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.
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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: Leveling Speed
for the person who has work, kids, wife aggro, the people who are the average players it does and the game is already going to put enough pressure on those casual players you don't need to pile on more.
Keep in mind, Ashes is not being made for the average gamer.
It is being made for Steven.
Steven is a gamer who will use his millions of dollars to get a guild that is basically fanatical, and will do what ever he asks them to do in game, because they want money from him (note, a number of staff at Intrepid are guild mates of his).
That is why this game is built top down - that is how Steven seems MMORPG's.
Steven is used to "the little people" just being there, because that is what he knows. He probably doesn't even realise that this is how things have been for him because those people wanted money from him, not because they were enjoying the gameplay experience they were getting.
This is why I have spent years arguing on these forums. My arguments have all been around the notion that this game needs to be more aimed at the average gamer, not at Steven. If you look back at any argument I have ever found myself in on these forums, it has been about me trying to get this game to focus less on the type of gameplay Steven thinks is what makes an MMORPG, and more in to the type of gameplay my understanding of the average MMORPG player would expect.
This is about your imagination and naive interpretation. The reality is you don't know shit about what Steven will do.
Perhaps I do, perhaps I don't.
I see what is put in front me of, I think back to Steven when he was playing Archeage, I see parallels to how he played that game and how he is developing this one.
I could be right, I could be wrong. However, I would rather speak up and be wrong than keep quiet and be right.
Edit to add; I will state that a lot of people (here on the forums, as well as not here) get actually angry at me for my take on the game. Not so much because they have any way of saying I'm wrong, but because they don't want to hear it.
They want Ashes to be that game that (to them) saves MMORPG's, and they know that if I am right, it absolutely will not do that. They don't want to hear what I'm saying even if I turn out to be 100% right.
Fact is, anyone that legitimately thinks I am wrong would have no reason to get angry at me, or to lash out at me kind of like the above (not that the above was much at all). People that get angry at what I say seem to only get angry because they know there is a good chance I'm right.
Noaani
2
Re: a possible unique secondary class for summoner: Voidman
" Shadowmancer " seems already to be the darkest, though.
Aszkalon
3
Re: Keybind Accessibility
Resurrecting this thread from 3+ years ago.
After being "homeless" for most of this year after I stopped playing GW2 in January, with A2 coming up in a few weeks I wanted to stretch out my gaming muscles and prep with Throne and Liberty that just game out yesterday, however like the OP, T&L didn't have the ability to turn left and right in the keybinds, and unfortunately with my playstyle, it makes the game nearly unplayable.
I know Intrepid just put out the keybind image in the last week, however I don't see any option to TURN left/right, only to strafe. Do we know if TURNING will be an option and simply not part of the default keybinds, or will this not be a thing in AOC? I can't imagine them not including this as an option, but I would be beyond disappointed if they didn't.
I believe you can assume they will do this, there's no specific reason not to, and they're pretty receptive to making changes like this that don't really cause any balance issues, for people with specific problems, and those buttons aren't currently doing anything else.
There must be at least one of those NDA pre-Alpha-2 testers who would have brought this up by now if it wasn't done.
Azherae
1
Re: CCs in PVE should last longer and be more visible
This related to PVE
The Mage CC at 10s is pretty useless IMO
When CC'd, the CC should be much more visible, I liked in Wow how CC would sheep (or rabbit, etc) the mob
This was very visible and made it clear that that mob was CC'd and don't hit it
https://forums.ashesofcreation.com/discussion/61172/dev-discussion-68-crowd-control
Discuss it.
mxo
1
Re: 📝 Dev Discussion #68 - Crowd Control 🤼
I want CC to matter, using it strategically instead of just on cooldown.
In PvE, if my group is pulling a room full of trash, and there are more than one big guys in the pull, we should have to manage CC, any long sleeps, long stuns, on one or more of the big guys so the tank can actually handle soaking up the rate of damage. And the group should be careful to not break the sleep on that guy.
Stronger pve enemies should also get CC they can use on us. Occasional snares or knockdowns.
That being said, there is nothing more frustrating in a MMO than being stunlocked, so dont go overboard with it. It should take a considerable amount of coordination in a group to stunlock someone. One player should not be able to shut someone down forever.
