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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Summoner wishlist
I have some concepts for the Summoner derived classes I'll post here.
[*] Summoner/Bard Enchanter
Enchanter focuses on providing basic summons which can then be given powerful single target buffs to specialize them for the tactical situation at hand, team mates can also be the target of these buffs and summons skipped all together.
I like this Idea. A Summoner which can specifically buff his own Summons in certain ways that other Summoners can't who don't have a "Bard" Second-Archetype.
[*] Summoner/Cleric Necromancer
Necromancers summon undead themed minions which are unique for their immunity to most mind effecting debuffs, stuns, taunts and other mindeffecting crowdcontrol effects, the Necromaner also brings powerfull targeted and AoE lifedrain effects which sustain himself, his summons and team mates
Oh Yes Please. This would feel AWESOME !!
Kinda a bit like a Warlock in WoW. Doing some Life-Drain while swarming my Enemies with a few Summons i can hopefully choose what for Attributes and Traits they have.
[*] Summoner/Fighter Wild Blade
Summoning phantasmal weapons and shields, each is a projection of an item the Wild Blade has equipped and carry their weapon skills and abilities into battle allowing them to be a practical one man army. The weapons lack player collision and are imune to elemental damage, making them highly effective against mages.
Whenever i read about this specific Archetype-Combo,
so that Someone can summon flying Weapons -> i am always reminded of a certain Character from Fate Stay Night, Fate Zero - and in general the Type Moon Fate Series.
[*] Summoner/Mage Spellmancer
Spellmancer summons elemental themed minions which deal elemental damage and can use their minions as the location for creating AoE spell effects by dispelling the minion in a burst of magical energy. Minions felled in battle likewise burst making them all effectivly walking bombs sent at the enemy ranks.
I imagine this Combination a bit like a Shaman from WoW. You summon Elementals - or at least Elemental-like Beings which - well - deal Elemental kind of Attacks.
[*] Summoner/Ranger Beastmaster
Beastmasters summon exotic animal themed summons which are faster and more agile then standard summons. The Beastmaster can mark an individual oponents as the prey of his hoard and direct his swarm to attack them relentlessly.
Beastmaster like the Ranger-Type in WoW again, from my Imagination. I think if done/designed right,
this would look IMMENSELY cool. Imagine a tiny Stampede of maybe a Bear, a Deer, two Wolves, maybe some Birds and Rabbits (lol) swarming a single Player as if Nature itself has a Hateboner on the poor Player who is about to get pecked, bitten, stomped and clawed at. . .
[*] Summoner/Rogue Shadowmancer
Shadowmancer's summon etherial and ghostly aparitions which have no collision and evade most barriers and snares. As well he Shadowmancer can disquise themselves as a similar aparition nigh indistinquishable from one of their summons thus allowing them to join in combat, or escape at lower risk while presenting their enemy with a deadly shell game.
Once more and again,
if done and designed RIGHT - > this could look immeeenseeely cool.
The sheer Potential for cool, mysterious - or outright Love-Craftian or otherwise kind of Horror-Creature kind of Summons would be incredible.
Like a Death (Alb?Albae?) Wraith(?) in DnD. A Monster looking mostly like a somewhat Humanoid Silhouette but is also mostly just a spooky, creepy Shadow with two bright-glowing Dots where a Person's Eyes would be -> out for nothing but to destroy the Life of whatever poor Soul might be it's Target.
( These things are so scary and creepy somehow. )
[*] Summoner/Summoner Conjurer
Specializing in maixizing the quantity and power of summons the Conjurer is also the fastest summoner able to uniquely summon multiple entities with a single casting to both present a threat fast but also rapidly replace combat losses.
Hmmmmm. I think when i remember correctly -> Sir Steven and his mighty Crew said that Three Summons will stay the Maximum for a Summoner, right ?
While i would like that a "Summoner-Summoner" could have more -> maybe we should just stick with the quicker, faster Summoning Time.
It would be easier to balance and also somewhat easier on the Frames if the Number of Three Summons is not exceeded. After all, there will be Battles in the finished Game with like 500 People against 500 People and God who knows how many People from these Armies will be Summoners.
[*] Summoner/Tank Brood Warden (Golemancer)
The Brood Warden summons an aray of durable Golems ranging fom stone to blood to metal, with a command these golems can morph into walls, cages, spikes and other obstacles to block or trap oponents though they remain vulnorable to attack in this state. Likewise they can be commanded to morph back at any time to re-engage oponents in direct combat.
Even if i want to play my Summoner as a Necromancer only - > i clearly like THIS take of yours the most.
Different Types of Golems with different Qualities and Abilities where they could be incredibly useful depending on the Situation and their Type ? Hell Yes.
