Best Of
Re: Is there a problem for solo players
And I am punished with no response? =PAirborneBerserker wrote: »Implying what?AirborneBerserker wrote: »Well this is progress of a sort.Not every player who has a preference for solo gameplay is as much of a sour grape as you.AirborneBerserker wrote: »
Many of those 70% might enjoy the playstyle of WoW, or whatever other solo-friendly MMO, for now, because it's what has worked so far - but would be perfectly willing to adjust their expectations and behaviours in order to fit into a game where the priorities and demands are different, and change the way they play, if they find that this new gameplay loop is also enjoyable.
As for the rest, yes.
Yes, it is a fantastic idea to tell them to pass on this game.
All the reasons why WoW is such a boring soulless themepark filled with dailies and grind quests and arenas instead of anything of substance can be traced back to its attempt of appealing to everyone:
Where comfort and convenience are cranked up to the max.
And where communication and finding people whose playstyles you agree with is entirely optional, and grouping is streamlined without any social interaction required.
Ashes doesn't make this mistake.
Ashes is for players who are willing to combine PvP and PvE challenges,
who are willing to compete for high rewards at high risks and accept the setback when other players beat them to the objective,
and who care about building a world where their contribution alters the way the world looks, and what happens in it.
The rest can go play WoW, FFXIV and ESO, instead of disappointing themselves with something that wasn't made to appeal to their demands for a soloplay themepark LFG lobby.
You didn't insult me or put words in my mouth. Which most of the posters do.
Given their other thread, I wouldn’t expect much in the way of answers.
Caeryl
1
Re: Vassal resentment
I think the pertinent questions are "Is a node barred from warring with your parent node"? and "Can a node break its vassalization by any means OTHER then a war with the parent node?" It would be unacceptable for the answers to be Yes and No respectivly. But if the first answer is No then the second question could be anything, though it would be NICE to have alternatives even if the only option is to become a vassal of a DIFFRENT node that is also higher tier. Even that would give rise to interesting player driven diplomacy.
Also I do not see the drive to 'test' such a child/parent war. If their are no restrictions that make that war initiation or conclusion different from any other then their is nothing special to test. Only if their is a whole 'special' system of permissions and consequences for such an event would it need testing. For example if a child node defeats a parent will cause it to automatically aquire parenthood over it's old siblings in a way that it would not have had the parent node been defeated by an outside group, that would obviously need a test.
Currently it is indeed a "Yes" and "No" respectively, which I also find to be a strange turn given how the rest of the Ashes world state is meant to function.
Vassals should have a method of usurping even if its a very taxing, difficult method, because the Node progression system is (as it's been showcased so far) will very quickly lock other nodes out of progress just because some people were farming here instead of over there. Maybe it'll play out differently since the nodes are static and already typed in the base state, but getting change to happen is going to be such a hassle.
Caeryl
2
Re: Is there a problem for solo players
Implying what?AirborneBerserker wrote: »Well this is progress of a sort.Not every player who has a preference for solo gameplay is as much of a sour grape as you.AirborneBerserker wrote: »
Many of those 70% might enjoy the playstyle of WoW, or whatever other solo-friendly MMO, for now, because it's what has worked so far - but would be perfectly willing to adjust their expectations and behaviours in order to fit into a game where the priorities and demands are different, and change the way they play, if they find that this new gameplay loop is also enjoyable.
As for the rest, yes.
Yes, it is a fantastic idea to tell them to pass on this game.
All the reasons why WoW is such a boring soulless themepark filled with dailies and grind quests and arenas instead of anything of substance can be traced back to its attempt of appealing to everyone:
Where comfort and convenience are cranked up to the max.
And where communication and finding people whose playstyles you agree with is entirely optional, and grouping is streamlined without any social interaction required.
Ashes doesn't make this mistake.
Ashes is for players who are willing to combine PvP and PvE challenges,
who are willing to compete for high rewards at high risks and accept the setback when other players beat them to the objective,
and who care about building a world where their contribution alters the way the world looks, and what happens in it.
The rest can go play WoW, FFXIV and ESO, instead of disappointing themselves with something that wasn't made to appeal to their demands for a soloplay themepark LFG lobby.
You didn't insult me or put words in my mouth. Which most of the posters do.
