Best Of
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Letting everything run through my mind again, it seems that the citadel was relatively empty but great looking. I guess the nature of a preview.
I would like to see more of a material drop from Dragons than ready made equipment. It would be great if RAID bosses like Dragons would contribute to the player economy and would funnel into receipes which could make those items. If not outright all, it would be great to have at least some special matrerial dropping like a scale maybe . Overall I liked the fight and design of the dragon is really good.
I would like to see more of a material drop from Dragons than ready made equipment. It would be great if RAID bosses like Dragons would contribute to the player economy and would funnel into receipes which could make those items. If not outright all, it would be great to have at least some special matrerial dropping like a scale maybe . Overall I liked the fight and design of the dragon is really good.
Ryuko
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Just skimmed through the video, but I can finally say that the game actually looks like a game. And it actually looks really good in general, as a whole.
I would have to re-watch closely in order to give feedback on mechanics, etc.
I would have to re-watch closely in order to give feedback on mechanics, etc.
iccer
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Looks good but I am kinda afraid how is it for melee classes at dragon when wings comes infront of camera, also at melee POV you are kinda just staring at legs and cant see anything else when at boss?
Re: Firebrand - A little suggestion
The only thing that dragon should be eating is players when they hit 10% HP. On a serious note, I doubt this is the final way this event is going to play out. I feel like they slapped the first sketches of that point of interest and the world boss together, just for sake of showing the basics. I don't think the POI or the world boss interactions are finished.
Re: Firebrand - A little suggestion
I get it and am aware that it is simply the Game Mechanic,
but indeeed - > it is a bit weird that Fireband comes - seems pissed - and then "patiently waits there" - indicating that Players could even run away with his Egg-like Artifact or something and he wouldn't care.
but indeeed - > it is a bit weird that Fireband comes - seems pissed - and then "patiently waits there" - indicating that Players could even run away with his Egg-like Artifact or something and he wouldn't care.
Aszkalon
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
I wrote the following for other purpose, but this might be a good place to post it also.
I feel a lot of fights feel VERY semi, with a group of players pulling one or two mobs and beating at them until they are dead. This is NOT a good template for interesting and engaging PvE gameplay. Also we have all those RPG systems to leverage and at the moment it seems only the HP bar is utilised in combat
Whilst this was not true in all footage, one thing stuck out to me. In too many instances it was a case of player group outnumbering the NPC enemies, instead of other way around. Nothing feeds that power fantasy of facing overwhelming odds like 4 (to be later 8) players beating up that...1 poor NPC /sarcasm
Could we get these ratios reversed?
I have no problem with some fights being multiple players vs few powerful elite NPCs, but I really would like to see far more scenarios where the player(s) faces larger groups of enemies.
Obviously HP, resistances and damage output values have to be adjusted, but that would allow players to feel that sense of that "epic" fight. facing a real threat. This would open up the combat more, as you have to pay attention / manage multiple threats, utilise more abilities from your kit, whatever you are talking AoE damage, CC, weapons with cleave attacks etc.
I feel that especially in the group content, players should face PvE enemy groups and be expected to use more abilities. Those groups should probably be also comprised of different enemy types:
This should feed into the idea of players using their whole ability kit, strategizing in larger fights which enemies they should taken down first, disable first etc.
I feel a lot of fights feel VERY semi, with a group of players pulling one or two mobs and beating at them until they are dead. This is NOT a good template for interesting and engaging PvE gameplay. Also we have all those RPG systems to leverage and at the moment it seems only the HP bar is utilised in combat
Whilst this was not true in all footage, one thing stuck out to me. In too many instances it was a case of player group outnumbering the NPC enemies, instead of other way around. Nothing feeds that power fantasy of facing overwhelming odds like 4 (to be later 8) players beating up that...1 poor NPC /sarcasm
Could we get these ratios reversed?
I have no problem with some fights being multiple players vs few powerful elite NPCs, but I really would like to see far more scenarios where the player(s) faces larger groups of enemies.
Obviously HP, resistances and damage output values have to be adjusted, but that would allow players to feel that sense of that "epic" fight. facing a real threat. This would open up the combat more, as you have to pay attention / manage multiple threats, utilise more abilities from your kit, whatever you are talking AoE damage, CC, weapons with cleave attacks etc.
I feel that especially in the group content, players should face PvE enemy groups and be expected to use more abilities. Those groups should probably be also comprised of different enemy types:
- tanks / bruiser / disruptor type enemies with some CC abilities
- melee/ranged dps like enemies
- disablers (imagine enemies throwing nets at players, sleep spells, effects which could be dispelt by other players, or require getting close to a player to get them out from a net quicker than if they had to do it by themselves for example?)
- swarms of weak enemies (think some poorly equipped weak goblins, basic skeletons etc.)
- ranged enemies: archers, spear throwers, mage users with both single target and AoE abilities with opportunities for players to interrupt these skills, silence enemies, flanking for rogue characters etc)
- healers, de-buffer style enemies
- More enemies should have at least one if not more active abilities, they can use during combat: close a gap abilities, AoEs, DoTs, debuffs, heals, CCs.
- Use of abilities by enemies should engage players to counter those through their own abilities. Think: heals, dispel magic, buffs, cleanse abilities, dodging, blocking, interacting with other players (for example to free them after they got netted as above).
This should feed into the idea of players using their whole ability kit, strategizing in larger fights which enemies they should taken down first, disable first etc.
