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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: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »The result of the polls is already known. Majority of players will vote against majority of AoC's designs. This is exactly why Steven keeps repeating "this game is not for everyone, but that's ok".So best is to see voting polls for hot topics, otherwise what we do now is more for our own entertainment, in the forum, and not for a change or for the rest "up to 1 million players"
He knew that L2 wasn't as popular as WoW back in mid 00s. He knew that AA failed despite showing a lot of promise. He liked both of those games, took a ton of inspiration from both and designed Ashes in the way that resembles those 2 games.
Players from all the other mmos will dislike a ton of design decisions in Ashes, so if Steven simply followed the popular opinion - Ashes would not longer be Ashes. And some of us don't want that to happen, which is why we keep yelling "Steven, we believe in your vision and we're still here".
The result of polls is fairly dependent on the previous MMO experience of people taking part.
For the most part, people kind of do want a game similar to the MMORPG's they have played before - you do, I do, everyone does.
Edit to add; for the record, I want Ashes to be as similar to Archeage as possible, but with significantly better PvE content.
Noaani
2
Re: Where is the progress
daveywavey wrote: »Nothing to do with the state of the game, (but I am picking up a real Star Citizen vibe) the fact that the community seems so polarised and toxic. The point raised seemed logical, but the personal attacks and back and forth rants point to a baseline of aggression that wasn't in earlier gaming communities.
To be fair, the OP's generally one of the main perpetrators there! Hahaha
And the points made weren't actually that good, when you look at them as part of a development process. You don't build a house from the top downwards, you build it from the ground upwards. He's asking for the middle/top floors, when the foundations and ground floors are still being made.
Thank you for replying, the hahahaha! Sais all I need to know, however if these questions ever got answered I wouldn't need to ask them
If you were building a house, and went to inspect it and saw a small but solid base established, then went away for 3 years,
whilst away the builders were sending you videos of your beautiful house being built and it looked astonishing, you come back to inspect it again to find the house looks nothing like the videos, infact the entire base had been scrapped and all they had kept was a thin layer of cement which had been painted but was the exact same, you would be okay with it?
I mean, houses don't take 3 years to build. If I came back after a week or two, and there was nothing happening, maybe I'd ask why, and they'd tell me that the foundation needs its curing time before it can be built on.
Now, what you're doing is saying: "OMG you have to build on it now why haven't you built on it already?!"
Whereas I'm saying: "That's sensible. Get the underlying structure sorted first, and then start building."
I mean, they've not got all the archetypes up and running, yet, why would they be bothering to create different World Bosses already? Why would they be creating multiple World Boss mechanics when they haven't finished the last archetypes that will be fighting against them? Every archetype that's added needs to be tested against everything that's gone before, so each one increases the work and the testing exponentially.
I'd be gobsmacked if the World Boss from the latest livestream made it to Launch without any changes. It's simply a test-dummy at the moment; something they can throw archetype testing at to see what needs tweaking.
As I said earlier, just let them do their thing. They know what they're doing.
Re: Player enemy visual Health Bar update on hit.
Maybe you right, but i feel like that there is no attention from up there, to show a sign that posts like your or others are read by the team. If there was at least an icon sign next to the post "this topic has been read by the team", would somehow give your ideas and the time you put in your posts some admiration.
Also the way you put it "Steven, we believe in your vision and we're still here", feels like everything is decided and feedback and ideas are a waste of time.
It is simply unreasonable to expect fundamental design philosophies to change based on the voices from the forums. That doesn't mean that feedback is not important. However, the idea is to enrich the path already taken, not to ask for a different direction.
Vargan
2
Re: Player enemy visual Health Bar update on hit.
People are looking for a new MMO to play because they are unhappy with their current MMOs. Yet, given the chance, they demand a clone of the game they played to get disappointed again. TypicalLudullu_(NiKr) wrote: »The result of the polls is already known. Majority of players will vote against majority of AoC's designs. This is exactly why Steven keeps repeating "this game is not for everyone, but that's ok".
He knew that L2 wasn't as popular as WoW back in mid 00s. He knew that AA failed despite showing a lot of promise. He liked both of those games, took a ton of inspiration from both and designed Ashes in the way that resembles those 2 games.
Players from all the other mmos will dislike a ton of design decisions in Ashes, so if Steven simply followed the popular opinion - Ashes would not longer be Ashes. And some of us don't want that to happen, which is why we keep yelling "Steven, we believe in your vision and we're still here".
Flanker
2
Re: Ashes of Creation must dodge this bullet
So we know where the lower limit for people to play the game is. Knowing whose going to get the worst experience helps with evaluating if something is too much or too little.So, why do we focus on a lower extreme point instead of "the average MMO player"?
You probably misunderstood it. I was talking about PvP servers with high rates like x50-x100 and higher. The point that I was trying to make is that even though PvP loop is potentially infinite, in reality it's not.