MORPHING into Cages, Walls, Spikes - > this Idea may seem simple, but is actually very brilliant. Genius even.
Aszkalon
1
Scientific Node Player Temperament Speculation
Predicted average cultural tendencies in Scientific Nodes
(hope this helps people perceive the full post)
Metaphysics:
Religiosity: culturally religious
physical collectivists
higher, higher education
Ethics:
progressive outlook on civilization
utopian
economic nationalism
populist
dramatic
divided
low trust
urban
higher sensitivity
more PvE trolls
higher in Dunir race
less sense of community
higher in group preference
paranoid
command economy
youngest players (most fresh blood)
morality is more likely to be considered subjective
Big five traits:
below average openness due to emphasis on artisanship and a more command focused economy
no significant correlations with conscientiousness
no major correlation with extraversion
below average agreeableness due to low trust and high paranoia
above average neuroticism (most neurotic of the nodes) from higher paranoia, divided, dramatic node politics, utopian insecurities, less agency, less economic and social mobility, troll-able, more urbanized culture
suggestions relevant to this post, would be appreciated fellow real people that are real humans
Chonkers
1
Re: Player enemy visual Health Bar update on hit.
Yes, and I've killed mobs around people when I saw that they had too many mobs around them (this knowledge coming purely from experience of how hard those mobs were).This is untrue.
As a DPS caster in both EQ2 and Archeage, I used to often assist people (in EQ2, only after encounter locking was removed) my nuking mobs when someone had pulled too much. On tank alts in EQ2, I would often taunt mobs off people in trouble.
But you know what I experienced quite often when I did that? The other player would complain that I stole his mobs. Because L2 is a competitive game. Mobs give loot there, so if someone takes your mobs - they've taken your loot.
We'll obviously have to see if Ashes mobs will be nearly as valuable as that, but if they're not, then I really still got no damn clue what the gameplay loop is supposed to be in this game.
We'll just have to see how quickly people will start complaining during testing when we prove that visible hp is a problem. And then how quickly Intrepid will call what we do "harassment".The whole argument for not showing it is dependent on assuming there are no other ways to deal with that one issue, which again has been proven many times to be incorrect.
And then I'll be ultimately right, because this is exactly what I've been predicting in relation to this design for months now. People will complain because the design allows this. Then Intrepid will overcorrect as a response (as they've already proven to do with the A2 key bundles). And then we'll get a way harsher corruption system balancing than what it already is (i.e. way harsher than what L2 had).
Iccer said that AA didn't have the kind of value on mobs that L2 had (the last part here is my comparative addition to what iccer said), so of course there'd be literally no reason for people to use the kind of tactics we're talking about.
In Ashes, people will be dropping loot on death. They'll drop more if they die to mobs. And it remains to be seen if the mobs themselves are valuable. But even w/o value on mobs - people will 100% do their best to kill people through mobs to get some nice free loot from them. And then the victim will either have to flag up (which would simply mean a free pvp for the attacker) or they'll suffer the penalties and will complain about those as well.
Azherae told me to try and decrase my comparisons to L2, cause it's not anywhere near the same game, but I feel like comparison to AA would be even worse, cause it's not the same game even more in this context. The level of day-to-day competitiveness (i.e. not only bosses or risky trade runs) in AA seems to have been abysmally low as compared to L2's. And Azherae herself said that there's already more reasons to kill a person in Ashes, which will only increase day-to-day competitiveness.
I personally don't want the corruption system to get drastically changed. But I do believe that it will be, if the green health remains visible. Testing will show how right or wrong I am.
Ludullu
2
Re: Contest for Parent Node
Imo this would be a much better system than just "well, this node simply had more people in it, so your node got fucked over".
I think it's ok getting rolled over because you didnt have enough defenders, but it is ONLY INTREPID'S FAULT you don't have enough players!!!!!!!!!!!!!!!!!!!!!!
If Intrepid was serious about diplomacy in this game, then the mayor would have the option of enacting an eddict that let's him use node gold for recruiting defenders who are willing to play as mercenaries in wars and sieges!!!
BUT NOPE, in Intrepid's eyes the node gold is sacro-holy and can never be touched and never discussed about, so because of this your node will get stomped over and over if you try to develop it, and your node will die with it's coffers full of gold and you won't be able to do a thing
What do you think about this, @Ludullu_(NiKr)?
Re: My theory to balancing AOC
@Voxtrium, this post has triggered me more than anything I've seen in years across all the forums I’ve participated in!