Re: Dragon Raid Boss
Ludullu_(NiKr) wrote: »A small rez of 25% hp/mana or a small heal here and there are nothing compared to "I stand up pretty much right next to the boss with full mana and hp".There is no way you are telling me infinite res + healing and mana doesn't' help them win, and defend someone saying about the raid being done in the first try as if this was their only recording...
We don't know about how many recordings they did, but from a quick rewatch it seemed to have been a full singular encounter (though I'd need to properly rewatch to know for sure).
And the boss would've be beaten on first try if it was attempted by properly built parties, with properly built characters, by properly skilled players. And imo, none of that was true in this fight, which is why they needed those GM powers (or potentially a GM-powered respawn location) to win.
I've just seen several people say "oh, they won cause Steven had endless hp, so he could rez them", but his impact was at most a few % of the raid's overall power, if that. I'd need to pay close attention to his rezzes and their follow-ups to know for sure, but I got Genshin to clear and I've already spent 2 hours chatting about Ashes in different places, so maybe later
Ya but healing is broken in this game atm, if they get up with 25% he brings them to full pretty quickly on top of that because of heal spam.
Which is why i think its interesting if people think this is also too easy, or sayin things like boss needs to one shot people. The whole issue is healing is overturned right now which makes all the difficulty lower in the game.
Mag7spy
1
Open World Bosses and You - The Importance of Furniture Drops
I have seen many concerns about the games loot system in reaction the showcase of Firebrand. After discussion with Azherae I have come to the conclusion that there is an easy enough fix that Intrepid might already have in the works. The solution? Furniture drops! (and other non-combat oriented crafting.)
The main complaint I have seen is "Why should I help fight a boss if I get nothing out of it?". I think this is an important concern when it comes to 'node loyalty' that Steven seems to be betting on. Guilds swiping all the content local to your node is discouraging. Even if you are at the bottom of the rung in the ruling guild, you are still demoralized! As a citizen of a Node, you should feel good about the content in your node. You should feel some comfort in the unique content in your node. There is going to be a lot of live content at various sizes that you as a citizen stand to benefit from. But getting gear, while important, does not really feed a player's positive play loop when considering the node. It makes you more powerful. It makes you more capable of defending your node, but what of the content? What of the character of that content!
I propose that this problem is solved through the power of a wyvern leather chair or couch. Furniture that can go in your peasant abode, in your apartments, townhouses, and freeholds. Furniture, as we know, grants you little quality of life benefits mechanically, but not enough for it being a common drop from impactful content like Firebrand to be a point of imbalance. Small drops like this may seem like they have an equally small impact, but I can assure you that one must never underestimate the power of player housing when it comes to incentive to participate in open world content!
Rest easy about Firebrand drops by sitting back in your Firebrand recliner!
Edit: In case it isn't clear I mean materials specifically for that furniture, not entire pieces. Crafting the furniture is still important.
The main complaint I have seen is "Why should I help fight a boss if I get nothing out of it?". I think this is an important concern when it comes to 'node loyalty' that Steven seems to be betting on. Guilds swiping all the content local to your node is discouraging. Even if you are at the bottom of the rung in the ruling guild, you are still demoralized! As a citizen of a Node, you should feel good about the content in your node. You should feel some comfort in the unique content in your node. There is going to be a lot of live content at various sizes that you as a citizen stand to benefit from. But getting gear, while important, does not really feed a player's positive play loop when considering the node. It makes you more powerful. It makes you more capable of defending your node, but what of the content? What of the character of that content!
I propose that this problem is solved through the power of a wyvern leather chair or couch. Furniture that can go in your peasant abode, in your apartments, townhouses, and freeholds. Furniture, as we know, grants you little quality of life benefits mechanically, but not enough for it being a common drop from impactful content like Firebrand to be a point of imbalance. Small drops like this may seem like they have an equally small impact, but I can assure you that one must never underestimate the power of player housing when it comes to incentive to participate in open world content!
Rest easy about Firebrand drops by sitting back in your Firebrand recliner!
Edit: In case it isn't clear I mean materials specifically for that furniture, not entire pieces. Crafting the furniture is still important.
JustVine
2
Re: Steven's response to secondary archetypes
There's always gamers who claim there is a META.
Dygz
2
Re: Consternation surrounding the 8x8 Class system and how to move forward.
The term "Class" for most people is really what is being called "Archtype" in AoC. The Class portion of character building can be thought of as augmenting or specializing a specific set of utilities. If they dropped either term Archtype or Class and used something else for the specialization of characters then most people would not have the initial "WTF... 64 Classes!" thought.
