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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: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
Yeah, I tried checking the "marketplace" page for this, but shoulda went deeper than that when I found nothing.Definitely implies that you could theoretically buy new gear from your Economic Village node without traveling all the way to your Metro, to me.
Well, it definitely does seems like even processed stuff will be mailed (unless all processed items are "materials"). I'll be real curious to see how exactly will the economy push people to trade in non-mailed things.
Caravans bring in large base costs and insane risk (supposedly/allegedly), so, unless building up nodes/freeholds requires gatherables from the entire world, I don't really see why people would risk the tranfser.
I don't think it would be vital to run caravans for this, because depending on certain implementations, solo players would travel to the place with the workspace and the abundant materials, while carrying the rare ones and trying to sneak their way through/in, whereas Caravaneers would probably make more money from Glint (I'm looking forward to seeing if Intrepid can design a schema where this isn't the case, but I won't hold my breath, that said, you could fill a caravan with what Glint-Commodities you have, and fill the rest with materials.)
If time has a clear cost, then the equations for travel-based pricing are easy. We might get 'undercutters' from the Caravaneer groups, but I'm sure the local syndicates will 'persuade' them not to do that.
Azherae
1
Re: The Tank Class Augmented
Overall I think you missed a significant oportunity to interact with a mechanism which dose exist, the Courage meter of the Tank. Adding new ways to generate, consume and providing new benifits to courage levels which evoke or blend the secondary archetype is a straitforward way to really feel the fusion of two archetypes.
That's a great point about not playing as much in to Courage. I think that would vary things up quite a bit. I'll have to revisit my thoughts on some of the classes.
Also you use a lot of Cooldown and stack resets which just seem superflous to me, all be it that may just be me personally having a low opinion of such mechanics broadly as I think it leads to designer enforced ability cycle meta, Intrepid dose use them but it seems to me you ramped it up a lot.
(...)I don't get the sense of a kit that is going to give an intended gameplay, or if I do it comes off as a piecemeal 'graft' of the secondary archetypes abilities rather then a fusion.
Hmm, I guess most of these concepts can be boiled down to "do a defensive thing, then you get to do some other cool things".
The intended game play focuses around the specific type of activated defense. Each defense on it's own has their own slight differentiation: Blocking can be a channeled thing, Dodge is heavily timing dependent, and Parrying can be timing or proc dependent. You can sit on Dodge while doing other things, but waiting on timing the first strike of your weapon Combo to parry is very detrimental to your damage/ threat generation.
I put the class fantasy and playstyle front and center and try to state it as explicity as possible, and to make it as strong, distinct and as much of a true fusion of the two archetypes as possible and only touch very lightly on some ways that it is implemented and almost never down to individual augments.
That's one of the most restrictive things. From my understanding, Intrepid isn't looking to additively create entirely new skills for the Classes. So focusing on the one's we have and modifying (augmenting) them in to new one's will create the individuality for the class. I did take some liberties in replacing some of the skills, but I think it could be done using current assets and some simple coding - nothing intensive.
Tanks currently have 17-19 skill on the Wiki. Adding 5-6 more to them would feel more superfluous than just augmenting the one's we have. Sure, those current 17-19 skills feel like they might have a bit of bloat and can be pared down anyway; but even paring those down and adding more is still 15-20 potential skills.
But again, I really like your idea about playing with Courage more, and can't wait to see some of your takes on what each class might look like.
Re: Instanced PVP (Arena and/or Battlegrounds)
I did one back in February
https://forums.ashesofcreation.com/discussion/58885/the-arena-thread/p1
Then E-Sports got brought up
And people got confused between the 2.