I’m not a fan of the rock-paper-scissors approach, it’s just boring and fails in the long run. Nothing could be worse than this route. Giving uneven attributes based on levels is the second worst thing a game can do. I'll just skip math part because I don't agree with the chosen path anyway. I'm sorry, but it's not gonna be today that we will agree in this subject
The best approach is to let players build any class into any role and even create their own meme builds to counter specific setups. Let people be creative and do whatever they want with their classes
I’d even give players the option to have fewer skills and spells but allow them to increase the power of the fewer skills they do have. This way, they can create your their specialized builds tailored to their playstyle, and I want to see the most impressive and ourageous builds out there.
Wanna have just half the possible skills for your level? Take a 25% increase in all the skills you have
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
This is big brains design and pog, Ws for everybody!
I’m not a fan of the rock-paper-scissors approach, it’s just boring and fails in the long run. Nothing could be worse than this route. Giving uneven attributes based on levels is the second worst thing a game can do. I'll just skip math part because I don't agree with the chosen path anyway. I'm sorry, but it's not gonna be today that we will agree in this subject
The best approach is to let players build any class into any role and even create their own meme builds to counter specific setups. Let people be creative and do whatever they want with their classes
I’d even give players the option to have fewer skills and spells but allow them to increase the power of the fewer skills they do have. This way, they can create your their specialized builds tailored to their playstyle, and I want to see the most impressive and ourageous builds out there.
Wanna have just half the possible skills for your level? Take a 25% increase in all the skills you have
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
This is big brains design and pog, Ws for everybody!
Re: My theory to balancing AOC
In my mind when balancing there is a 3D graph.
It has Damage and Healing on the X axis, mana cost vs distance available on the Y axis (more complicated than this actually) and frequency and repetition on the Z axis (what most people call 'player skill' is represented here, but when I'm balancing, I have to balance 'statistically' and that's another long note).
CDR is on the Z axis because it affects the frequency which which a given ability can be used. AoEs on the other hand don't actually count as increasing their damage or their frequency when they hit more targets because you need to hit more targets.
Technically a MOBA has more difficulty balancing its AoE attacks than an MMO.
MOBA AoE is balanced earlier on, by the fact that there is a laning phase, and some other things. And it's still not true in the sense that most people think of it. If you get to endgame against a good Gadget and their teammates work with them well, your only chance of winning is to never clump up unless you know her Ultimate is down. And it will never be down unless she killed a bunch of people with it.
I tried to keep the post short, and ofc it is lacking a lot of nuance as a result.
Predecessor is free. If you care to go deeper, go there.
It has Damage and Healing on the X axis, mana cost vs distance available on the Y axis (more complicated than this actually) and frequency and repetition on the Z axis (what most people call 'player skill' is represented here, but when I'm balancing, I have to balance 'statistically' and that's another long note).
CDR is on the Z axis because it affects the frequency which which a given ability can be used. AoEs on the other hand don't actually count as increasing their damage or their frequency when they hit more targets because you need to hit more targets.
Technically a MOBA has more difficulty balancing its AoE attacks than an MMO.
MOBA AoE is balanced earlier on, by the fact that there is a laning phase, and some other things. And it's still not true in the sense that most people think of it. If you get to endgame against a good Gadget and their teammates work with them well, your only chance of winning is to never clump up unless you know her Ultimate is down. And it will never be down unless she killed a bunch of people with it.
I tried to keep the post short, and ofc it is lacking a lot of nuance as a result.
Predecessor is free. If you care to go deeper, go there.
Azherae
1
Re: Player enemy visual Health Bar update on hit.
Yeah, i am not a fan of as well, and i hope this system is not related to server lag, or loss of packets, to hide a potential cause where there will be ghost hits, or occasionally unregistered dmg, to not see updates on health going down per hit.
Syblitrh
1
Re: Contest for Parent Node
Ludullu_(NiKr) wrote: »I definitely agree that mayors should not be able to draw out money from the node. We already have castles for that.Arya_Yeshe wrote: »What do you think about this?
I would be all for a node currency based commissions for these kinds of tasks. And then that currency can be used for whatever it's used for.
Yes, comissions is the key word then
Re: Player enemy visual Health Bar update on hit.
Nah, I wasn't even using it as an argument at all. I was referring to this comment:Ludullu_(NiKr) wrote: »The main obvious counterargument would be "Ashes might not have those kinds of abilities/designs, so it's pointless to use them as examples", but I sure as hell hope that kind of stuff is in the game, because it deepens gameplay and also matches risk/reward ideation of the game.
That's the kind of suggestions you get from someone with 0 knowledge about what he's trying to talk aboutYeah, wouldn't it have been great if L2 showed you player health so you could better judge if you were - from their perspective - helping them out of a tight spot, or trying to steal their mobs?
Flanker
1