Caww
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
It is my hope that this is an example of a low level boss encounter, most mechanics shown were either heal/gear checks after the damage goes out that you cannot avoid, or dont stand in the bad stuff.
I am very pleased with the way players must watch boss animations to see what move is coming next. But I also hope for more complex mechanics to arrive in the future.
Things targeting a random player that requires nearby players to stack together to soak damage.
Things requiring players with different magic effects applies to them to run together to cleanse each other (think of a player on fire, and a freezing player needing to go meet to cleanse, or they take continuous dot damage)
Maybe a immolation effect, setting players on fire until they can jump into water.
The complexity of ideas you can add is infinite. I am just hoping for more interaction in the encounter besides heal/gear checks, and dont stand in bad. I am not saying the things I saw were bad, they are necessary parts of a fight, I just want more mental engagement in encounters.
I am of the opinion that hard bosses should not really be cleared on the first encounter. Players must repeatedly challenge a boss to solve the mechanics. After the mechanics are understood, and shared around forums or internet even, other teams might conceivable be able to clear it on the first try if they study... but even then there is a difference between knowing how a mechanic works and being able to solve it in execution.
I am very pleased with the way players must watch boss animations to see what move is coming next. But I also hope for more complex mechanics to arrive in the future.
Things targeting a random player that requires nearby players to stack together to soak damage.
Things requiring players with different magic effects applies to them to run together to cleanse each other (think of a player on fire, and a freezing player needing to go meet to cleanse, or they take continuous dot damage)
Maybe a immolation effect, setting players on fire until they can jump into water.
The complexity of ideas you can add is infinite. I am just hoping for more interaction in the encounter besides heal/gear checks, and dont stand in bad. I am not saying the things I saw were bad, they are necessary parts of a fight, I just want more mental engagement in encounters.
I am of the opinion that hard bosses should not really be cleared on the first encounter. Players must repeatedly challenge a boss to solve the mechanics. After the mechanics are understood, and shared around forums or internet even, other teams might conceivable be able to clear it on the first try if they study... but even then there is a difference between knowing how a mechanic works and being able to solve it in execution.
Taerrik
1
Re: Resurrection during combat
It takes like 10 seconds. In a PvP encounter thats like 10 min. If you waste 10 seconds rezzing someone you have already lost the fight, so I think it's pretty balance.
Also the rezzed players comes back with like 10% hp and without mana, that means that even rezzed theyre still useless.
So I think it's a pretty dope solution considering when you die you have to walk back a lot!
Also the rezzed players comes back with like 10% hp and without mana, that means that even rezzed theyre still useless.
So I think it's a pretty dope solution considering when you die you have to walk back a lot!
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Thank you for the stream and hard work. I have mixed feelings this time around. Some things I liked. Some I didn't. And some made me concerned.
- The dragon model is not unique, but I still fancied it. I still think wings and some movements need more love and attention. It's a huge creature, and its attacks must have more impact, especially tail swipes and landing moves. Behavior before the engagement needs more love. Eating grass is cool, but standing still all this time is not. Move around a little, glare at neraby players, breathe fire menacingly?
- Dragon abilities. I dont want to talk about numbers and damage because these things will be dealt with during alpha.
Burning spots on the ground look unfinished. Players stading in the zone should get ramping up burning that needs to be cleansed either by cleric, potion, or selfbuff. This burning should have distinctive visuals so that clerics can react in time. Secondly, burning ground under water without the latter boiling and evaporating looks strange to say the least.
Only one wave of adds for a raid boss is unserious. And it occurs only on low HP. I think it is reasonable to add one more wave at, say, 70% so that players would get punished for unsuccessful elimination.
A linear attack from above is not scary at all. Animation is great, but impact is pitiful. It is a move with long preparation. Those who fail to get out of the way should be severely debuffed or instakilled.
Ground circles of fire are okay. Maybe rump up the casting speed and radius the lower the dragon's health drops?
Bite and claw attacks seem very repetitive. Easy job for a tank. Maybe give the dragon some lethal moves? Standing up on two legs and crushing down with x3 damage? Add some delayed bites with prone effect if unblocked?
