Best Of
Re: " Run out the sweeps ... ... "
Hmm yea the more physical types.I wonder what impact a tank wall built in deck would have in blocking or absorbing damage?
Rogues being able to provide the ship some stealth?
Rangers giving the ship additional ranged attack through arrow volleys.
Mages enhancing elemental cannons or giving the ship, like the gallon pictured, giving that ship a fire breath attack. What about a ship blink?
Rogues being able to provide the ship some stealth?
Rangers giving the ship additional ranged attack through arrow volleys.
Mages enhancing elemental cannons or giving the ship, like the gallon pictured, giving that ship a fire breath attack. What about a ship blink?
rollox
1
Re: Where is the progress
The game will not grow and evolve if game designs which are shown and explained only will get echo feedback like „amazing“ and „hype“. Then gathering feedback is just cherry picking the questions and proposals that come from paying potential customers (bad tongues say cultists, which anyway will be happy and they will defend nearly everything) to legitimize the own already fixed systems but trying to ignore the differentiated feedback, the more criticial feedback, which can open point of views and experiencies and thus lead to a better game for more players, because that will be needed to get those systems running and keep them running also 2 month after release. The excuse of „it‘s not for eyeryone“ is indeed a confirmation to all stated above and not solving issues. Listen to players that have experienced more than L2 for instance, because this game is over, its done. Revival and copy it makes no sense at all (it will die again, especially because market/players changed), and „but Steven“ is no argument, but an excuse, especially if you continously state that you want to get feedback and want to iterate during agile game development. Ask players of all kinds with wide experience, not only advocates (the answers are clear) that want to revive dead games.
I fully agree with the approach not only to talk to fans that know about 0-3 MMOs out there, but plenty of them. Both pve and pvp wise.
I fully agree that no fan should start to talk like the developer itself and start to defend by any means mechanics, that are bad, but argumented with „but Steven wants it like this“. So is feedback really (!) welcomed then? Just dont ask if you fear to get a „No, thats shit, because“.
I fully agree with the approach to say it directly if something seems to be bad if thats already known from experience of other MMOs (again: Beyond the knowledge of only 1-2 of them) snd therefore make a wake up call to get things changed or optimized as long as there is time for it. Thats no rant, thats an emergency approach to alert and thus get attention to discuss and not soothing down important topics.
If all this is not welcomed, so echo chamber is preferred, close the forum, stop asking for discussion and feedback during agile development.
Moreover: If providing a showcase, get the target aufience right. If beginning of September 2024, so 7 years after development start, PvE content is shown (with the same dragon known before) and in end of August 2024 Stream 15min are talked about „we will have maces in our game“ (well, which MMO doesnt have plenty of or nearly all weapon types?) thats just strange.
Show this dragon fight with 3 groups pvp-ing each other for 3-4 hours (you can summarize/cut vids, right?) so focus on what the game will be and do not attract and play with the gamers out there by misleading expectation management.
I fully agree with the approach not only to talk to fans that know about 0-3 MMOs out there, but plenty of them. Both pve and pvp wise.
I fully agree that no fan should start to talk like the developer itself and start to defend by any means mechanics, that are bad, but argumented with „but Steven wants it like this“. So is feedback really (!) welcomed then? Just dont ask if you fear to get a „No, thats shit, because“.
I fully agree with the approach to say it directly if something seems to be bad if thats already known from experience of other MMOs (again: Beyond the knowledge of only 1-2 of them) snd therefore make a wake up call to get things changed or optimized as long as there is time for it. Thats no rant, thats an emergency approach to alert and thus get attention to discuss and not soothing down important topics.
If all this is not welcomed, so echo chamber is preferred, close the forum, stop asking for discussion and feedback during agile development.
Moreover: If providing a showcase, get the target aufience right. If beginning of September 2024, so 7 years after development start, PvE content is shown (with the same dragon known before) and in end of August 2024 Stream 15min are talked about „we will have maces in our game“ (well, which MMO doesnt have plenty of or nearly all weapon types?) thats just strange.
