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: Leveling Speed
this thread got spicy
could it be that those 200 hours are 200 hours of leveling when nodes are developed? also, you might have to spend time in the game doing things and preparing for the leveling phase.
someone who plays 15 hours every day isn't going to hit max level in 2 weeks even if 15 x 14 = 210, because there won't even be quests or mobs that will give him enough exp in those 2 weeks until nodes develop. he might also need to spend extra time acquiring gear and consumables to go and level up.
could it be that those 200 hours are 200 hours of leveling when nodes are developed? also, you might have to spend time in the game doing things and preparing for the leveling phase.
someone who plays 15 hours every day isn't going to hit max level in 2 weeks even if 15 x 14 = 210, because there won't even be quests or mobs that will give him enough exp in those 2 weeks until nodes develop. he might also need to spend extra time acquiring gear and consumables to go and level up.
Depraved
1
Re: Leveling Speed
You are responsible for what you say. Yes.I'm responsbile for what I say. I'm not responsible for 100 possible interpretations of my words. You completely missed the point that I made and instead, you talk about some "days" that I never even mentioned.
I dunno how you cannot have mentioned "days" when you wrote:
"Someone who plays 6/h day will reach the level cap faster than someone who play 3h/day."
Are you saying those are not your words?
If someone misinterprets your meaning because of your poor choice of words, you should be able to clarify by rephrasing/reframing. That's the way discussion works.
If you aren't interested in clarifying your perspective - that's fine. It's a free world.
Dygz
1
Re: Leveling Speed
The "gap" between casual and hardcore players can be adjusted by balancing Rested XP - simple as thatI do like the 250ish hours or so to get max level. I do think there needs to be a catch up mechanic added later. Maybe 6-12 months after launch. Be that leveling time is sped up. Mentor system that lets high level players level cap down to their low level friends. Or the low level is cap up to the mentors level to get exp in high level dungeon with friends. I cant picture being at cap level and telling your friends to come play Ashes and say, ok see ya in a year. I really dont care how this is done but it needs to happen at some point.
That has nothing to do with what I am talking about.
EDIT: What I am talking about a year after launch. There should be ways to speed up peoples leveling that join Ashes when the majority of the players are playing at cap. IS could speed up the leveling process or do things like Mentorship with players. So low levels players can play with their friends. Or what ever mechanic IS wants to use but this would be a later thing.
Re: Leveling Speed
I do like the 250ish hours or so to get max level. I do think there needs to be a catch up mechanic added later. Maybe 6-12 months after launch. Be that leveling time is sped up. Mentor system that lets high level players level cap down to their low level friends. Or the low level is cap up to the mentors level to get exp in high level dungeon with friends. I cant picture being at cap level and telling your friends to come play Ashes and say, ok see ya in a year. I really dont care how this is done but it needs to happen at some point.
Re: Leveling Speed
If they both reach the level cap in 225 hours of gameplay it's not faster or slower. It's the same number of hours.If someone plays 6h/day, he will reach the level cap faster than someone who plays 3h/day. This should be obvious, right?
The hours of actual gameplay are what matter. The days are irrelevant - especially for Ashes.As well as the fact that it doesn't matter whether leveling takes 50 or 5000 hours. 6h/day player will still reach it faster than 3h/day play in both cases.
But, also for most games releasing in the last couple of years.
Because it's now become relatively easy/common for devs to drop brand new content every 3-4 months rather than needing to wait 12-18 months for brand new content.
Fewer days is irrelevant when it comes to slower or faster.Will it take less days? Well, yeah, apprarently it will, unless leveling takes 3 or less hours, because in this case both would achieve it within 1 day.
Hours of gameplay to the next Adventurer/Class Level are what matter.
The issue for Leveling is how many hours to reach the next Adventurer/Class; not how many days it takes to reach max Adventurer Level.
For Ashes, days to max Adventurer Level are completely irrelevant because there are many other forms of progression to pursue after reaching max Level Adventurer. Node Progression is continuous as Nodes rise and fall. And, by design, the devs will be dropping brand new content every 3-4 months, so players won't have to wait 12-18 months for brand new content.
Because the true issue is ensuring that there's still plenty of fun stuff to do after reaching max Adventurer Level. The bullet that needs to be dodges is being stuck at Endgame, where the only thing to do for 12-18 months is Dungeons/Raids. And the Ashes design already has solutions for that.
Players who truly wish to reach max Adventurer Level more slowly than 225 hours can do so by pursuing the other progression paths before they reach max Adventurer Level.
Ashes doesn't have an Endgame like previous MMORPGs did. Ashes is already designed to dodge the Endgame bullet. And 225 hours is already Leveling more slowly than the vast majority of MMORPGs.
I didn't misunderstand anything.
I disagree that 6h/day v 3h/day is relevant.
Dygz
1
Re: 📝 Dev Discussion #68 - Crowd Control 🤼
How do you feel about CC and CC breaks in MMORPGs?
