Greetings, glorious testers!
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.
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: Please avoid Monetization at all costs and watch dup bugs/money bugs.
There will be no pay-to-win (P2W) in Ashes, Jamesson … so you can breathe a little easier there.
The vast majority of items in the cash shop are cosmetic and will have similar in-game achievables to reduce exclusivity.
However, asking other players to not wear their cosmetics they earned (or bought) because of your “immersion” or "visual progression" … that’s been brought up in quite a few threads already.
The whole purpose of cosmetics is for players to show off their look. Taking that away from them devalues the achievement or purchase.
Box cost is pretty non-negotiable ... as the devs seem firm on the subscription model being the access mechanism for the game.
On the plus side, yes, totally agree that us Alpha 2 testers will do what we can to make it a great game to play for everyone.
The vast majority of items in the cash shop are cosmetic and will have similar in-game achievables to reduce exclusivity.
However, asking other players to not wear their cosmetics they earned (or bought) because of your “immersion” or "visual progression" … that’s been brought up in quite a few threads already.
The whole purpose of cosmetics is for players to show off their look. Taking that away from them devalues the achievement or purchase.
Box cost is pretty non-negotiable ... as the devs seem firm on the subscription model being the access mechanism for the game.
On the plus side, yes, totally agree that us Alpha 2 testers will do what we can to make it a great game to play for everyone.
Re: Ashes of Creation must dodge this bullet
I doubt this will help anything but eh, why not...
https://massivelyop.com/2024/09/19/vague-patch-notes-when-slow-leveling-is-a-problem-in-mmorpgs/
https://massivelyop.com/2024/09/19/vague-patch-notes-when-slow-leveling-is-a-problem-in-mmorpgs/
Azherae
2
Re: Ashes of Creation must dodge this bullet
I said I just took them from the first google search results. Whatever, pick yours, I don't careThat is a strange list of top 10 MMORPG's.
Some of those games aren't even considered MMORPG's by their developers. Others of them wouldn't even be in the top 20.
Flanker
1
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
Maybe the one big difference (unless you just forgot to mention it) was the Giran port. Cause I've definitely seen several servers that used it as the main trade hub of the game (before MRT) and so if the official servers didn't have this then I'd consider it a private server special
Giran port was quite a big trading hub but it wasn't long lived as such, its main attactive was that it was the closes teleport to the very popular zones Catacombs of Branded and Pirate Tunnel/Devil's Island when there weren't teleports directly to those and was a non-town safe place, when most people's level went past 55 it wasn't as attractive anymore. Most private servers used it for the same reason or sense of nostalgia.
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
And that was the exact info I needed Just a confirmation that official servers had the same stuff as what I described from the private ones. And I'd personally chuck it up to the design of the game, rather than private servers copying the official ones, cause I've known countless people who never played on official servers, but they all knew how/where to buy stuff they needed.JamesSunderland wrote: »Not entirely sure which specific information you seek, but will try to provide a somewhat generalized answer regarding the topic.
Maybe the one big difference (unless you just forgot to mention it) was the Giran port. Cause I've definitely seen several servers that used it as the main trade hub of the game (before MRT) and so if the official servers didn't have this then I'd consider it a private server special
Ludullu
1
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
Obviously I can only speak from my own experience of private servers, so I'd need @JamesSunderland to weigh in on how different my experience is from the official one.Based on what you have provided me over the years, though, and my own research, L2's economy does not come close to what is required or optimal here. If you have more information about how player hubs worked in C3 specifically, I'd appreciate it.
Not entirely sure which specific information you seek, but will try to provide a somewhat generalized answer regarding the topic.
Regarding players main hubs in the early versions it was mainly dependent on the target buyers, because towns where mostly in the middle of specific level farming regions it usually dictated its market, usually D grade items and resources would mainly be sold in Gludin/Gludio/Dion, for C Grade a lil in Dion but mostly Heine/Giran/HuntersVillage so on and so forth, also keep in mind the restrictiviness of teleportation prices.
But throught the whole game there were 2 places which mostly outclassed the rest in terms of main player hubs for general items Giran and Aden for 4 different reasons: Wide range of level farming regions, Amazing repeatable quests, Things/services npc only in those towns provided and relatively lower price of common items sold by npcs.
But eventually one place outside of those became dominant and the main player trading hub, Monster Race Track, simply because it was accessible to teleport from any town for free.
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
I'm a lot more open to letting players see prices beyond their buying 'reach' because lets face it everyone can access that kind of information out of game. In game that ability might be restricted to Economic nodes or even universally available. Player will then decide if hoofing it is worth a price discrepancy and merchanst will likely adjust prices to be right at that break point and other players will engage in bulk arbitrage to essentially do the leg work for others.
I really think that Intrepid should block any mailing of gathered or processed materials. If Crafters can just buy materials from where ever they were it deeply undercut the Caravan system and also decrese the uniqueness of regional crafting output. An area with say for example a lot of copper should actually see a different mix of products get crafted because local materials are cheaper and the whole flavor of the item economy shifts to reflect that and has downhill effects into combat, for example people use more medium armor in an area because it's cheaper, while in another area they use more heavy armor because iron is more plentiful.
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 really think that Intrepid should block any mailing of gathered or processed materials. If Crafters can just buy materials from where ever they were it deeply undercut the Caravan system and also decrese the uniqueness of regional crafting output. An area with say for example a lot of copper should actually see a different mix of products get crafted because local materials are cheaper and the whole flavor of the item economy shifts to reflect that and has downhill effects into combat, for example people use more medium armor in an area because it's cheaper, while in another area they use more heavy armor because iron is more plentiful.
Lodrig
1
Re: What are people's node & biome preferences?
I really like variety in gameplay and game environments alike, so no preference really. It looks like a usual levelling journey will take your across multiple biomes
Re: What are people's node & biome preferences?
Right now, i think i like the Riverlands in Autumn the most.
Could change, though. And i know my beloved "colder" Biomes are not out yet.
Could change, though. And i know my beloved "colder" Biomes are not out yet.
Aszkalon
1