Fire breath. Like other moves, it needs to be more complex. From the stream, I got to the conclusion that it is undodgeble on long distances. And this is great because long-range characters are rarely punished. Hmmm. Maybe give the dragon an indication that it is preparing a fire breath attack. For example, the scales on its belly or neck start to glow with red/orange. Now players are aware that a big move is coming and can use defensive abilities or shields to mitigate damage. In compensation add a stun or burning debuff to fire breath.
Overall right now this dragon feels like childsplay mechanically wise. And im not saying that a midlevel raid boss should be extra complex with precision positioning, lightspeed reactions, gear fireresist management, timegates, enragement, and so on...just...add some teamwork, add actual punishment for mistakes.
- People already mentioned lightning and dust. I agree
- Loot. This is where I am VERY concerned. First of all, as I said many times, full item drops ruin economy and craft. Why can't bosses and raid bosses drop unique mats and recepies? Right now you are separating crafting from raiding. This is bad. Why can't this big dragon drop lots of scales, several fangs, horns, meat, heart, essence, and claws? Noooo, it drops shields, armor, and weapons out of its belly (or ass). Does it have iron deficiency? Poor thing.
Even if the development team is hellbent on fullitem drop couple of trinkets for a 40 player raid is laughable.
- Some other thoughts.
I assume Steven was in godmode.
Resurection with a less than 10-minute cooldown is unacceptable.
Path to the ritual site and the channeling are extra easy and repetitive. Add some action. Add unique mobs that reduce the channeling progress. Make enemy archers focus the ghost. Mix in some special effects or cast made by demon. Because right now this part looks uninspired and dull. Im sorry.
- The dragon model is not unique, but I still fancied it. I still think wings and some movements need more love and attention. It's a huge creature, and its attacks must have more impact, especially tail swipes and landing moves. Behavior before the engagement needs more love. Eating grass is cool, but standing still all this time is not. Move around a little, glare at neraby players, breathe fire menacingly?
- Dragon abilities. I dont want to talk about numbers and damage because these things will be dealt with during alpha.
Burning spots on the ground look unfinished. Players stading in the zone should get ramping up burning that needs to be cleansed either by cleric, potion, or selfbuff. This burning should have distinctive visuals so that clerics can react in time. Secondly, burning ground under water without the latter boiling and evaporating looks strange to say the least.
Only one wave of adds for a raid boss is unserious. And it occurs only on low HP. I think it is reasonable to add one more wave at, say, 70% so that players would get punished for unsuccessful elimination.
A linear attack from above is not scary at all. Animation is great, but impact is pitiful. It is a move with long preparation. Those who fail to get out of the way should be severely debuffed or instakilled.
Ground circles of fire are okay. Maybe rump up the casting speed and radius the lower the dragon's health drops?
Bite and claw attacks seem very repetitive. Easy job for a tank. Maybe give the dragon some lethal moves? Standing up on two legs and crushing down with x3 damage? Add some delayed bites with prone effect if unblocked?
Fire breath. Like other moves, it needs to be more complex. From the stream, I got to the conclusion that it is undodgeble on long distances. And this is great because long-range characters are rarely punished. Hmmm. Maybe give the dragon an indication that it is preparing a fire breath attack. For example, the scales on its belly or neck start to glow with red/orange. Now players are aware that a big move is coming and can use defensive abilities or shields to mitigate damage. In compensation add a stun or burning debuff to fire breath.
Overall right now this dragon feels like childsplay mechanically wise. And im not saying that a midlevel raid boss should be extra complex with precision positioning, lightspeed reactions, gear fireresist management, timegates, enragement, and so on...just...add some teamwork, add actual punishment for mistakes.
- People already mentioned lightning and dust. I agree
- Loot. This is where I am VERY concerned. First of all, as I said many times, full item drops ruin economy and craft. Why can't bosses and raid bosses drop unique mats and recepies? Right now you are separating crafting from raiding. This is bad. Why can't this big dragon drop lots of scales, several fangs, horns, meat, heart, essence, and claws? Noooo, it drops shields, armor, and weapons out of its belly (or ass). Does it have iron deficiency? Poor thing.
Even if the development team is hellbent on fullitem drop couple of trinkets for a 40 player raid is laughable.
- Some other thoughts.
I assume Steven was in godmode.
Resurection with a less than 10-minute cooldown is unacceptable.
Path to the ritual site and the channeling are extra easy and repetitive. Add some action. Add unique mobs that reduce the channeling progress. Make enemy archers focus the ghost. Mix in some special effects or cast made by demon. Because right now this part looks uninspired and dull. Im sorry.