They create much more interesting and dynamic combat. Yes please.
How do you feel about all Archetypes in Ashes of Creation having some form of a CC break?
Everyone should have access to some kind of CC break or immunity. But to what degree, how many, and what sacrifices have to made for them should depend on the archetype. Melee archetypes should have more available than ranged ones, because they'll be in the thick of combat more often. Rangers should have the least, because they aren't priority targets, they will spend most of their time at long-range, and they already have plenty of mobility to avoid getting hit.
I typed out a bunch of examples, but lost my draft. Just give each class at least one CC break that is thematic and gameplay-appropriate...
What are your thoughts about choosing CC or CC breaks versus damage when allocating skill points?
In PvP, it's usually mandatory to pick some CC, and usually necessary to pick at least one CC break (just in-case a Rogue or Fighter gets on top of you). But there's a lot of nuance when it comes to how much CC each teammate should bring to the table. Maybe you skip them if your teammates already have it covered and you trust them.
And besides, some people just enjoy the Controller playstyle, and other people just like to nuke, so I'm sure there's room for lots of CC choices in the skill trees, at least in PvP.
In PvE, CC is either busted OP or useless; there's very little middle ground. So the devs get to make that choice for everyone and it's just up to the players to realize what the choice was. In most cases it's purely a checkbox when putting together a party: either "make sure someone in the party has a couple AoE CC skills for trash packs" or "make sure the party has a very specific CC needed for the specific encounter". There will be very clear optimal choices in that regard, but I guess it's still fun to figure it out.
Meanwhile CC breaks are a safety net. You can take them as insurance in case you fail to dodge something, or forgo them if you have confidence in your ability to avoid CC entirely. So that can be a compelling choice for individuals, assuming encounter designs include properly tuned CC threats.
They create much more interesting and dynamic combat. Yes please.
How do you feel about all Archetypes in Ashes of Creation having some form of a CC break?
Everyone should have access to some kind of CC break or immunity. But to what degree, how many, and what sacrifices have to made for them should depend on the archetype. Melee archetypes should have more available than ranged ones, because they'll be in the thick of combat more often. Rangers should have the least, because they aren't priority targets, they will spend most of their time at long-range, and they already have plenty of mobility to avoid getting hit.
I typed out a bunch of examples, but lost my draft. Just give each class at least one CC break that is thematic and gameplay-appropriate...
What are your thoughts about choosing CC or CC breaks versus damage when allocating skill points?
In PvP, it's usually mandatory to pick some CC, and usually necessary to pick at least one CC break (just in-case a Rogue or Fighter gets on top of you). But there's a lot of nuance when it comes to how much CC each teammate should bring to the table. Maybe you skip them if your teammates already have it covered and you trust them.
And besides, some people just enjoy the Controller playstyle, and other people just like to nuke, so I'm sure there's room for lots of CC choices in the skill trees, at least in PvP.
In PvE, CC is either busted OP or useless; there's very little middle ground. So the devs get to make that choice for everyone and it's just up to the players to realize what the choice was. In most cases it's purely a checkbox when putting together a party: either "make sure someone in the party has a couple AoE CC skills for trash packs" or "make sure the party has a very specific CC needed for the specific encounter". There will be very clear optimal choices in that regard, but I guess it's still fun to figure it out.
Meanwhile CC breaks are a safety net. You can take them as insurance in case you fail to dodge something, or forgo them if you have confidence in your ability to avoid CC entirely. So that can be a compelling choice for individuals, assuming encounter designs include properly tuned CC threats.
Leonerdo
1
Re: [NA] Stoic | PvX | Experienced Leadership | Mature Player Base | 50+ A2 | EST
Amazing guild. Active every day, super friendly! Come join us!
Syrea203
1
Re: CCs in PVE should last longer and be more visible
One of these days people will learn not to make a post that says the same thing as their comment in the feedback thread.
Like, what are the forum goers supposed to do with this thread? Is there a call to response? Is this a thought starter? Is this a "day in the life of a WoW player" post?
Like, what are the forum goers supposed to do with this thread? Is there a call to response? Is this a thought starter? Is this a "day in the life of a WoW player" post?
Ludullu
2
Re: Alpha Tester’s Responsibilities
Malorymortis wrote: »Here are some general questions I have for example:
- In what way will the primary feedback, including bug reports, be submitted?
- Since most game content is distributed through the developer’s official channels, will testers be under NDA??
- Are the servers for the Alpha test all located in California, or are they already partially distributed across other planned regions, such as Europe?
If you have something to share close to the topic, please don't be shy. And thanks in advance for your answers!
- they said in the last stream that they have in-game reporting too. So you open a dialog and type your finding
- no NDA for Alpha 2: https://ashesofcreation.wiki/Alpha-2
- some servers will be located in Europe too
Otr
1