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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: Addressing the PvX Environment
i sure hope they dont listen to casual players. this game is designed to be challenging.
P0GG0
1
Re: Player enemy visual Health Bar update on hit.
Didn't see any big impoliteness or offense in what you said. Some annoyance, that's for sure, but it's not like I'm not annoyingI press my hand towards your hand, if you still want to take it.
I excuse for being impolite and offensive to you. It was a huge misunderstanding.
Good night.
Ludullu
2
Addressing the PvX Environment
I wanted to share my thoughts on the PvX environment, specifically regarding the concerns PvE players have about being constantly farmed or PK’ed in the open world, potentially losing hard-earned boss loot or getting wiped during an open-world or PvX zone raid.
While these risks do exist, I believe that having both PvE and PvP elements in the game—what we call PvX—is ultimately beneficial for the game's overall health. Both PvE and PvP bring their own unique advantages to the experience, and players from both sides can learn and benefit from each other’s approaches to different situations. A healthy mix of PvE and PvP players within the same environment creates dynamic encounters that keep the game interesting and rewarding.
For example, a guild made up of both PvE and PvP players would be well-rounded. If you prefer to focus solely on PvE, that’s perfectly fine, just as it’s fine to be a PvP-centric player. From my experience, many guilds use scouts to alert them when enemies are approaching, giving them a chance to react and avoid being ambushed. Information and situational awareness are key when you’re dealing with the possibility of being ganked or wiped while working on a PvE objective.
For groups that want to thrive in PvX zones, it could be beneficial to set aside a dedicated PvP group to defend them during crucial moments. Some guilds may even hire mercenary groups as part of their alliance to provide extra protection. By doing so, PvE players can focus on their objectives while knowing that their PvP allies have their back. In this way, PvX offers opportunities for collaboration and strategy that enrich the overall game experience for everyone involved.
I just wanted to clarify that I love PvP and PvX because they breed healthy competition. These elements push players to improve their skills, adapt to different strategies, and bring a dynamic, ever-changing challenge to the game. PvP adds a layer of unpredictability that keeps things exciting, while PvX zones create opportunities for both player interaction and conflict. It’s the balance of risk and reward that makes these systems so engaging and rewarding to be a part of.
In my past experiences, I've been part of gathering groups that venture out together because there's safety in numbers when collecting gathering materials. Being in a group allows for lookouts to watch for potential threats, while also giving others the chance to engage in open-world skirmishes if the opportunity presents itself. This approach not only increases the efficiency of gathering but also adds an element of excitement, as you’re prepared for both resource collection and potential PvP encounters.
While these risks do exist, I believe that having both PvE and PvP elements in the game—what we call PvX—is ultimately beneficial for the game's overall health. Both PvE and PvP bring their own unique advantages to the experience, and players from both sides can learn and benefit from each other’s approaches to different situations. A healthy mix of PvE and PvP players within the same environment creates dynamic encounters that keep the game interesting and rewarding.
For example, a guild made up of both PvE and PvP players would be well-rounded. If you prefer to focus solely on PvE, that’s perfectly fine, just as it’s fine to be a PvP-centric player. From my experience, many guilds use scouts to alert them when enemies are approaching, giving them a chance to react and avoid being ambushed. Information and situational awareness are key when you’re dealing with the possibility of being ganked or wiped while working on a PvE objective.
For groups that want to thrive in PvX zones, it could be beneficial to set aside a dedicated PvP group to defend them during crucial moments. Some guilds may even hire mercenary groups as part of their alliance to provide extra protection. By doing so, PvE players can focus on their objectives while knowing that their PvP allies have their back. In this way, PvX offers opportunities for collaboration and strategy that enrich the overall game experience for everyone involved.
I just wanted to clarify that I love PvP and PvX because they breed healthy competition. These elements push players to improve their skills, adapt to different strategies, and bring a dynamic, ever-changing challenge to the game. PvP adds a layer of unpredictability that keeps things exciting, while PvX zones create opportunities for both player interaction and conflict. It’s the balance of risk and reward that makes these systems so engaging and rewarding to be a part of.
In my past experiences, I've been part of gathering groups that venture out together because there's safety in numbers when collecting gathering materials. Being in a group allows for lookouts to watch for potential threats, while also giving others the chance to engage in open-world skirmishes if the opportunity presents itself. This approach not only increases the efficiency of gathering but also adds an element of excitement, as you’re prepared for both resource collection and potential PvP encounters.
Re: Player enemy visual Health Bar update on hit.
