Best Of
Was there a desaturation pass on Ashes of Creation?
I think the best Ashes of Creation has ever looked was during the initial melee weapons showcase. All of the following streams seems to have muted most of the colors in the rest of the world. Do you think this is just a difference of where the showcase is taking place, or they actually desaturated the world with some of their updates?
Guild members
I don't know if this question has already been asked or not. Please forgive me if this has already been done.
Guild will have 300 members maximum. Does it mean 300 accounts or 300 characters ?
For example if i have 3 characters in a guild, does they count as 1 member for my account or for 3 members ?
Thanks
Guild will have 300 members maximum. Does it mean 300 accounts or 300 characters ?
For example if i have 3 characters in a guild, does they count as 1 member for my account or for 3 members ?
Thanks
Oliv
1
Re: Where is the progress
I think it's telling that you're asking to see polished quests and polished biomes - when clearly, the main reason for all the delays you're complaining is Intrepid investing too much into polish of individual aspects in order not to upset people like you.
Like, what you want more of is literally the reason why the game isn't closer to completion.
If anything I want them to focus more on general structures that we can't see. Get the mechanics solid enough to be genuinely fully thought-out and flexible.
To be clear, I don't think it's terrible that they've focused on completing individual designs/encounters/areas, or even that you're asking to see more of it. It's a useful step for practical testing to see if the modules really come together the way it's imagined, before committing to generalisation/mass-production based on potentially flawed blueprints.
But once that's confirmed, I want them to get the modular components so right that they can start implementing versatile, story-arc-adjustable quests/encounters/contested areas/node development features all over the map, and just have them work. And that requires a focus on more abstraction and perfection of the behind-the-scenes components, not a convincing, presentable delivery of individual playable segments.
Like, what you want more of is literally the reason why the game isn't closer to completion.
If anything I want them to focus more on general structures that we can't see. Get the mechanics solid enough to be genuinely fully thought-out and flexible.
To be clear, I don't think it's terrible that they've focused on completing individual designs/encounters/areas, or even that you're asking to see more of it. It's a useful step for practical testing to see if the modules really come together the way it's imagined, before committing to generalisation/mass-production based on potentially flawed blueprints.
But once that's confirmed, I want them to get the modular components so right that they can start implementing versatile, story-arc-adjustable quests/encounters/contested areas/node development features all over the map, and just have them work. And that requires a focus on more abstraction and perfection of the behind-the-scenes components, not a convincing, presentable delivery of individual playable segments.
Re: Where is the progress
@Chicago
I don't remember talking about gameplay, when i my point is talking about looks so this would be a compete topic change. Why are you changing the topic and the point of what i was talking about lol?
Anyway if you are talking about gameplay the GW video i showed i can't even count as a dragon fight. The dragon is a set art piece and people seem to be doing events around it and then attacking a static dragon until the next phase starts. Having adds and other mechanics to deal with are great, but to me that looks like bottom tier gameplay if you are talking about an actual dragon fight.
Idk what final fantasy you are talking about, impossible to have a disccusion on this since you are showing 0 examples. I'm going to assume you are trying to bring up end game raiding dragons and trying to compare it to a lvl 25 world boss. IF that is the case that you need to use end game content to compare to mid game content for AoC, that is more of a positive for AoC.
Idk if you are miss typing or I'm missing something but what where was this exact same boss shown 3 years ago?
https://www.youtube.com/watch?v=hBrnv249kJ0 compare it for your self, its almost identical other than some color re works, even down to the extremely bad animation of the dragon spinning, and the jump the nova mechanic that seems to be even more broken in this new state. this is 3 years ago, if you can see three years of progress added to the new dragon, please let me know what you are seeing lol
They are the same base model one clearly has more polish, and the older one has more mechanics from what I see.
Both are clearly different fights though, and i wouldn't expect 3 years to be going into a single fight that be bad. I expect a lot of random fights around based on the share amount of bosses and content they need to make for the game.
Id expect to see both dragons in the game of course, on top of many more with different types of fights.
For me i don't see anything wrong, If your complaint is you are seeing the same dragon again that would be a fair complaint to make a thread on. And would have made you reception a lot better imo. I just dont see a need to complain I'll play A2 and judge it more clearly at that point based on it being a alpha though.
I do understand wanting to see tons of new things constantly, and not seeing something similar from before. Though like i said id say they went into full production about a year ago, id say 3 years ago they were not in full production. Though that is my assumption based on their higher and how many people they have working for them.
Mag7spy
1
Re: Guild taxes
scottstone7 wrote: »I don't think I've seen anything about an implemented guild member tax yet. I would not be opposed to the idea if it was at a low set rate, I'd say no more than 2% of bank deposited coin rounded up to nearest complete copper coin.
However, it's been my experience that the majority of a decent or better guild’s funds come in the form of donations from the more dedicated members. Flat out giving gold, gear or items, crafting materials, using their skills to craft things with guild materials for the guild to sell. I’ve even rented myself out as raid healer and guide for smaller guilds that would pay my guilds asking price a few times.
There is already a guild tax system planned though. Your guild would just need to get/be strong enough to take and hold a castle. Admittedly, I do expect the list of guild's that can do that successfully to be small. With formal alliances and such it may just help that list grow, one can only hope.Wiki wrote:Guild castles impose a tax on all revenue for the nodes within its region.
