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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: 📝 Dev Discussion #67 - AoE Form and Function 💣
Summary of Area of Effect (AoE) Abilities:
AoE in PvP (Player vs. Player):
- Players should be visually notified when they are being targeted by an AoE ability.
- Visual cues help players avoid or counter AoEs using defensive abilities or utilities.
Clarity of AoEs for Enemy and Friendly Players:
- For enemies: AoEs should be clear enough to allow skilled players the chance to avoid or counter the ability.
- For allies: AoEs should be clear for friendly players to coordinate, stack abilities, or focus damage on an area or enemy.
- Balance: Visual effects should be clear but not overwhelming, avoiding too many distracting flashes or lighting effects that impair vision.
AoE in PvE (Player vs. Environment):
- Similar principles of clarity likely apply.
Examples from Other Games:
- Some games allow settings to toggle AoE visibility for players or enemies, especially in large battles (e.g., 100v100).
- The option to adjust or turn off spell effects for better visual clarity is valued in high-intensity combat scenarios.
Key Points:
- Visual telegraphing is essential for skill-based combat.
- Clarity is crucial for both enemy and ally coordination.
- Optional settings to control AoE visibility are appreciated in large-scale battles or raids.
This is based on my own opinion I just hope the game will be great and will have its own take or spin on things but also keep things relevant. Really looking forwards to playing and I’m sure it will be a success 🙏🏼
AoE in PvP (Player vs. Player):
- Players should be visually notified when they are being targeted by an AoE ability.
- Visual cues help players avoid or counter AoEs using defensive abilities or utilities.
Clarity of AoEs for Enemy and Friendly Players:
- For enemies: AoEs should be clear enough to allow skilled players the chance to avoid or counter the ability.
- For allies: AoEs should be clear for friendly players to coordinate, stack abilities, or focus damage on an area or enemy.
- Balance: Visual effects should be clear but not overwhelming, avoiding too many distracting flashes or lighting effects that impair vision.
AoE in PvE (Player vs. Environment):
- Similar principles of clarity likely apply.
Examples from Other Games:
- Some games allow settings to toggle AoE visibility for players or enemies, especially in large battles (e.g., 100v100).
- The option to adjust or turn off spell effects for better visual clarity is valued in high-intensity combat scenarios.
Key Points:
- Visual telegraphing is essential for skill-based combat.
- Clarity is crucial for both enemy and ally coordination.
- Optional settings to control AoE visibility are appreciated in large-scale battles or raids.
This is based on my own opinion I just hope the game will be great and will have its own take or spin on things but also keep things relevant. Really looking forwards to playing and I’m sure it will be a success 🙏🏼
Re: 📝 Dev Discussion #67 - AoE Form and Function 💣
Area of Effect (AoE) abilities are a common staple in MMORPG combat. We’re curious to know what your thoughts are on AoE abilities and the way they’re displayed.
Speaking about the display of AoEs (and setting aside the damage/scaling/capping ...), I believe AOEs should be easy to read, while not obfuscating other important information on the screen. Overtime I became a fan of ground telegraphs. It's important to have different visual ways of displaying these effects, so you can have multiple of them overlaping without losing all readability. I'd like the ability to have various settings we can play on for each of the types of abilities that have telegraphs: color, transparency, etc...
In PvP, which Area of Effect (AoE) abilities, should be telegraphed to enemies?
Ground DoT effects mostly, or abilities with delayed impact. I think the timing shouldn't be communicated other than through the actual skill animation, just the actual area of effect.
How clearly should AoEs be to enemy and friendly players?
Ally buffs/heals that require to stand in them should be very clear, AOE abilities that you can synergize with one way or an other should be clear.
All the enemy abilities that you should reasonably have time to step out of, I'd expect a clear visual indicator of the zone of effect.
But again, it should be up to the player to make some effects more visible or other less. Visual clutter happens very fast.
Do your thoughts differ in a PvE setting?
In PvE, I believe it's fine to communicate more information. Full blown telegraphs with aoe and timing communicated.
Do you have examples from other games in which AoE abilities are presented in a way you like? If so, please share them!
Throne and Liberty, Lost Ark, Elder Scrolls Online to some extent.
Speaking about the display of AoEs (and setting aside the damage/scaling/capping ...), I believe AOEs should be easy to read, while not obfuscating other important information on the screen. Overtime I became a fan of ground telegraphs. It's important to have different visual ways of displaying these effects, so you can have multiple of them overlaping without losing all readability. I'd like the ability to have various settings we can play on for each of the types of abilities that have telegraphs: color, transparency, etc...
In PvP, which Area of Effect (AoE) abilities, should be telegraphed to enemies?
Ground DoT effects mostly, or abilities with delayed impact. I think the timing shouldn't be communicated other than through the actual skill animation, just the actual area of effect.
How clearly should AoEs be to enemy and friendly players?
Ally buffs/heals that require to stand in them should be very clear, AOE abilities that you can synergize with one way or an other should be clear.
All the enemy abilities that you should reasonably have time to step out of, I'd expect a clear visual indicator of the zone of effect.
