Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Ashes of Creation must dodge this bullet
Edit: Yeah sure it's not a self-plug. Sure aren't trying to bloat the viewcount here.LaZzIsFree wrote: »bc you make a statement you know makes no sense just for the sake of getting attention to your channel .... at least thats what i see here lol
Ugh, my dear conspiracy theorists. Surely, spending a couple of hours on this thread while replying to all of you and properly editing the comments in exchange for 5 extra views is a great deal. If you really think that's the case, well, it makes even less sense than some of the arguments you make.
P.S. Now I need to take a break as there were gunshots and a loud boom outside my house and I'm curious what happened there. Peace, boys
Your OP starts on the extremely incorrect premise that a month and a half of daily 6hr game sessions isn't enough of a time requirement to hit max level.
That's stupid, flat out. Everything based on that false premise is likewise illogical and baseless.
Caeryl
1
Re: Ashes of Creation must dodge this bullet
I think the rate of leveling up is over emphasized as a design point in MMORPG's broadly.
It can be fast or slow and that's not going to dictate if a game is 'good' or not. Too much of the discussion is dominated by people assuming that a particular rate that experienced in a game they enjoyed was WHY the game was good.
What is more important is power-disparity between players in a PvP game, it's not about time to reach max level, its about how much combat advantage ramps with player skill gained over time and how much it ramps with mindless 'grinding'. Losing to someone more skilled is fine, loosing to someone who just had a bigger number of hours played is not.
We do not yet have any idea what kind of power disparity will exist between a level 25 player and a level 50, their might be little to none meaning that for all effective purposes the game content is fully open to you by 25 and the remaining leveling is more for prestige and diversity of your class. Without knowing the power curve we can't know what the idea leveling rate is.
In general games like WoW compress leveling because they largely have established players who already did the long grind once and don't have the time in their lives to do it anymore so experiencing other classes is only apealing to them if it's fast, they already know the games mechanics to a T so their is almost nothing to learn.
If leveling a character is not a LEARNING experience then it is a failure. When your mentaly engaged in the learning process of figuring out the use of your kit, or learning a location that you will actually continue to use then leveling is fun. If you ask me leveling could be nothing more then a series of 1v1 mob fights which introduces 1 element of your class kit at a time and just demonstrate mastery of it before you go to the next. Think of this as like testing out of a class in college, the point is to move directly to the level where learning needs to happen and move through each lesson as soon as profficiency is demonstrated.
And that means that as much as possible the leveling process needs to be responsive to players learning rate and avoid padding it with grinding. This is why we all hate the 'kill 10 rats' newb quests, you know how to kill a rat efficiently after the 3rd one and the rest are just grind, though maybe their are some really slow folks who need to practice all 10 rats to ready to go to the next stage, so 'kill 3 rats within 1 minute' is a much better design because it tests mastery not repetition. The total complexity of final gameplay really determines the hours of practice and learning that are needed, the leveling process can't be any faster then that, but it can be a hell of a lot slower if you pad it and that is always bad. Thinking that you can either disguise the padding by telling a story in that time which is on par with BG3 or some other singleplayer RPG is a mistake in my opinion.
It can be fast or slow and that's not going to dictate if a game is 'good' or not. Too much of the discussion is dominated by people assuming that a particular rate that experienced in a game they enjoyed was WHY the game was good.
What is more important is power-disparity between players in a PvP game, it's not about time to reach max level, its about how much combat advantage ramps with player skill gained over time and how much it ramps with mindless 'grinding'. Losing to someone more skilled is fine, loosing to someone who just had a bigger number of hours played is not.
We do not yet have any idea what kind of power disparity will exist between a level 25 player and a level 50, their might be little to none meaning that for all effective purposes the game content is fully open to you by 25 and the remaining leveling is more for prestige and diversity of your class. Without knowing the power curve we can't know what the idea leveling rate is.
In general games like WoW compress leveling because they largely have established players who already did the long grind once and don't have the time in their lives to do it anymore so experiencing other classes is only apealing to them if it's fast, they already know the games mechanics to a T so their is almost nothing to learn.
