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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: Next Livestream + Q&A Submission - Friday, September 27, 2024 at 11am Pacific
Perfect question for the guide. We'll supposedly have flagging in Phase 1. What is the limit of attacking other players, where "testing the flagging system and its pitfalls" becomes "harassment"?
Ludullu
1
Re: Ashes of Creation must dodge this bullet
It took about 3 months.FFXI did it best. It took like 8-12 months to play 4-6 hours a day in order to level to max level.
A group of friends of mine were among the fastest people to get to the level cap, they did it in (from memory) 9 weeks. It was people from EQ that had static groups for leveling, knew to not be too concerned with gear and just kind of ignored Gil until they hit the level cap.
It took some people longer because they were new to MMORPG's (the game attracted a number of people to the genre). However, people that understood the genre, didn't always try to have the best gear every level and just went for it - they were usually sitting at around 3 months. The game also kind of fostered a kind of "slow-life" ethos, where people weren't rushed to the level cap, and where other players generally didn't rush you to the level cap.
It is worth noting that the popularity of this game pales in comparison to FFXIV, that had much faster leveling. The reason I point this out is because it is directly counter to what the OP is trying to suggest - that being long leveling time is essentially for an MMORPG's population.
It just isn't a factual statement. A more factual statement would be that the OP personally prefers a longer leveling time.
Noaani
1
Re: Ashes of Creation must dodge this bullet
Yep. You.I mean, duh, is there are anyone here who is not aware of it or argues with this point?
Dygz
1
Re: Next Livestream + Q&A Submission - Friday, September 27, 2024 at 11am Pacific
The Corruption System is maybe one of the most important systems in the game. Too harsh and open world PvP is dead, too lenient and it's a Gank-Fest that turns off many of the more "casual" players.
Will you give in depth details of how it works and evolves? Obscurity is not security. If players have a detailed knowledge of how it works exactly, then fhere is an even field to find the flaws/cheesing/etc. Otherwise it creates an air of secrecy, with people trying to work out "exploits" (if the system allows it, is that an exploit?)
Will you give in depth details of how it works and evolves? Obscurity is not security. If players have a detailed knowledge of how it works exactly, then fhere is an even field to find the flaws/cheesing/etc. Otherwise it creates an air of secrecy, with people trying to work out "exploits" (if the system allows it, is that an exploit?)
Re: Map Scale X and Y Axes (Easting and Northing)
No idea, but I do like the idea of being able to determine, then possibly share coordinates!
akabear
1
Map Scale X and Y Axes (Easting and Northing)
Will there be a tool tip on the map for the X and Y Axes (Easting and Northing) Would really help to generate maps of the area
drrond
1
Re: Guildie account hacked, IS says it's your job to keep it safe
I have read some of the replies. If this is true, this is very upsetting IS should investage and if they think this is true. They should 100% take steps to fix this. Hackers are smart and will be doing this for the life of Ashes. Selling accounts is a real business. If this is true. It's a very sad bit of news to hear.
Re: Concerns About Marketing and "Open Development" Approach
It is concerning how concerned People are while they have no Business being concerned about Contents they have not even tested yet.
Aszkalon
1
Re: Ashes of Creation must dodge this bullet
@Flanker I completely agree with this subject and really hope the team (tagging @Vaknar ) takes this topic seriously.
FFXI did it best. It took like 8-12 months to play 4-6 hours a day in order to level to max level. Having it so that when you die you lose exp and have the possibility of De-leveling back to a lower level was a HUGE element to the game.
It also gives ZERO value to individual levels if you can level quickly. In FFXI you had to really earn each level you got, and as a result, it gave sooooo much value to specific spells/abil you would get at certain levels. Like being able to teleport people for WHM, or Warping other players for BLM.
These spells had a huge impact on combat strat, but also social impacts as well when outside of combat.
Being able to level up quickly takes 100% of the value out of leveling and the spells/abilities you get along the way. It also ruins the sense of accomplishment you get while leveling.
Before having a cap-level character used to be a bragging right, but now its like....ok who cares, I have 10 cap-level toons on 5 different servers.
This all changed because the focus changed to accommodate "Casual" players. Instead of making it fun for casual players to still enjoy the game while leveling, it turned into, "let's just get them to cap-level so they can join everyone else who aren't casual players so they don't feel left out".
I guess my main point boiled down into a simple concept is:
I hope Ashes of Creation moves away from the model of gear/equipment being the only thing of true value in the game.
Hopefully, they can bring back the ideology of having real value/sense of accomplishment, in gaining levels, unlocking new spells & new abilities, and crafting.
They seem to be showing that the nodes have that sense of value, hope they bring it to other elements as well
FFXI did it best. It took like 8-12 months to play 4-6 hours a day in order to level to max level. Having it so that when you die you lose exp and have the possibility of De-leveling back to a lower level was a HUGE element to the game.
It also gives ZERO value to individual levels if you can level quickly. In FFXI you had to really earn each level you got, and as a result, it gave sooooo much value to specific spells/abil you would get at certain levels. Like being able to teleport people for WHM, or Warping other players for BLM.
These spells had a huge impact on combat strat, but also social impacts as well when outside of combat.
Being able to level up quickly takes 100% of the value out of leveling and the spells/abilities you get along the way. It also ruins the sense of accomplishment you get while leveling.
Before having a cap-level character used to be a bragging right, but now its like....ok who cares, I have 10 cap-level toons on 5 different servers.
This all changed because the focus changed to accommodate "Casual" players. Instead of making it fun for casual players to still enjoy the game while leveling, it turned into, "let's just get them to cap-level so they can join everyone else who aren't casual players so they don't feel left out".
I guess my main point boiled down into a simple concept is:
I hope Ashes of Creation moves away from the model of gear/equipment being the only thing of true value in the game.
Hopefully, they can bring back the ideology of having real value/sense of accomplishment, in gaining levels, unlocking new spells & new abilities, and crafting.
They seem to be showing that the nodes have that sense of value, hope they bring it to other elements as well
Mico
1