CC breaks depend on the intended time to kill. In a game where the time to kill is very short as in 10s or less, we NEED a cc break without question or there is zero chance to counterplay it. In a game with a short time to kill, you use CC, then dump all your damage during CC to secure the kill.
If the time to kill is longer, the need for the CC break is less or not at all even.
Longer time to kill makes using CC against an enemy strategic. Interrupting a heal, or big damaging move will be the primary use of CC. If the enemy is at low health you can treat it like above and use the CC itself to secure a damage window to force a kill.
Abilities that give CC immunity for a time I think are more valuable than a CC break, because they require you to plan its use. Use it so you can perform your big damage combo, or get the heal cast when you know they will waste their CC to try to interrupt you, or some other situation you need to make happen.
Also passives that reduce CC duration are nice to consider to.
Diminishing returns is another topic that should be carefully considered. Its also frustrating when I need to stun someone, but they are immune because someone else stunned them a minute ago.
In PvE, if my group is pulling a room full of trash, and there are more than one big guys in the pull, we should have to manage CC, any long sleeps, long stuns, on one or more of the big guys so the tank can actually handle soaking up the rate of damage. And the group should be careful to not break the sleep on that guy.
Stronger pve enemies should also get CC they can use on us. Occasional snares or knockdowns.
That being said, there is nothing more frustrating in a MMO than being stunlocked, so dont go overboard with it. It should take a considerable amount of coordination in a group to stunlock someone. One player should not be able to shut someone down forever.
CC breaks depend on the intended time to kill. In a game where the time to kill is very short as in 10s or less, we NEED a cc break without question or there is zero chance to counterplay it. In a game with a short time to kill, you use CC, then dump all your damage during CC to secure the kill.
If the time to kill is longer, the need for the CC break is less or not at all even.
Longer time to kill makes using CC against an enemy strategic. Interrupting a heal, or big damaging move will be the primary use of CC. If the enemy is at low health you can treat it like above and use the CC itself to secure a damage window to force a kill.
Abilities that give CC immunity for a time I think are more valuable than a CC break, because they require you to plan its use. Use it so you can perform your big damage combo, or get the heal cast when you know they will waste their CC to try to interrupt you, or some other situation you need to make happen.
Also passives that reduce CC duration are nice to consider to.
Diminishing returns is another topic that should be carefully considered. Its also frustrating when I need to stun someone, but they are immune because someone else stunned them a minute ago.
Taerrik
11
Re: CCs in PVE should last longer and be more visible
10 seconds is a massive duration for CC in any context. We definitely don't need any abilities stunning for half a minute
Caeryl
2
Re: Everquest like Epic Quest Items
unknownsystemerror wrote: »If there was only a wiki that laid out all their plans for legendaries and unique legendaries.
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focused.[4] – Steven Sharif
https://ashesofcreation.wiki/Legendary_items
To be fair to the OP, this has literally nothing at all to do with what they were talking about.
Noaani
2
Re: When do YOU think the official release will be?
George Black wrote: »George Black wrote: »Aigh let's do 5 pages more
Sounds like a plan.
You are the man for it. Throw in some paragraphs
Paragraphs aren't the way to extend a thread by pages. For that, you need posts. Lots of posts.
The best way to get lots of posts is by posting an unpopular opinion, but one that resonates with many people.
To that end, I'm going to say that Ashes won't release until 2028. Since development started in 2018 in reality (the time before that was spent assembling the games team and such) and many less ambitious MMO's have had 10 year development times (ESO being one, iirc).
If the game launches any time before 2028, it will likely just be another of a long line of MMO's released before they were ready, and will fall in to that same heap of mediocrity.
So, anyone wanting the game to release before 2028 wants the game to fail.
Noaani
1
Re: When do YOU think the official release will be?
2025 i think is way tooo much. I guess many of us try to keep a late date on our mind in order to protect us from the loooong waiting. If we say 2023 we might get disapointed so we protect ourselves by saying 2025.
I say 2024 or 2025 because that is when I expect it to release.
That is still only 7 years of solid development.
Noaani
1
Re: When do YOU think the official release will be?
Yeah the more I read about it the more I think 2025 isn't unrealistic at all.
They have a great amount of great promises to honour and a lot of work to do.
They have a great amount of great promises to honour and a lot of work to do.
Ironhope
1