If leveling a character is not a LEARNING experience then it is a failure. When your mentaly engaged in the learning process of figuring out the use of your kit, or learning a location that you will actually continue to use then leveling is fun. If you ask me leveling could be nothing more then a series of 1v1 mob fights which introduces 1 element of your class kit at a time and just demonstrate mastery of it before you go to the next. Think of this as like testing out of a class in college, the point is to move directly to the level where learning needs to happen and move through each lesson as soon as profficiency is demonstrated.
And that means that as much as possible the leveling process needs to be responsive to players learning rate and avoid padding it with grinding. This is why we all hate the 'kill 10 rats' newb quests, you know how to kill a rat efficiently after the 3rd one and the rest are just grind, though maybe their are some really slow folks who need to practice all 10 rats to ready to go to the next stage, so 'kill 3 rats within 1 minute' is a much better design because it tests mastery not repetition. The total complexity of final gameplay really determines the hours of practice and learning that are needed, the leveling process can't be any faster then that, but it can be a hell of a lot slower if you pad it and that is always bad. Thinking that you can either disguise the padding by telling a story in that time which is on par with BG3 or some other singleplayer RPG is a mistake in my opinion.
Lodrig
2
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
What will be the limit on battle ressurections?
In regards to necromancer archetype for summoners (and other classes/archetypes in general if applicable) will we be able to interact with some of the cool environment IE, the bones everywhere, when we animate a skeleton will it pull from those? Will it require corpses? It would be neat to see the tie in lore wise for necromancer with the lore about the king that created the undead enemies we have seen showcased prior
In regards to necromancer archetype for summoners (and other classes/archetypes in general if applicable) will we be able to interact with some of the cool environment IE, the bones everywhere, when we animate a skeleton will it pull from those? Will it require corpses? It would be neat to see the tie in lore wise for necromancer with the lore about the king that created the undead enemies we have seen showcased prior
Pedwin
2
Re: Contest for Parent Node
Arya_Yeshe wrote: »We asked him about this during a live stream, he wanted the nodes to be more cooperative in their interactions.
Instead of a challenge or a revolt, I'd propose a more merit based system. If a level 2 node passes certain economic milestones compared to a lvl 3 neighborhood, they could have a machanic where they can be promoted to lvl 3 and their neighbor could go to lvl 2. Sort of like when businesses move from one city to another in real life.
You don't want chaos and you want the downgraded node to have a chance to correct course so any change like this should take a long time and should have a lot of requirements.
As far as preventing a node from advancing when they are free to do so, why not just have time be the warning to their neighbors? Have the change take a week or two and the neighbors can see it's about to happen and that's their chance to do something about it.
There would only be chaos if the devs never implemented reasons for cooperation, let's say my node produces X and your node produces Y, then if there is a chain we can balance our stuff and so on, also the possibility of having non-agression pacts and defensive pacts, and so on
I mean, it's not even hard, I am very sad that Steven didn't have the right people around him when he formulated the main ideas to the game
We'll have to see how things are structured in a live setting.
I think with the correct incentives you can produce cooperation between nodes. If there are no incentives to cooperate, people simply won't. Incentives definitely have to be something deliberately placed and watched by the devs.
Diamaht
1
Re: Sorrow of Support and Healing classes
I'd like to add that hybrid classes generally get screwed in a lot of these situations, as well, since they end up dealing middling damage and middling healing (for example).
Some metrics are easy to quantify, and some aren't. That's part of the difficulty. In a perfect system, I'd prefer an overall "score" that took into account everything that a person did, that mattered (so ignored stat padding). Good luck creating that algorithm!
Some metrics are easy to quantify, and some aren't. That's part of the difficulty. In a perfect system, I'd prefer an overall "score" that took into account everything that a person did, that mattered (so ignored stat padding). Good luck creating that algorithm!
Re: Where is the progress
I really would be interest in the financial reports and balance of the company. I really would like to see their books from an economical point of view. Like it is done if working together with a publsiher as annual reports are published so that investors and the market gets insights.
Does anybody have some source/links for me to get detailled financial information from 2016 up to now?
Does anybody have some source/links for me to get detailled financial information from 2016 up to now?
Chaliux
1
Re: Sorrow of Support and Healing classes
Not a huge fan of easily padded stats that in reality don't mean anything. Garbage time stat farming is a real thing in the NFL and I'd like to see systems in place that account for that.
I get your feelings on this but here is my point.
