Best Of
Re: Menacing Melody is WAY too over-powered
I think support jobs are on their own just simply overpowered, because you just press a button and its turned on, forever, you dont have to think about anything except for staying in range of who you want to have buffed.
In general most games have you just turn it on, and you forget about it and do your own thing, playing like your a regular dps class doing damage to the enemies and just by existing in the world you boost your team.
You are correct in that there will be some folks that just press a button and go on about their day. But I can tell you if bards play like that in our raids, they won't get invited back. If you watch the bard's perspective (Bucky) in the video released Friday, you'll see that he is all over the place, sliding here, there, and everywhere to get maximum spread of his Shielding Dance, switching up the melody depending on what's needed most atm, healing and saga-ing. Being Johnny-on-the-spot. He's also wanding to dps but bard in this game is most definitely not a "turn on a buff and sit back" class like other support classes might be.
I don't see support classes in general as overpowered. As support, they bring diverse, class-defining buffs/debuffs to the table that synergize well with other class abilities. If something is OP it will get sifted out during testing (let's hope).
Harlow
1
Re: Menacing Melody is WAY too over-powered
10% of 10 is 1.10% is 10%
10% of 1000 is 100.
Since the cost of running the melody is the same, the actual value of it is based on how much damage you are already doing. However, the thing to keep in mind is that even this isn't necessarily true - if you are against an encounter that you already have enough DPS present to defeat, all that melody does is save a little bit of time - and it will be less time saved than the run speed boost.
Again, there are indeed times when that 10% damage boost will be clutch. There are also, however, many times when it won't be.
Yes, I understand how 10% works
Just want to point out that in games like ff14, where content is limited to 8 players in the pinnacle content. Single player dps boosts for 20s are typically self 10% or 20% boosts.
Party dps boosts for similar time frames are also 20s or 30s of 10% boost as an example.
10% is a lot, and its limited to such short burst frames.
Having a permanent bard boost of 10%, maintained 100% of the time for only a upkeep cost, that is quite overpowered in my eyes.
Taerrik
1
Re: PvE difficulty or a lack thereof
This is why I liked FFXI, you needed a party with a good comp to efficiently grind xp. you either learned how to play and gear yourself properly or loose whatever xp you worked for
Apok
2
Re: World boss and greater loot drop idea/discussion
Regarding some crafted stuff with the boss loot.
There was a old game about 20 years ago I don't know if anyone still remembers because its launch was so horrible. Age of Conan.
One of the most sought after swords in the game was something that you got from one of the Raid bosses. However you didn't just kill the boss and collect loot and boom you have the sword.
No, you had to have a crafter leveled of the right kind.
You had to have THAT crafter get the recipe from another boss somewhere else.
You had to have THAT crafter get the ingredients from another separate boss elsewhere for that craft.
And then the best part, during the the boss fight, there was a specific mechanic happening where the boss was channeling magic against the raid. It was a tricky thing to do but you could utilize things in the room to use that boss mechanic to power up and activate a magical crafting station.
And that was the only time and place you could craft that item, and it was not a simple matter to do so either.
Have someone standing still in the middle of a rage inducing raid fight, other people working to activate and keep active the crafting station, and the craftsman hastily trying to complete the craft.
It was kind of cool.
There was a old game about 20 years ago I don't know if anyone still remembers because its launch was so horrible. Age of Conan.
One of the most sought after swords in the game was something that you got from one of the Raid bosses. However you didn't just kill the boss and collect loot and boom you have the sword.
No, you had to have a crafter leveled of the right kind.
You had to have THAT crafter get the recipe from another boss somewhere else.
You had to have THAT crafter get the ingredients from another separate boss elsewhere for that craft.
And then the best part, during the the boss fight, there was a specific mechanic happening where the boss was channeling magic against the raid. It was a tricky thing to do but you could utilize things in the room to use that boss mechanic to power up and activate a magical crafting station.
And that was the only time and place you could craft that item, and it was not a simple matter to do so either.
