the top PvPers and top PvEers who still play the game.
Those PvE players will stay if the PvE is good enough.
People leave games if they keep losing at things they care about (among other reasons - this is the reason we are focusing on here). To a PvP player, that is PvP.
However, to that PvE player, they don't care as much if they lose at PvP, as long as they are enjoying and being successful with the games PvE.
In an MMORPG in which PvP is a core aspect, and losing in PvP has punishment, it should stand to basic reason that not everyone in the game can be there for the PvP.
Noaani
1
Re: Current Combat in Ashes: Updated
Combat can save this game.
But looking at it, its combat still doesn't convince anyone unless you're a tab target lover, so if they don't manage to change or modify the current combat, this game will die.
Lastly, my go-to games for perfect combat would be Elden Ring, New World, BDO, action combat in general.
But looking at it, its combat still doesn't convince anyone unless you're a tab target lover, so if they don't manage to change or modify the current combat, this game will die.
Lastly, my go-to games for perfect combat would be Elden Ring, New World, BDO, action combat in general.
Current Combat in Ashes: Updated
Hey Ashes Community,
I think these recent updates look great, but I still feel the combat look is looking dull from an animation and impact stand point. I also think the visual clarity is currently TERRIBLE.
This also seems to be the number 1 complaint I see about Ashes that I see over and over again. People seem to think that combat at this point won’t radically change and it’s close to the finish product. Intrepid has to be aware how vital good combat is and that people continuously cite combat as this games weakest link, and yet they rarely directly acknowledge this behind the scene design thoughts are rarely shared.
My question for the Devs is:
How much are you guys willing to overhaul combat at this point? Say alpha two launches and the combat is still unanimously the considered the weakest part of the game, at this point in development are you guys able to radically change it given that’s what the community wants?
And for the community, what are your thoughts on how combat currently looks and feels?
I think these recent updates look great, but I still feel the combat look is looking dull from an animation and impact stand point. I also think the visual clarity is currently TERRIBLE.
This also seems to be the number 1 complaint I see about Ashes that I see over and over again. People seem to think that combat at this point won’t radically change and it’s close to the finish product. Intrepid has to be aware how vital good combat is and that people continuously cite combat as this games weakest link, and yet they rarely directly acknowledge this behind the scene design thoughts are rarely shared.
My question for the Devs is:
How much are you guys willing to overhaul combat at this point? Say alpha two launches and the combat is still unanimously the considered the weakest part of the game, at this point in development are you guys able to radically change it given that’s what the community wants?
And for the community, what are your thoughts on how combat currently looks and feels?
RonDog98
1
Re: Is there a problem for solo players
At this point I am seriously wondering what you are trying to achieve here.
Is this a purely theoretic discussion about game design or do you hope intrepid will take this to heart, scrap the class system to harvest their biggest shitstorm yet for going back on one of the most central aspects of this game and make up 4-5 new Archetypes?
I know you do not like the class system and doubt that it can be done to a satisfactory degree. But this is not the way to go about it. I'm not sure why the augmentation system is such a huge point of contempt, it one of multiple system to individualize a character. It is not meant to single handedly "create a unique class & role" or anything, its meant to tweak the base abilities of an archetype (and all roles that can be fulfilled with that choice) into the direction the individual player feels most comfortable with / cover some extra ground with them.
Lastly I am really wondering about the timing. You are clearly invested and thats great but putting out a HUGE post with comments on all sorts of systems when waiting a few weeks and providing feedback on those systems individually would be much more accessible for the devs and community. It just seems to me like a lot of energy shooting right past the target.
Is this a purely theoretic discussion about game design or do you hope intrepid will take this to heart, scrap the class system to harvest their biggest shitstorm yet for going back on one of the most central aspects of this game and make up 4-5 new Archetypes?
I know you do not like the class system and doubt that it can be done to a satisfactory degree. But this is not the way to go about it. I'm not sure why the augmentation system is such a huge point of contempt, it one of multiple system to individualize a character. It is not meant to single handedly "create a unique class & role" or anything, its meant to tweak the base abilities of an archetype (and all roles that can be fulfilled with that choice) into the direction the individual player feels most comfortable with / cover some extra ground with them.
Lastly I am really wondering about the timing. You are clearly invested and thats great but putting out a HUGE post with comments on all sorts of systems when waiting a few weeks and providing feedback on those systems individually would be much more accessible for the devs and community. It just seems to me like a lot of energy shooting right past the target.
Kilion
5