This started the misunderstanding, unfortunately.Ludullu_(NiKr) wrote: »I thought you were asking a question in the context of what I was talking about, where healing the victim is as easy as using a skill, which is why I memed the answer and didn't pay attention to the "enemy" part of the comment
And that explains my "LOL" and Smiley - because also for me that was just unbelievable. No MMO design would be that shitty. It makes no sense.Trying to discuss what's an enemy and what's an ally wasn't even on my mind at the time, because to me the answer is super obvious,
Up from this we started to insist on .. something.
I press my hand towards your hand, if you still want to take it.
I excuse for being impolite and offensive to you. It was a huge misunderstanding.
I thank you for providing me some insights to Ashes designs I'm not yet so familiar like you - but I want to learn, because I still will give Ashes a try, although I don't like all design decisions and content offers.
I've talked about combatant vs combatant - of cousre or "what else" (from my perspective).
Can we close it like this?
Chaliux
1
Re: Ashes of Creation must dodge this bullet
Oh wow, omg, no way, a certain number of posts unlocks a secret passive ability that automatically makes any statement you post correct?Flanker, baby, you must be new here. This is getting painful. Painfully entertaining, but painful nevertheless.
I want to help, because you seem highly regarded. There is no scenario in which you come out a winner in this discussion 👇
Not at all - I am the first person to point out that post count means nothing.
Now that I have some context for the charts you provided (I still do not trust the first, but will accept the second), I am going to reconsider my position. It is unlikely that it will be that I agree with you, as even with that chart being accepted it is scarce data that goes against decades of experience and academic study on the matter.
Noaani
1
Re: Ashes of Creation must dodge this bullet
Eh, it's a combo of how shitty google has become and the sheer damn annoyance of all the private server grifters trying to win SEO by calling their server CadmusCool. Happy to stand corrected by a trusted source, as opposed to someone posting shit that is both difficult to search and posted without context.
If you google smth like this, then the official site pops up as 4th (with a video from cadmus and the official telegram link as the first 2)
But I'd imagine that the fact that it's 4th might've come from me visting that site today already.
Ludullu
1
Re: Ashes of Creation must dodge this bullet
Ludullu_(NiKr) wrote: »Eh, it's a combo of how shitty google has become and the sheer damn annoyance of all the private server grifters trying to win SEO by calling their server CadmusCool. Happy to stand corrected by a trusted source, as opposed to someone posting shit that is both difficult to search and posted without context.
If you google smth like this, then the official site pops up as 4th (with a video from cadmus and the official telegram link as the first 2)
But I'd imagine that the fact that it's 4th might've come from me visting that site today already.
Yeah, Google is shit.
While I'm known for not providing sources, if I say anything on these forums that I think could be questions, I always google to see if the information is easy to come by (you know my position on encouraging people to look for it themselves).
Information that can't be googled and isn't properly sourced then needs a trusted corroborate - which is why I pinged you.
Noaani
1
Re: Ashes of Creation must dodge this bullet
The most basic example is something like this:I never played L2 so it's hard to understand clearly how does it work but if there is such a system, it's a good point.
I'd like a legendary level 20 stays something useful and costing always a good price without fast depreciation because of the low level.
- lvl10 legendary ring has 10 m.def and gives you 40% decrease in stun duration on you
- lvl40 basic ring has 50 m.def and gives you 5% bleed dmg increase
Stuff like that.
Ludullu
1
Re: Is there a problem for solo players
Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[8][9][10][11][12]
We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[11] – Steven Sharif
We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[11] – Steven Sharif
Re: Is there a problem for solo players
Nah, I'm saying that the majority will definitely complain about the designs that are disliked by said majority (especially on Asmon streams and the like). But none of that feedback will be something that Intrepid haven't heard before.There will be no other feedback because there are potential customers that paid to get entrance for testing and thus it's a selected group of players that will provide only the feedback that interpid wants to hear. The majority of MMO players will follow later on and also all players that are not paying money for promises instead of results.
I've only been following for 4 years and I've already seen pretty much every possible complaint about pvp, big guilds, freeholds, open dungeons, leveling speeds, class design, skillsets, gear design, loot rules, monetization, etc etc etc.
And Intrepid have had all that feedback summarized by their mods and presented to the team. And yet even in these past 4 years Steven has went even deeper into those designs, with the open seas change, with making freeholds a lvl50 auction thing, node ruins being a pvp zone, glint and commodities that can multiply through caravans which are inherently party-based - all of which will be hated by the pver WoW crowd.
And it's exactly this doubling down that leads me to believe that none of the core pillars will change simply because people outside of AoC's target audience scream at Steven to change them.
Ludullu
1