Re: List of reasons to allow Shadow computers
I just rebuilt my computer this year. Spent just over $1000. Just look for the sales and get the parts, then upgrade. Upgraded to DDR5, i7, NVMe SSD's.
https://www.newegg.ca/ is your friend.
https://www.newegg.ca/ is your friend.
Re: List of reasons to allow Shadow computers
So some people would rather pay $50 monthly for a cloud based gaming solution which surely introduces more latency and input delay, then save $50 every month towards their own gaming PC they can replace every 3.5-4 years? Interesting.
Re: Why did you stop to play an MMO you once loved?
Why? Simple due to less time because of getting older. And that's usually the main reason why leaving THE one MMO where all the hours are invested. Second reason: First MMO starts to get bad and a substituion is needed. But this usually happens in combinatio with point one mentioned above, and that's why the substituion usally is not working well.
The first cut is the deepest: World of Warcraft.
I‘ve played it from EU Release until end of WotLK, so stopped beforr Cataclysm. The time was over. It was the best WoW time without a doubt.
Then, Legion engaged me again (although I played several* MMOs in between) so I played again until middle of Shadowlands.
Saw nearly every raid back from vanilla until the fall of Arthas. Weekend long Alterac valleys, sneaked with my undead rogue in Ironforge PK-ing alliance. Progressed until Gladiator (with Rogue and Warrior), leaded rated Battlegrounds in high ratings. Had fun at tarrens mill with open pvp, battled with my Warrior with honor in hundrets, thousands of fights.
For the Horde.
Lok‘tar Ogar.
*other MMOs
2nd best: Guild Wars 2
3rd best: Elder Scrolls Online
Also played: Warhammer, Aion, Rift, Neverwinter, Terra, Black Desert Online, Final Fantasy 14, New World. Maybe more, I can‘t remember.
I will not play Thrones & Liberty, also Archage2 or Chrono Odyssey is not on my watchlist.
20 years later waiting for my second home after WoW, all in between were disappointing (beside GW2 and ESO, both were ok to very ok) - but no king rules forever, so I‘m not going back to WoW. I loved this game, one of my all time favorites, but players/community and the game changed a lot, I also dont like the story or „features“ like cross-factions playing. For me personnally the higher focus to solo players was good, but several other things felt bad and destroyed this masterpiece for me.
Best hope: AoC with respect to the time of the players (that aged, as it communicates with MMO veterans which are 20y+ older meanwhile).
Biggest fear, worst scenario: Only for 10h+ elitist PvP players, because I cant play like in WoW back in time 20 years later with family, kids, job. If AoC is not respecting the time of the player, it will one more MMO failing on my list. This time consuming concepts do not work for me anymore and the entire MMO market shows us, that elitist MMOs will not work or only for a very small hardcore playerbase.
We will see, what AoC will learn during the testphases. I hope, it will not only hear to players investing 10h a day, because I'm paying my sub also with 2h a day, if the game respects my time and provides meaningful content to me where I can progress my character.
The first cut is the deepest: World of Warcraft.
I‘ve played it from EU Release until end of WotLK, so stopped beforr Cataclysm. The time was over. It was the best WoW time without a doubt.
Then, Legion engaged me again (although I played several* MMOs in between) so I played again until middle of Shadowlands.
Saw nearly every raid back from vanilla until the fall of Arthas. Weekend long Alterac valleys, sneaked with my undead rogue in Ironforge PK-ing alliance. Progressed until Gladiator (with Rogue and Warrior), leaded rated Battlegrounds in high ratings. Had fun at tarrens mill with open pvp, battled with my Warrior with honor in hundrets, thousands of fights.
For the Horde.
Lok‘tar Ogar.
*other MMOs
2nd best: Guild Wars 2
3rd best: Elder Scrolls Online
Also played: Warhammer, Aion, Rift, Neverwinter, Terra, Black Desert Online, Final Fantasy 14, New World. Maybe more, I can‘t remember.
I will not play Thrones & Liberty, also Archage2 or Chrono Odyssey is not on my watchlist.
20 years later waiting for my second home after WoW, all in between were disappointing (beside GW2 and ESO, both were ok to very ok) - but no king rules forever, so I‘m not going back to WoW. I loved this game, one of my all time favorites, but players/community and the game changed a lot, I also dont like the story or „features“ like cross-factions playing. For me personnally the higher focus to solo players was good, but several other things felt bad and destroyed this masterpiece for me.
Best hope: AoC with respect to the time of the players (that aged, as it communicates with MMO veterans which are 20y+ older meanwhile).
Biggest fear, worst scenario: Only for 10h+ elitist PvP players, because I cant play like in WoW back in time 20 years later with family, kids, job. If AoC is not respecting the time of the player, it will one more MMO failing on my list. This time consuming concepts do not work for me anymore and the entire MMO market shows us, that elitist MMOs will not work or only for a very small hardcore playerbase.
We will see, what AoC will learn during the testphases. I hope, it will not only hear to players investing 10h a day, because I'm paying my sub also with 2h a day, if the game respects my time and provides meaningful content to me where I can progress my character.
Chaliux
2
Re: Node alliances should be thought about like factions
Are there any faction-based games where you're free to kill your own side? Cause to me that is a much bigger and more important point than "how hard is it to switch factions".Again, you're making my point for me. Nodes are the closest thing to factions that this game has (IE, harder to change). Not guilds. Your OPINION that factions are bad is your own. My opinion that FFA PvP games are trash and fade quickly is mine. We both have our reasons. The middle ground that Ashes is bringing to all of this looks like it will be very good. We will see
This is why I said that currently guilds and alliances are the closest to factions based on that mechanic.
Ludullu
1