Show this dragon fight with 3 groups pvp-ing each other for 3-4 hours (you can summarize/cut vids, right?) so focus on what the game will be and do not attract and play with the gamers out there by misleading expectation management.
Chaliux
1
Re: Fighters are vampires? (Please read this)
Let the healers heal. Give bards some "vampiric rage" buff that all melee classes can use on melee hits to restores an x% of HP. The stronger you hit, the more it restores of your HP. Like 5% for example. You hit for 1000, you get 50 HP back.
Re: Player enemy visual Health Bar update on hit.
Its terrible. Its not responsive. You smash your biggest attacks towards your opponent and you see: Nothing.Besides, it feels awfully weird to play that way.
Visuals, sound effects, bleeding effects, snared, knocked back. Your enemy is in real trouble. And life points? Nothing.
I mean, if these opinions and „feedback“ is provided from the core AoC kickstarters and alpha testers later on AND intrepid is listening to them what to say It‘s a shame.
To your proposal: Constructive feedback. Way better, but „no hp bar“ for non-pvpers just seems to be a workaround suggestion due to forcing non-combatants into pvp. Wouldnt be needed, its just a consequence of the pvp obligation to legitimize the corruption system. If s player decides to non-pvp, leave him this choice. No HP bar problem existing.
If you want players to pvp at world bosses, caravans or whatever, force them in this content to be pvp flagged. Thats no real issue, the design is just not considering player choice and the consequences, so you need the next design to correct that decision.
Chaliux
1
Re: Quantity of Abilities
Btw in Archeage you used sprint by double tapping your movement key, or you could even slot it on your hotbar.
It doesn't have to be Shift.
Also for block, they can literally just use right mouse button.
Anyways, I have nothing else to add to this, as I've said what I think about this topic.
Less than 15 abilities = not good, and I've listed the reasons why.
30 or more, probably pointless, and just adds bloat (unless the abilities are actually well designed).
yes and block could be too in my opinion. sprint will be used by everyone, but blocking is more of a tank thing. dont know how that will play out though. maby its integral for dps too in pvp or so. we will see i guess.
yea, ive also landed on prefering 15 to 30 with adjustability based on prefrence. seems AoC devs have a decent number already with 20.
I do however realy hope item actives and stuff will be aplicable and impactfull. I loved the "Crucible of Storms" BfA (WoW) item design. https://www.wowhead.com/item=167868/idol-of-indiscriminate-consumption was so fun to use.
Re: Open World Bosses and You - The Importance of Furniture Drops
Would be cool if each boss in the world gives player a special buff on death to all the nearest players which are in the boss active area.
Maybe a defeated boss will give a buff to craft faster, maybe a boss will increase your moving speed, dmg, walk on water, immunity to "something", etc, etc. " GET your buff boys!, let's go!"
The buff would be applied for a specific period, hours/days, and you can't have more than two active buffs from the bosses. This way, during node wars, guilds can chose to have an extra buff advantage by killing a boss first, before the battle. This will give bosses a reason to be grinded over and over, even if the loot lacks in quality.
That would actually be very appealing as a reward system. It’d also encourage groups to keep people away from a particular boss’s spawn area in the days leading up to a siege.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
Arya_Yeshe wrote: »I don't like health bars, someday I want to see a game that the character gives visual clues about it's state, it could be panting, vomiting blood, arching their backs and so on. Be creative.
The general engagement ranges of a game with the style of AoC makes this completely pointless.
Azherae
2
Re: Where is the progress
Obviously we have different opinions on the development of this game, let's keep it civil
We don't though.
I know it's probably not very clear, but I support your position on this matter entirely, just not your approach.
I too, would like 'Classic' Ashes of Creation and literally every day I wonder nostalgically what happened to it.
I just think this thread is really, really unlikely to help in any way.
You 100% wrong, thread like this, when they gather momentum, is exactly what causes change, or belter responses, its fanboi comment like yours, that do absolutely nothing to help!
You get your types in every single MMO dev cycle, always jumping on anything you consider negative towards the game.
Blind fanboi's, are often the death of a good game!
The comment you quoted criticizes the backpedaling design changes that have come through. Did you mean to quote someone else?
