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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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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: Well requested a refund on my Alpha 2 package
I never said, I would not play the game, just don’t want to put any money in until I see it out.
Guess I was never comfortable with a lot of things said by Steven etc, and went down the rabbit hole a bit on Reddit, while a lot of it is the normal rubbish, there were quite a few factual things, that moved me a bit to far down the uncomfortable road.
One thing, that I’ve thought, for 8 years, this game should be almost ready, if not ready, it just smacks of no vision, no clear leadership.
Guess I was never comfortable with a lot of things said by Steven etc, and went down the rabbit hole a bit on Reddit, while a lot of it is the normal rubbish, there were quite a few factual things, that moved me a bit to far down the uncomfortable road.
One thing, that I’ve thought, for 8 years, this game should be almost ready, if not ready, it just smacks of no vision, no clear leadership.
Nemeses
1
Re: My theory to balancing AOC
Most of this would work for a different game (Ashes has some breakpoints that cause two of your 'assumptions' to falter, before we even start to think about the actual mechanics of their combat).
idk if you value my experience much, but at the very least, you can bounce stuff off me.
If you want to 'consider balance for Ashes' though, as we understand it to be, you would have to drop the concept of assigning a balance-able value to CDR because of the way that works in group play, and start from the 'outcomes desired' side for that one.
Similarly, remember that even if you turned their Augments system into a pure skill-point thing (which at the moment, it actually is explicitly NOT), you would have to account for Social Orgs and similar Augment rewards, which doesn't work as cleanly. Right now, being able to think of it more like 'slots' is the 'safer' method for the 'Augment'/'subclass' part of the spec.
Finally, there would need to be a diminishing return or rising cost on the concept of assigning the same debuff type to every ability in your kit, even if it didn't stack for this to work as an MMO balance scalar. This isn't usually obvious because MMOs are actually the ONLY competitive game type that usually seem to require this due to their high number of available abilities.
Overall, (in all arrogance) you have a solid understanding of the starting points you'd need to get good balance on something, but you're lacking some fundamentals that take a while to learn without getting to actually test your concepts on a live 'audience'.
idk if you value my experience much, but at the very least, you can bounce stuff off me.
If you want to 'consider balance for Ashes' though, as we understand it to be, you would have to drop the concept of assigning a balance-able value to CDR because of the way that works in group play, and start from the 'outcomes desired' side for that one.
Similarly, remember that even if you turned their Augments system into a pure skill-point thing (which at the moment, it actually is explicitly NOT), you would have to account for Social Orgs and similar Augment rewards, which doesn't work as cleanly. Right now, being able to think of it more like 'slots' is the 'safer' method for the 'Augment'/'subclass' part of the spec.
Finally, there would need to be a diminishing return or rising cost on the concept of assigning the same debuff type to every ability in your kit, even if it didn't stack for this to work as an MMO balance scalar. This isn't usually obvious because MMOs are actually the ONLY competitive game type that usually seem to require this due to their high number of available abilities.
Overall, (in all arrogance) you have a solid understanding of the starting points you'd need to get good balance on something, but you're lacking some fundamentals that take a while to learn without getting to actually test your concepts on a live 'audience'.
Azherae
1
Re: Player enemy visual Health Bar update on hit.
The same is valid for WoW, and even more. Ofc, this 9vp deathmatch is something different to smaller 3v3 WoW Arena. You are now comparing a 9v9 vs. 3v3. You have to listen to a 2v2 or 3v3 arena game in WoW in which speed/pace the game is done, and all the calls and all the actions/reactions you need. It's not that slow paced.Ludullu_(NiKr) wrote: »But the videos are the same. Players are making plays, reacting to enemy's plays and calling those out when needed. In both videos players react to different effects/buffs/debuffs on their enemies, which then dictates who they hit. Except in L2 players need to know animations, instead of just seeing all the buffs and effects right on the enemy nameplate.
If you want to compare this size, you have to do it with an rated battleground in WoW. That's larger scale with deathmatch and map goals, which adds complexitiy. All sizes are provided (https://www.wowhead.com/zones/battlegrounds), 6v6, 10v10, 15v15 up to 40v40.