Have someone standing still in the middle of a rage inducing raid fight, other people working to activate and keep active the crafting station, and the craftsman hastily trying to complete the craft.
It was kind of cool.
Taerrik
1
Re: World boss and greater loot drop idea/discussion
A good concept as your effectivly chaining together yet more consequencies of the event.
Note that you should be including all types of Gatherables and thus proffessions and they could be dispersed over time.
Chopping up the Dragon directly could be the work of Hunters immediatly following its death.
After the body rots the Dragons bones remain and need to be mined the next day.
Exotic Herbs grow from the ground the dragons blood has watered in subsequent days, etc.
Basically the kill spot could be pushing out distinct waves of resources over time each bringing different gatherers.
Note that you should be including all types of Gatherables and thus proffessions and they could be dispersed over time.
Chopping up the Dragon directly could be the work of Hunters immediatly following its death.
After the body rots the Dragons bones remain and need to be mined the next day.
Exotic Herbs grow from the ground the dragons blood has watered in subsequent days, etc.
Basically the kill spot could be pushing out distinct waves of resources over time each bringing different gatherers.
Lodrig
1
Re: Loot System Changes
The everyone gets a trophy crowd is gonna be disappointed.
As long as intrepid enforces in chat agreed upon loot rules it'll be fine. Don't play with people you don't trust or better yet join a guild.
So me taking 2ish hours of my time to prep for a fight and being a key asset in winning that fight would still constitute "a everyone gets a trophy" mindset? You are not using that terminology correctly.
No, it will not be fine. This game will be limited to guilds already formed in other MMOs transfering over. Which is fine if this game can survive with only those numbers.
Players like me, and the majority of the thread, know that taking loot power out of other players hands and into the game itself is what is best for a healthy and good community. Why? Because at the end of the day if everyone in a group invested a significant amount of time and effort, they actually do deserve to be rewarded, by the game and not some sweat.
Games with these mechanics have the healthiest communities. Games without have garbage communities from a Macro scale. If your in the sweaty guild, especially at the top, its probably great and all the lackeys have Stockholm syndrome from fiending over loot, so it probably all feels great to them too. Outside of that, garbage.
The only reason the old style MMOs survived is because that's all we had. That isn't the case anymore. New players WILL get frustrated and WILL leave the second they need to answer to some other player for loot and gear.
Someone else said something that this game is more focused on social implications or something? Guess what, I'm not going to want to attribute to anything if I need to ask for it from another player and run the risk of not getting what I want due to another players decision. Especially after I already committed a lot of my time and effort into a fight or event. I earned it, and so did everyone else.
At the end of the day, Intrepid can do what they see fit but I won't play it and that is OK. However, loot systems are important and other players, especially new ones, will also not tolerate it.
Mdini
3
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Thought the dungeon looked like fun, slow intentional pulls were good, enjoy the fact that every pull requires some work, not just pull and destroy in seconds. Lighting and visuals look great, but maybe turn down the god rays slightly.
Firebrand fight was very interesting and fun to watch. Hoping that the fight will actually last longer than it did, think it was a very short boss fight, especially considering during release there will be a very large amount of people going for it and not just the one raid. If you are the initial raid fighting the boss and are attacked by another raid trying to steal it, is there a timer for the health regen of the boss? Is the idea to balance defending our kill and defending against the attackers?
Also agree with some of the things mentioned before that when he lands I would expect some ground shaking or knees bending by the dragon. Also, some slight AOE indicators, and more tactical aspects to the fight, wind gust from the wings causing a stagger or knockback, maybe rear up on his hind legs and stomp down to cause damage/knockdown to the close range attackers, would like to see more things to dodge and pay attention to. Overall, I thought it looked great, looking forward to testing soon.
Firebrand fight was very interesting and fun to watch. Hoping that the fight will actually last longer than it did, think it was a very short boss fight, especially considering during release there will be a very large amount of people going for it and not just the one raid. If you are the initial raid fighting the boss and are attacked by another raid trying to steal it, is there a timer for the health regen of the boss? Is the idea to balance defending our kill and defending against the attackers?