He was talking about him saying that this post will do anything to help, and he is right, change doesn't happen from posts that don't bring up the negative parts of the game
To be fair though, just because some people think something is negative doesn't mean that it actually is or that the majority agrees. Some people are going to like the design changes that have been made over the last couple of years and some aren't. Unless a change appears to be disliked by a large majority then chances are Intrepid is going to move forward with it. I'm indifferent towards most of the smaller changes and even what seems to be a move away from action combat (I like both action oriented and tab target, so as long as the overall combat design is cohesive and fun then I don't care which way they take it). I like the overarching design philosophy behind the game and that hasn't really changed.
That said, people should absolutely be allowed to voice their concerns and criticisms without being attacked or belittled. That happens too often on this forum, and even people that point out that that should be allowed even if they don't actually agree with the criticisms get attacked by some of the more zealous fanboys because they just can't fathom that someone might be able to see the point of the "opposing" side of the argument without actually agreeing with them.
Re: Quantity of Abilities
Btw in Archeage you used sprint by double tapping your movement key, or you could even slot it on your hotbar.
It doesn't have to be Shift.
Also for block, they can literally just use right mouse button.
Anyways, I have nothing else to add to this, as I've said what I think about this topic.
Less than 15 abilities = not good, and I've listed the reasons why.
30 or more, probably pointless, and just adds bloat (unless the abilities are actually well designed).
It doesn't have to be Shift.
Also for block, they can literally just use right mouse button.
Anyways, I have nothing else to add to this, as I've said what I think about this topic.
Less than 15 abilities = not good, and I've listed the reasons why.
30 or more, probably pointless, and just adds bloat (unless the abilities are actually well designed).
iccer
1
Re: Quantity of Abilities
Imma need you to read this comment and give it a thought. Trust me, your mind's about to be gaping-wide open.I normally play healer and I like having my situational abilities. I often put the longest cooldowns or most niche abilities on the 8, 9, 0, -, = section, even if it's not super intuitive to reach. So rez, cure debuff, Ult-heal you may never charge up except for that one raid boss, pre-battle buff, and my give-me-mana hotkey.
[...]
The sort of clutter I don't like is when they split every damage and heal ability into separate things. Because then you become inundated with abilities and you really can't fit them on one hotbar. So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives. Swapping hotbars mid-battle is way too stressful, so I believe everything given should fit onto one hotbar.
As a healer main, I had my dispel on F2 to swap to my 2nd hotbar, followed by 7, and then another F-key press to get back to my primary heals. It's really not that big a deal, if you use F-keys on a laptop, or flat keyboard, or you use an MMO mouse.
And once you play it that way, it feels so much more fun than anything games like ESO can offer you.
I personally dislike them. They're lead to you having more heal abilities available than you would if they were split. This leads to each ability being watered down versions of what they would be if they were specialised, because otherwise cooldowns wouldn't work to balance your total healing output.Which is why I really like that Intrepid is making smart abilities! If you select an enemy--this spell does damage-- if you select friendly-- the same spell does healing. It's a small, but super beneficial quality-of-life change for healers that I wish I saw in more games. I think it's really, really, going to help the clutter issue.
This is the fake version of filling a skillbar. The WoW version of adding more, but doing it by reducing the potency of each skill, so you don't actually end up doing more than you were doing before they added more skills.
The positive effects of game design where you get more skills in your hotbar comes in when *all* of them are powerful (relative to their mana cost, cast time, and cooldown.) Hybrid abilities tend to clash with that condition.
This relationship of number-of-heal-abilities-available to health-restoration-potency-per-ability can be mitigated slightly by making the cast times shorter hybrid skill version you're promoting.
But it's still a downside I disapprove of.
Lag shouldn't affect the toggle. The toggle should be instant, and handles client-side only, like a virtual in-client extension of your keyboard functionality. This isn't ESO where you have to switch weapons to switch hotbars.So, then you need a hotbar toggle, which is super frustrating in the middle of a fight in my personal opinion. Especially if it lags and it swaps to your heal bar, then back to your dmg bar when you needed it to just function to save lives.