It's the same in WoW and you need to anticipate enemys actions. There is a move called "blind vanish", but probably that would lead to an in depth discussion which is quite pointless to explain for a non-wow player (no offense meant, just a fact).To me, that requirement of knowledge makes the pvp harder and also creates a higher requirement for teamplay, because if your partymates don't know an animation - they can't call it out, which can then lead to a loss, or at the very least a disadvantageous situation.
Quite same in WoW + there are debuffs that can't be cleanses or harm the cleaner, so it shouldn't be done. You have to see and know this as a player to act correctly.The only true difference between the two games is simply the fact that L2 was built for bigger scale pvp even at a party scale, so the debuffs have different designs. WoW seems to be the "debuffs work 100% of the time and counterbalanced by cleanses and CDs" while L2 is "debuffs have a chance-based success rate, which is balanced through buffs and gear".
But, back to the discussion in general:
All MMOs, expect one (which is dead), features visible health points bars. All of them. PvP MMOs, PvE MMOs, PvX MMOs.
So, as several guys in this thread already mentioned: Because some minority of L2 players say "it's fine" the majority of the rest should adapt and got the wrong view on it? You know by yourself that it's the other way round. There is absolutely no problem to see hp bars but it add depth and increases pvp quality.
So, I just can repeat. Hopefully the remain with the current decision, that HP bars are visible and you get all the information or at least an indication (25%). All other workarounds are not needed and not worth the effort, only to argue around copying a dead game for a minority of players.
Let's just wait for the testphases. I foresee, that there is no real chance in any way that the majority of players doesnt want to have HP bars. I'm convinced about that. This real issue remains: Non-Combatant players can be attacked against their will.
Chaliux
1
Re: Kicker starter backer gets screwed
Honestly anyone paying hundreds of $$$ on a game that doesn't exists is indeed getting screwed. For the millionth time people, pre-ordering games is one of the dumbest things you can do. Buying access to an alpha test is dumb, if they need testers guess what, they would invite testers. So.... you all played yerselves.
Taaku
1
Re: Addressing the PvX Environment
I wouldn't say they should ignore them as they are a signicant part of player base, but probably provide clarification on players' main concerns and explain that PvX nature of the game is an element of Risk vs Reward core pillar that is not debatablei sure hope they dont listen to casual players. this game is designed to be challenging.
Flanker
1
Re: Contest for Parent Node
We'll supposedly be able to invite more people into node wars, and those are meant to weaken the node in different ways, so I think it's gonna be possible to overthrow the kind of group you're talking about, though it'll definitely be hard.This is why i hope the World of Verra will have some Possibilities to apply a superior kind of Pressure onto an Enemy Node when You have clearly much higher Numbers of Allies.
Ludullu
1
Re: Where is the progress
daveywavey wrote: »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.
i don't know mate, i sort of disagree, i think after 8 years of development they should have the foundation already laid down and be working on other aspects of the game, i think there are other things to work on sure, but its been stated many times that with now 200 devs different aspects of the game are being worked on simultaneously,
i would like to believe they know what their doing but if that was the case they would stop asking for feedback on every little system they need to show and just design a game, a dragon fight has been designed 100s of times over, and ashes version is probably one of the worst i have ever seen, there are better dragon bosses from games released in 2005, so if they knew what they were doing why do they need to ask for clarification every two minutes, also the only game ive ever seen making people pay to test their game for them.
are people really going to still be using the narrative 15 years into development '' its development it takes time let them cook'', they are building a game on UE5, its not like they had to build their own engine, everything they have shown us this far is just expected, nothing innovative, nothing new, no good combat, literally copy and pastes from other games ( new world ), the dungeons are lackluster asf, the loot system is terrible, the world is dull and grey and bland other than a few area's, when can we ask for something to have some sort of polish?
Chicago
1
Re: [EU/DE] Seelensturm ruft! [PvX] Casual
In der Theorie kennen wir die geplanten Einflüsse schon. Was ich meinte, war der direkte Einfluss auf das tägliche Spiel. Sprich, wenn eine Note zwergische Züge hat, heisst das dann auch, dass man z.B. einen Bonus auf MIning und Smithy hat ? Es ist viel geplant von Intrepid Studios. Und in ein paar Wochen, werden wir das alles ausprobieren und testen können.
Harolf
1