And no, Lineage 2 had a variety of different classes with unique skills. One of the patches that is considered to be decent was called High Five and it had 36 unique classes.
It's not about the classes. It's about how MMOs work. You get stuff by killing things which makes you more powerful. There's no reset like other games, which means the people at the top stay at the top. It's a major problem that OWPvP games have. An issue this game doesn't really do anything to curtail.
I would appreciate if you didn't talk so confidently about the things you have no idea about. Even though the came originally came in 2003-2004, it changed significantly throughout the years. Nostalgia is not the only reason why people play games.
That's not what I'm not talking about. What I'm saying I'm talking about the fact that when the game came out there were a very small amount of options and most of them all had the around the same options
That's not what I'm talking about. I'm talking about the lack of options in MMORPGs at the time. WoW hadn't come out yet and most games already had long times to level. L2 took this to the extreme which worked because they made leveling more fun.
It won't, so why worry about it taking longer?
Because everyone has a breaking point and the higher the number gets the more likely people will break. This doesn't mean they should never change the number just leave it as it is and test it first. Were already at the upper limit of what people can stand normally. Let's see how good the leveling is then go from there.
This part serves no purpose. I stated a fact and you write... this...
The fact that people don't listen to you isn't relevant all you can do is give people information it's up to them to use it. If you have told them, there is nothing else you can do, they can listen or not listen. That's their choice.
Re: Player enemy visual Health Bar update on hit.
The result of the polls is already known. Majority of players will vote against majority of AoC's designs. This is exactly why Steven keeps repeating "this game is not for everyone, but that's ok".So best is to see voting polls for hot topics, otherwise what we do now is more for our own entertainment, in the forum, and not for a change or for the rest "up to 1 million players"
He knew that L2 wasn't as popular as WoW back in mid 00s. He knew that AA failed despite showing a lot of promise. He liked both of those games, took a ton of inspiration from both and designed Ashes in the way that resembles those 2 games.
Players from all the other mmos will dislike a ton of design decisions in Ashes, so if Steven simply followed the popular opinion - Ashes would not longer be Ashes. And some of us don't want that to happen, which is why we keep yelling "Steven, we believe in your vision and we're still here".
Ludullu
1
Re: Ashes of Creation must dodge this bullet
This is the reason games still have levels, largely.If leveling a character is not a LEARNING experience then it is a failure.
The thing with this is, if you have learned everything you need to know well before you hit the level cap, that is a sign that the leveling speed is too slow.
A 200 hour leveling experience goes well beyond leveling as a learning experience. Extending that leveling experience even more is utterly ridiculous without also adding a commensurate amount of knowledge that needs to be learned (most players are not going to retain 200 hours worth of learned knowledge).
Noaani
4
Re: Player enemy visual Health Bar update on hit.
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.
Re: Player enemy visual Health Bar update on hit.
The reason why this discussion exists is because this creates an opportunity for griefing with little to no risk for the griefer.The current segmented hp bars on combatants is a solid middle ground used in other games, mostly RTS games that I've seen (Tyranny off the top of my head, even League to an extent in that you don't get a number, only segments marks). Approximate injury level is enough info to direct focus in a large scale fight, though I'd want to be able to click on another combatant to see more detailed info on hp and stats, but only one at a time.
If you farm on spot X when I come there as well with 2-3 other players and we start harassing you by keeping you on low HP while you are fighting mobs - you won't be able to do anything about it alone. Therefore, you either leave or try to fight back which is not gonna end up well, because there is simply more of us. Me and other players won't have any risks while doing that.
Apparently, you are not convinced that such situations are likely to happen. I won't be able to prove it to you as you will consider references to L2 with identical PvP/PK system irrelevant for whatever reason, even though they are, and that's the reason why Intrepid made certain changes in it.
And once again, it was happening with invisible HP bars. Visible HP bars make it much easier.
Also, in one of the updates in Lineage 2, they made health bars visible - you can only imagine what was happening there. Mages used DOT spells that reduced player's HP to 1, but not to 0 and that's it.
I think those things happen irrespective of HP being visible or not, because it's a community issue more than anything else if that's common behavior.
But past all that back and forth, my prime concern is not enabling bad behavior outside of the intended conflict points, so keeping non-combatant health hidden is consistent with doing that.
If we're not fighting each other and they're not in my group, I don't have a reason to know their HP.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
I see all these points about farming solo and getting "griefed" by others, and all I can ask myself is:
Why would you ever leave your node without your designated group? It's like the majority of the player base doesn't understand the core concept of Ashes. You will not be effective on your own, folks. Make some friends, and protect each other.
Why would you ever leave your node without your designated group? It's like the majority of the player base doesn't understand the core concept of Ashes. You will not be effective on your own, folks. Make some friends, and protect each other.
Vargan
1