1. Classes that DPS as their prime role are getting listed in these stats for what they do best.
2. Healers get some of that with amount healed but thats not all they do. Buffs, Reses etc.
3. Support like Bard classes wont have a focus of DPS or Heals. So they will have very little added to these leader board on how they shaped the battle.
This is a mechanic that WILL BE in this game. If thats a fact. Healers and Support (Bards) should have equal showing on these leader bords for what they do. I cant count how many times I have looked at a lead board and said, I really shaped this battle. Looking at this board, in no way did it reflect that. Ashes should do this better if thats the direction they are going. How can we do that???? Thats the point of this tread.
You could break it down by time and emphasize areas where key fights take place using graphs and numbers to illustrate cooldown usage, kills, healing numbers etc by player. The problem with this is it's a significant amount of work both from a tracking perspective and in UI display. The time to create this and make it useable will take away from other aspects of the game. I don't think the juice here is worth the squeeze.
KingDDD
1
Re: Sorrow of Support and Healing classes
I long pondered if mana efficiency would be a useful metric for healers. Basically a ratio of healing done (and damage dealt) per unit of mana.
In some circumstances it could give an indication of how well a healer is able to support the encounter on an apples-to-apples basis with other healers. Possibly it would also reflect how reactive vs proactive the healer is, given that the "oh shit" abilities generally require much more mana.
Ultimately I decided that it's probably not a very good metric because (1) some builds are more mana heavy than others, and more importantly, (2) the skill of the rest of the group probably has a bigger impact on a healer's mana efficiency than the healer's skill.
That said, I mention it here in case it might trigger thoughts from others on how it might be useful.
In some circumstances it could give an indication of how well a healer is able to support the encounter on an apples-to-apples basis with other healers. Possibly it would also reflect how reactive vs proactive the healer is, given that the "oh shit" abilities generally require much more mana.
Ultimately I decided that it's probably not a very good metric because (1) some builds are more mana heavy than others, and more importantly, (2) the skill of the rest of the group probably has a bigger impact on a healer's mana efficiency than the healer's skill.
That said, I mention it here in case it might trigger thoughts from others on how it might be useful.
Re: Player enemy visual Health Bar update on hit.
Some people in this world can only truly understand some things by directly experiencing it, sometimes it might not be the most happy experience, but remember not to blame the ones laughing that warned you about said experience.
Re: Player enemy visual Health Bar update on hit.
Well, what to say. Tha's confirmation enough to know to whom we are talking here and what toxic behaviour this spreads into the game overall. Arrogant elitist behave confused with work/business instead entertainment/gaming.Ludullu_(NiKr) wrote: »Yes, it's the worse mmo to anyone who expects rewards just cause they showed up
There must be rewards if player time is invested. It's simple like this. Otherwise players fall back.
Being overgeared and only thus good pvp'ers then is only fun for one, this, playerbase. Not for all the others.
Should everybody gets everything - No. Nobody ever said this. Shoud there be ways that rewards can be reached by playing different types with different approach to PvE/PvP - Yes. This must the case, otherwise the playerbase will decrease rapdily.
There must be the hardest possible punishment if a player is harassing another and stealing him the most value of all life: Time. The game MUST prevent this toxic behaviour, corruption should lead to -99% health points for the guy doing it. If repeated, a service ticket with priority is written and the player must be banned permanently.
The situation is of course completely different if both players are pvp-flagged and ready for that content at this particular situation. There is no griefing, because being attacked is a decision which was done consciously from the player that gets attacked. There is no issue, it's his decision. I've been playing on pvp servers for so many years and got pk'ed thousend times - because it was MY decision.
Once this differentiation is really understood, the discussion will make sense.
We don't need huge systems, rules, workarounds, we need mature and non-toxic players, if the game should be fun and get popular. We need a huge playerbase for structured, mature pvp fights. So we must get rid ouf all the other players as fast as possible. All workarounds and catastrophic "designs" and playerbase of "your" L2 should never be shifted into this new MMO, done from mature professionals (hopefully) that take care of the time of the player, giving him rewards and progress.
Define mature and non toxic. This is a pvp game, remember. You won't change people, and I'm not sure I'd classify players who fight other players in a player vs player game as "toxic".
Most player combat will not be consensual. People don't make sure the other person is fully prepared before ever engaging.
All you can do is find a rule set people can live with or not have open world pvp.
Diamaht
2