Best Of
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Game is improving with every single video! Keep it up guys 🔥
Dragnoon
2
Re: What are your 'class fantasies' for the 64 classes
I am a pretty vanilla guy in gaming.
Give me human for a race, with medieval looks, even though I am not from northern europe.
And give me a class with melee abilities, with animations that look good on twin swords, 2handed or sword shield.
I want from my class to be able to make a character that shines on the field of battle, mostly on small scale and duels, using a mastery of swords, and the tools to respond to the majority of enemy types, so that I can achieve victory.
I dont care for magic, I dont care for ranged attacks.
I will play the Fighter since it's animations are good enough for what I want. I hope they dont look weird on twin swords.
I will select the meta class combo.
For all those that want a class with more distinct lore and playstyle, like a necro, dark knight, paladin, druit or monk, (scratch monk, unarmed combat is a ridiculous concept for mmos) I would advise you to start conversations, because I dont see how the rigid abilities of the 8 archetypes will manage to change to something that feels unique, even if you borrow a bit of flavour from the other archetypes.
Give me human for a race, with medieval looks, even though I am not from northern europe.
And give me a class with melee abilities, with animations that look good on twin swords, 2handed or sword shield.
I want from my class to be able to make a character that shines on the field of battle, mostly on small scale and duels, using a mastery of swords, and the tools to respond to the majority of enemy types, so that I can achieve victory.
I dont care for magic, I dont care for ranged attacks.
I will play the Fighter since it's animations are good enough for what I want. I hope they dont look weird on twin swords.
I will select the meta class combo.
For all those that want a class with more distinct lore and playstyle, like a necro, dark knight, paladin, druit or monk, (scratch monk, unarmed combat is a ridiculous concept for mmos) I would advise you to start conversations, because I dont see how the rigid abilities of the 8 archetypes will manage to change to something that feels unique, even if you borrow a bit of flavour from the other archetypes.
Re: Is there a problem for solo players
AirborneBerserker wrote: »bloodprophet wrote: »Is it %50 or %70?
The only reason that number is as big as it is , is because want to be MMO's are more shared world solo game's.
They forgot that MMO's are supposed to be multiplayer games not solo player
What about people that join the game 8 months after launch they should be banned because they wont be able to group much due to everyone being max level. Huh, almost like every MMO is DESIGNED to be PLAYED SOLO.
This is a very valid point as well.
We all think about it, as if everyone will start the game from day 1.
But what about those who join later, who are inevitably going to be behind everyone else? Who do they group up with? The pool of similar players, that are at a similar stage of the game will be smaller and smaller.
This is why a big part of the game needs to be "solo" friendly.
iccer
2
Re: Is there a problem for solo players
Thank god for chat gpt.
AoC is a group-based game, created and funded by a former guild-leader. The whole point of AoC existing is being a game made for guilds. Solo players have dozens of MMOs on the market that cater for their playstyle, this is not one of them.
Liniker
3
Will AOC allow third party addons? (ie like wow)
Was thinking about buying an Alpha package to help test the game but wanted to get an answer hopefully on this subject before I commit.
Personally, I hope it doesn't allow addons in any regard to maintain game integrity.
I searched the forums but didn't find anything recent on this topic. Is there any official word on this topic as of now?
Thank you for your time.
Personally, I hope it doesn't allow addons in any regard to maintain game integrity.
I searched the forums but didn't find anything recent on this topic. Is there any official word on this topic as of now?
Thank you for your time.
Re: Tank - The role of threat/Hate in PvP
Warhammer Online got tanks right in pvp, you could argue it's one of the most impactful class types. They also came in different "flavours".
https://www.returnofreckoning.com/forum/viewtopic.php?t=23767
I hope Intrepid are going to shamelessly steal a lot of the Warhammer Online / Return of Reckoning ideas.
https://www.returnofreckoning.com/forum/viewtopic.php?t=23767
I hope Intrepid are going to shamelessly steal a lot of the Warhammer Online / Return of Reckoning ideas.
Re: Devs a piece of advice I strongly recommend!
Despite the silly clichés and power fantasies in the isekai anime, there's something about the concept that resonates with me—perhaps due to my love of living in a fantasy world.
For those unfamiliar, "isekai" means "Different World" and typically involves a character being transported to a fantasy world, often with a mission to save it and new powers to help, often with a video game twist.
This isn't about drawing inspiration from the perspective of an overpowered main character.
My intention is to bring to the attention of game developers the captivating world of fantasy found in isekai anime, the feeling of immersion in the game, also some interesting mechanics of crafting and farming.
Some isekai anime offer fascinating ideas on game mechanics, particularly in crafting, building, farming, and skill acquisition. These shows explore worlds where characters don’t just engage in battles but also develop through intricate systems of resource management and skill development. The crafting mechanics in these anime allow for the creation of unique items and tools, while building systems enable players to construct their own homes, guild halls, or even entire communities.
Farming mechanics provide a sense of growth and progression, encouraging characters to cultivate resources and manage them strategically. Skill acquisition is often portrayed as an in-depth process, where characters learn and master abilities in a way that feels rewarding and immersive. By incorporating these mechanics, isekai anime show that there’s more to a fantasy world than just combat, highlighting the potential for deeper, more engaging gameplay experiences.
For those unfamiliar, "isekai" means "Different World" and typically involves a character being transported to a fantasy world, often with a mission to save it and new powers to help, often with a video game twist.
This isn't about drawing inspiration from the perspective of an overpowered main character.
My intention is to bring to the attention of game developers the captivating world of fantasy found in isekai anime, the feeling of immersion in the game, also some interesting mechanics of crafting and farming.
Some isekai anime offer fascinating ideas on game mechanics, particularly in crafting, building, farming, and skill acquisition. These shows explore worlds where characters don’t just engage in battles but also develop through intricate systems of resource management and skill development. The crafting mechanics in these anime allow for the creation of unique items and tools, while building systems enable players to construct their own homes, guild halls, or even entire communities.
Farming mechanics provide a sense of growth and progression, encouraging characters to cultivate resources and manage them strategically. Skill acquisition is often portrayed as an in-depth process, where characters learn and master abilities in a way that feels rewarding and immersive. By incorporating these mechanics, isekai anime show that there’s more to a fantasy world than just combat, highlighting the potential for deeper, more engaging gameplay experiences.
Re: UI things I would like to have
Same thought here.
I found the “group window” in particular very unfortunate. Freely scalable, each group member individually, also in form (square instead of bars) and displayed information as well as their type, for example class in text form instead of an icon would be quite pleasant.
In the stream it looked very confusing and uncomfortable with the 8-man group.
I found the “group window” in particular very unfortunate. Freely scalable, each group member individually, also in form (square instead of bars) and displayed information as well as their type, for example class in text form instead of an icon would be quite pleasant.
In the stream it looked very confusing and uncomfortable with the 8-man group.
Re: PvE difficulty or a lack thereof
We need to stop expecting Ashes to be the game we loved 10 years ago. Let Ashes be Ashes. Don't go in with expectations other them the expectation of fun. This is the lession I have learned. As for difficulty, Ashes is not using scripted fights. AI will adapt to what players chuck at it. Fact is that can be tuned till no one can win. You won't have add ons telling you the next phase of the fight. With no add ons and AI. This will make compelling fights.