But again, it should be up to the player to make some effects more visible or other less. Visual clutter happens very fast.
Do your thoughts differ in a PvE setting?
In PvE, I believe it's fine to communicate more information. Full blown telegraphs with aoe and timing communicated.
Do you have examples from other games in which AoE abilities are presented in a way you like? If so, please share them!
Throne and Liberty, Lost Ark, Elder Scrolls Online to some extent.
Re: Contest for Parent Node
Ludullu_(NiKr) wrote: »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.
Ohhh i hope You are right the harder the Wars, the more satisfying the Victory.
Aszkalon
1
Re: Player enemy visual Health Bar update on hit.
Alright this is definitely extremely overkill. Corruption exists as a deterrent to meaningless PK.
My main concern is a design, where it is possible to attack players that dont want to do pvp at this point of time. If there would be a possibility to control this entirely by they player, it would be fine.
Ashes is built on the premise of open world PvP, so you'll never change that it will be possible to attack a player at any time.
Corruption is there so the meaningless PKing is kept to a minimum, but there are objective gains made from killing a player whether they fight back or not. The choice lies in if a player deems that gain worth the Corruption.
It's the 'oh I won't kill them, I'll just ruin their gameplay experience until they leave with no consequence to myself' that's the issue here, which isn't a result of information, but of a toxic PvP population that regularly fights over things that aren't meaningful.
That has to be solved by adjusting the mechanisms of corruption and how it's gained, not by making one bit of corruption a functional game over state.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
Most of the adjustments of corruption needs to cover the above exploiting and griefing done by abusing technicalities of the system. Base it on total damage done to a non-combatant. Once you've exceeded their total hp bar in cumulative damage over (ex) ten minutes, and they still don't flag on you, then you start gaining corruption. That gives you plenty of time to decide if you want to experience the consequences of your actions hassling a player that is 1) not interested in meaningless PvP and 2) clearly willing to let you farm in the area.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
In fact, when Alpha 2 begins, I might consider making a video with me torturing a random player in a way I described just to show how it all works. Not with the intention to actually grief them, as I'm not interested in that.
Cool, and I'll use that to point out why something akin to giving you corruption if that player is killed by mobs within 8 seconds of you attacking them (and then not fighting back) is a valid fix to this situation.
If someone then says "not showing health information is a valid fix", I'll just point to L2 and say "nope".
Noaani
1
Re: Is there a problem for solo players
Ashes isn't made for everyone.So, that's why, again, for me it's neither impressive nor special or important, that it is Steven (or Kevin, or Donald, or...), but only that a huge next MMO is coming out attracting (with this current marketing on website and showcases) all types of players in a high-fantasy setting with 3rd person characters with different races and classes, solid gameplay/combat mechanics (action combat + targeting), pvp AND pve content and thus choices what to play depending on the particual situation with or without guildies/friends. That's why I'm watching, that's what I'm hopeing, but it's no personal cult for me following a person or whatever - it's just one promising MMO combining pvp and pve as I don't want to only have one content type of it.
It's going to be relatively niche.
And... it will release when it's ready. Or become vaporware.
Dygz
1
Re: Is there a problem for solo players
It remains strange to count on hope to designs based on a dead game.Ludullu_(NiKr) wrote: »I believe Ashes could greatly benefit from a similar system, especially if they expand on L2's design.
I don't consider that strange at all.
Most games have good and bad aspects to their design. Picking good aspects of games that didn't do well is perfectly fine.
Noaani
2
Re: Is there a problem for solo players
And I've played none of those because they don't interest me. Different people have different tastes. I'm glad that all of those games are successful and a ton of people love them - I'm still not interested in spending my time in them.There are also players that never played Mass Effect, or The Witcher, or Red Dead Redemption, or Baldurs Gate - that's just fine, but missing milestones sometimes is unlucky if talking about broad experience.
The exact same applies to Ashes and other mmos. I'm not interested in spending ungodly amounts of time just to "not just launch them". I'd rather play a game that I like and am interested in. And I want Ashes to be that game.
Yes, and as you said, there's already a ton of games with those exact mechanics. I'm not interested in them. I want a competitive mmo where I gotta fight and compete for my rewards. Ashes promised to be such an mmo, which is why I got interested in it.Such games got easy solutions for that when it comes to respawn time, location or also like "resource is not gone just because someone else gathered it before". There is a huge field of meaningful options that gets fun into the game and not limits, disappointments and waste of time.
Yes, metal has not been a successful genre of music. Which is definitely why it has survived for over 50 years.Niche games are not successful, not popular and all of them die a slower or faster death.
No serious human would accept that and still would be, like a child, insist of not listening and learning.
And stuff like EVE definitely hasn't survived for more than 2 decades being a hardcore owpvp mmo.
Also, if your only measurement of success is WoW and FF14, then that means that literally every other mmo is dead, because none of them came even close to either of those games. And considering that there's been way more pve mmos out there, I guess pve mmos have died way more than the pvp ones.
Ludullu
2