The monarch sets the tax rate, and can use those proceeds to upgrade defenses, maintain the castle's direct nodes, or provide buffs and benefits to the citizens of that region.
Castle taxes are carried via NPC generated caravans from the nodes that fall under the castle's purview to one of the castle nodes at the end of each week leading up to a castle siege.
In addition to taxes, Castles also influence crop yields, resources and events within its region.
Part of the tax and resources gathered are applied to the castle for improvements.
The remainder of tax income can be used by the guild for whatever they want.
When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.
Yes this has experience always been my, few years ago, well over 10 I guess now there was a MMO that did this, it made things so much easier, and there was zero griping. (sure there been a few more since) or maybe even before but that was my first encounter of it)
I would like to move away from always being the same section carrying the guild, and have a guild where the contributions are even & fair.
IMO 5% is a good amount, though would like it scaled if I could, say when the guild reach X amount, it drops to 3% then when it reach X amount to 1%, and swings back up if guild funds drop below those levels.
This is a dead easy add to any game, as its being done before.
Its also the fairest solution in my eyes
Nemeses
1
Re: Where is the progress
My own question @Chicago how much are you expecting to see in A2 honestly? What is your expectations on amount of content?
good question, so what i would like to see after this period of time, i would like to see a fleshed out starting area with quests finished with polish to atleast level 10,
i would like to see the character creator in a close to final state,
i would like to see more than one biome, with ATLEAST 1 having polish, the polish does not need to be complete but somewhat resembling a game.
i would like to see the world coming together to resemble a real game, not just a walk simulator with a few area's polished for livestreams,
obviously content wise i would like to see content up to level 25, alpha 1 had quite a bit of content.
i would like to see things that are not palceholder and will remain in the game up until launch, not just assets places for testing after 8 years
i would like to see more than two races
i would like to see some sort of effort to implement the lore of vera into the game, i think the lore is actually fantastic, however it is irrelevant because without steven as a DND dungeon master or what ever they are called, telling us what is actually happening in the livestream, people will have next to 0 idea of what any of it means because the game does an awful job of actually telling you any of the lore
i would love to see some sort of voice acting, ( i know this one is wishful thinking ) but would be nice especially in 2024, games sort of need it and with all the tools to do it, there is no reason not to really
i would like to see more action combat as the game was stated to be, if they have decided to go full tab target or 90%, then an explanation of this in a livestream should be given
if i think of anymore ill tell you
I think your expectations are a bit high lmao. Impossible for content creator to be in its final state until towards the end of alpha 2.
I'm sure there will be content up to 25 but it might be kind of a lot of walking and not super challenging based on the level.
Id agree and expect them to not just be placeholder as that should have been more of a alpha 1 thing with their testing area.
They have 3 races in phase 1 so there is that.
Though i can understand from older people that have backed and wanting to have seen more at this point, and all the classes should have been there as well even if they were not 100% finished. This would be my own assumption but as far as where all the content was, I'm guessing there was most likely some kind of bottleneck. Like a rogue class shouldn't be that hard to make, based on the idea i had for one I would have made a framework so there would be a decent outline of it. Rather then worrying about everything being pretty, it be better to just get it into the game and test it make sure it feels fun. Even more so since you are only talking about lvl 25.
So ignoring points i don't agree with your OP idk (open development and maybe some other bottlenecks in their pipeline) why there isn't more actual content we haven't seen. They could be holding it back so idk I'd just wait to alpha 2 and judge off that.
Mag7spy
1
Tank skill change
I see the tank has a cone of protection..cast and every thing behind you takes less damage and transfers to tank…I see this as being good for PvP..in PVE this not an ideal spell in my optimistic foresight as most dps want to stand behind the boss..
I propose being able to change the direction of the protection cone…cast and cone protects behind you first click of it. Cast again and cone shifts to what’s in front of you. I'm proposing, when pulling boss, you grab threat turn it away from group and double cast your protection shield cone so your group behind the boss still get protections from you,, as it is you stand in front of boss while being dps to get the benefits of tank protection cone, As it stands now your party has to sit behind you and in front of boss. Flip the cone both ways behind tank and in front of tank and let the tank choose which direction they want.
I propose being able to change the direction of the protection cone…cast and cone protects behind you first click of it. Cast again and cone shifts to what’s in front of you. I'm proposing, when pulling boss, you grab threat turn it away from group and double cast your protection shield cone so your group behind the boss still get protections from you,, as it is you stand in front of boss while being dps to get the benefits of tank protection cone, As it stands now your party has to sit behind you and in front of boss. Flip the cone both ways behind tank and in front of tank and let the tank choose which direction they want.
Slayven
1
Re: The content that I have never seen in a mmo.
ive seen this before and it isnt that great, specially in a mmorpg where you need to pvp with other players. if you make high power items that many can have, and no one can ever get again after a season, people will never catch up to them. the next season, they wont get the new powerful items since the people who got the items the previous season will kill them all and get the new ones.
and nerfing them will really piss people off
for cosmetics or things that dont disrupt the balance of the game, then yeah sure thats fine.
And eventually people complain that there haven't been enough new ones released, so they release more which have to be better than the last ones cos they're newer, and then people complain that they want more, and so more get released which have to be better than the last ones cos they're newer, and eventually there's a HUUUUUUUGE power imbalance cos all the newer gear is so ridiculously overpowered that all the existing content becomes irrelevant.