Also agree with some of the things mentioned before that when he lands I would expect some ground shaking or knees bending by the dragon. Also, some slight AOE indicators, and more tactical aspects to the fight, wind gust from the wings causing a stagger or knockback, maybe rear up on his hind legs and stomp down to cause damage/knockdown to the close range attackers, would like to see more things to dodge and pay attention to. Overall, I thought it looked great, looking forward to testing soon.
_k00k_
1
Re: Vassal resentment
after today's podcast. I am 100% one of the petty & vindictive people that won't accept being a vassal no matter what the reward structure looks like. the thought of someone else being in an inherently better position than me (if not mechanically then prestige wise) is something I tend to act in resentment of. I would rather do everything to tear down the owning node than join it in any capacity.
there are absolutely going to be people like that in the game.
now that being said. we have not actually tried the vassal system at all. but what are the community's initial view on it?
it seems to me that a lot of people are having a gut reaction to immediately want to rebel but are there some who see this in a more optimistic light?
I am curious, and this goes for @Ludullu_(NiKr) as well, is there no reward structure that would have you be happy living in a vassal node?
Let's say you get access to all the services of your parent node anyway, even if for a few of them you have to travel 5 minutes to get there, and you get an extra 5% boost to XP and gold that the parent citizens don't get. Just as an example where game-mechanically you are better off in the vassal node than if you were to make that node the parent node.
Is there any point where you would be happy being the vassal? Or does the pride aspect mean more than anything else?
Nerror
2
Re: PvE difficulty or a lack thereof
Players need to change their mindset to open world adventure mmo. They need to stop using words like PvE and PvP.
You need to craft gear to completent you class to respond to all enemies, and succeed in it's dual function, eg mage, dps while killing mobs and bosses, nuker when targeting players.
The difficulting setting of PvE is a false premise if you dont take in account the chances that you would face hostile players and so you need to conserve your MP and skill cooldowns.
The joy perhaps that AoC is aimng for isnt whether you have fun killing mobs with a fun rotation but rather if you and your group master the game and achive your goals, and impose your will on none allied guilds and nodes.
Dont expect the challenge and satisfaction of games that sell currated instanced encounters full of intense mechanics like wow and Tera, dont expend Souls Like mob complexities and dont expect Tekken like combat seen in ESO and BDO.
Those games lack in the variety of things that mmos should design well:
Adventuring questing
Raiding
Sieging and guild wars
Duels and small scale encounters
Crafting and economy
You need to craft gear to completent you class to respond to all enemies, and succeed in it's dual function, eg mage, dps while killing mobs and bosses, nuker when targeting players.
The difficulting setting of PvE is a false premise if you dont take in account the chances that you would face hostile players and so you need to conserve your MP and skill cooldowns.
The joy perhaps that AoC is aimng for isnt whether you have fun killing mobs with a fun rotation but rather if you and your group master the game and achive your goals, and impose your will on none allied guilds and nodes.
Dont expect the challenge and satisfaction of games that sell currated instanced encounters full of intense mechanics like wow and Tera, dont expend Souls Like mob complexities and dont expect Tekken like combat seen in ESO and BDO.
Those games lack in the variety of things that mmos should design well:
Adventuring questing
Raiding
Sieging and guild wars
Duels and small scale encounters
Crafting and economy
Re: Is there a problem for solo players
AirborneBerserker wrote: »Really?AirborneBerserker wrote: »First there is no reason to assume most people are in guilds given most MMO players are solo, meaning at best your looking at 50% of people being in guilds.
Where are they?
I often literally go months in an MMORPG without seeing a non-guilded character that is above level 10.
Are you talking about this game?
No, I'm talking about almost any MMORPG.
I almost never see unguilded players out running content. There are a few around town - mostly low level shit-talking alts.
The notion that half of MMORPG players are unguilded is kind of a wild claim, tbh.
Noaani
3