Was a back and fourth nightmare 😂
What I tried to do from the start of that Arena Thread was compromise with the Ashes direction of the game as-well as keeping an end game high skill competitive level with fewer numbers than the original 8v8 design to offer something different yet more noticeable on individual talents & skills (ie 3v3 & 5v5) - already confirmed
The compromise I tried to get with was having reasons, upgrades to still go out into the OW and experience the other modes such as dungeons & raids to stay relevant, experience the entirety of the game but also was a choice of weather you wanted these slight upgrades to give you an advantage to climb the leaderboard of the Arena, so that way was a win/win, and everyone gets to pick how they want to play their story, makes it easier with Seasons too
yeah I did the same thing with an idea I got from playing Infantry back in the day.
https://forums.ashesofcreation.com/discussion/59688/idea-copied-from-an-old-game-one-of-my-all-time-favorites-that-could-fit-ashes-perfectly#latest
for some reason if anyone mentions arena play the guys who never leave the forums come out to with their one sided opinions to try and tear it down. I'm getting really tired of people using "the spirit of the game" to argue for the sake of arguing or they will just derail your entire thread.
Apok
2
Re: Instanced PVP (Arena and/or Battlegrounds)
?I would run around on WoW back in the day looking for fights, usually people just ran away and cried.
I‘ve been playing WoW on pvp servers from release until end of WotLK and there was plenty of open world pvp everywhere, in all scales and sizes. Played rogue and warrior mainly, and had thousands of hours pvp-ing from 1:1 to large scale fights.
So, cant share or understand your experience at all.
I‘ve played Horde. If that makes any difference, but I dont think so.
And sure, wow vanilla was also very grindy in several aspects, all the QoL stuff was implemented later on.
I more focused on FFXI then WoW back in the day, FFXI had mechanics I never dealt with where WoW was a combination of everything that was out at the time. I might have missed out cause most of my experience is early/mid game with WoW then came back on private servers that were dedicated to arena only to play more MMO PvP
Apok
1
Re: How much abilities does each class have to press?
I'm the exact opposite. There should be a ton of situational skills and players have to know how/when to use them all if they wanna succeed in pvx.Winterfang wrote: »What y'all think about this?
Ludullu
6
Re: Next Livestream + Q&A Submission - Friday, September 27, 2024 at 11am Pacific
At what time will the servers go live on October 25.?
Mirro
3
Re: Ranged Mobs: Impossible to Counter if you are in their attack range
I wasn't talking about from a technological perspective.i don't think you see my point, but ok
Let's find out.
Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks.
My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function.
'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard
Not only do you not use movement to dodge, you don't use dodge to move.
Is the notion of a dodge ability that foreign to you?
The notion that moving can cause an attack to miss in a game with tab target mechanics is absolutely off the charts in terms of naivety.
that is determined by if the what you're dealing with is hitscan or projectile, older MMOs relied on hitscan but modern technology can use projectiles which changes things
I'm talking about a gameplay perspective.
Tab target systems don't give me the ability to predict your movement or anything. I can cast a spell or fire an arrow "at you", and that is it. If you can just move to get out of it's way, it makes you invulnerable to single point ranged attacks in a tab target system as long as you are moving.
there's no logic in your thinking, you're acting like if you can dodge an arrow everyone will dodge every arrow. they could just make side stepping and dodging take up stamina also the person would have to be quick enough. if the target is running left to right or vice versa then you would need to take off tab target and lead your shot.
I think the problem is a lot of you don't want to get good you want to cheese the game using archaic systems
Apok
1
Re: How Multi-Classing Should Work in AOC
The devs know that each Secondary Archetype (which becomes available at Level 25) has 4 Schools of Augments. Augments are less powerful than Active Skills.@Kilion I don't think they know what they want to do with second archetypes yet. they have mentioned flavor and that's about it. It's my assumption they are wanting to iron out 1st archetypes and basic skills first before rolling out anything for second archetypes.
I feel like tackling both at the same type is a recipe for disaster. balance and flush out the first archetypes then go from there.
I'm pretty sure the Primary Archetype continues to gain Active Skills from Level 25- 50.
But, yes, you have to first solidfy what the Active Skills are before putting a ton of focus on devleoping the details for Augments which will modify those Active Skills.
Dygz
3