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Re: How Solo Players (Basically) Saved MMOs From Going Extinct
We have differing opinions of what "a real mmo" is. To me, if you can clear the game and majority of its content w/o uttering a single word in chat - that's a single player game.TheDarkSorcerer wrote: »Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.
While I understand what it is you are actually saying, I'm not a fan of this way of wording it.
Even back in 2004, if you were in a guild that was organized, you didn't need to use in game chat at all. You could complete quests, dungeons, raids, everything that is the core of an MMORPG, all without needing to use chat at all.
Few people would have, because chat drama is great. However, it wasn't necessary to fully participate in what an MMORPG is all about.
Noaani
1
Phase 3 New Player Experience on the PTR
The new player experience for the Halfling/Orc starting zone feels really mixed. Because the is the entry point for new players to the game it is critical to make this experience easy to follow as well as rewarding. I want to start with the good and then cover the gaps.
What is working
The player's first experience when they land is having a quest giver calling them over. This is great design, but so many elements are missing to guide the player through this first cave. Perhaps successive quests, or some game design that always points them the right way. Glowing bugs or mushrooms perhaps that are different colors in different parts of the caverns (yes I know there are differential enemies, but this is pretty consistent). It is pretty easy to gt going in a circle.
What is working
- The number of quests that are given is awesome
- The enemy challenge level seems just about right
- Love the little caches of goodies
- As a new player finding your way around is pretty challenging. There isn't enough in the way of directions
- No minimap that helps you navigate the cave
- At night time the cave is nearly impossible to navigate on top of being hard to navigate anyway either need racial darkvision or some sort of torch
- Just lighting in general sun shining in places during the day so bright that there is no way to see where you are going while walking on a ledge
- Swim through the bottom of the water and be unable to get back up to the water in areas
- The quests are marked ish, but there is no clear so what to them everything points you to bonfire
The player's first experience when they land is having a quest giver calling them over. This is great design, but so many elements are missing to guide the player through this first cave. Perhaps successive quests, or some game design that always points them the right way. Glowing bugs or mushrooms perhaps that are different colors in different parts of the caverns (yes I know there are differential enemies, but this is pretty consistent). It is pretty easy to gt going in a circle.
Feedback and Concerns Regarding Gear Customization and Crafting System in PTR
Dear Steven / Intrepid Team,
I'd like to share some constructive feedback regarding the current state of gear, bonuses, stats, and perks in the PTR (Public Test Realm). While I fully understand this is still a work in progress, the current direction feels very limited and overly rigid, much like earlier systems we've seen in New World—and, frankly, this iteration feels even more restrictive.
Core Concern: Lack of Customization for Crafters
One of my main concerns is the limited ability for crafters to design gear based on their individual playstyle. As things stand, it seems like gear stats and perks are tied too tightly to pre-defined templates or set bonuses, which discourages creative builds and leads to predictable meta choices.
My Question:
By beta or launch, will crafters be able to customize gear stats, perks, and set bonuses based on chosen materials to reflect their preferred playstyle?
Suggested Approach (Example for Illustration):
Imagine crafting a light armor piece using a modular material system:
Base Materials (define armor type)
Stat Materials (define stat scaling)
Using this system, I could tailor my armor stats to reflect my playstyle — for example, stacking DEX and evasion rather than defaulting to physical or magical defense. The idea here mirrors your current set bonuses, but gives crafters the agency to define the attributes themselves.
Bonus Structure Breakdown
If I prefer DEX over STR, I should be able to extract or replicate those bonuses in my crafted gear. This would allow crafters to mix and match bonuses across different armor sets, using rare materials tied to those effects. For instance:
This would create a fully customized 8-piece set built entirely around my preferred stats and bonuses.
The Vision
This system wouldn't replace or devalue existing set crafting, but instead offer an advanced crafting path for dedicated players. Sets with pre-defined bonuses could still serve as easier or more accessible options, while this material-based system becomes an endgame customization layer, requiring more resources, planning, and effort.
Why This Matters
Without this kind of flexibility, the current system feels like it's funneling all players into the same builds, reinforcing a static meta. That’s exactly the kind of issue that can lead to stagnation and imbalance over time.
Crafters were promised the ability to "make the best gear" — and I believe that vision can only be fulfilled if crafting allows for deep customization and strategic choice.
Final Question
So, to clarify:
Is the team planning to support this kind of modular, material-driven customization system for crafting gear — one where crafters can shape stats, perks, and set bonuses based on their own choices?
I'd like to share some constructive feedback regarding the current state of gear, bonuses, stats, and perks in the PTR (Public Test Realm). While I fully understand this is still a work in progress, the current direction feels very limited and overly rigid, much like earlier systems we've seen in New World—and, frankly, this iteration feels even more restrictive.
Core Concern: Lack of Customization for Crafters
One of my main concerns is the limited ability for crafters to design gear based on their individual playstyle. As things stand, it seems like gear stats and perks are tied too tightly to pre-defined templates or set bonuses, which discourages creative builds and leads to predictable meta choices.
My Question:
By beta or launch, will crafters be able to customize gear stats, perks, and set bonuses based on chosen materials to reflect their preferred playstyle?
Suggested Approach (Example for Illustration):
Imagine crafting a light armor piece using a modular material system:
Base Materials (define armor type)
- 20x Linen
- 10x Leather
- 2x Ore
- 1x Armor Mold
Stat Materials (define stat scaling)
- STR: 1x Giant Eye
- Pure Speed: 8x Giant Spider Legs
- DEX: 1x Lizard Tail
- Accuracy Debuff: 2x Dwarf or Elf Hands
- General Evasion: 3x Mosquito Blood
Using this system, I could tailor my armor stats to reflect my playstyle — for example, stacking DEX and evasion rather than defaulting to physical or magical defense. The idea here mirrors your current set bonuses, but gives crafters the agency to define the attributes themselves.
Bonus Structure Breakdown
- Armor Type Bonus: These remain consistent based on armor class (e.g., Light Armor bonus applies to all Light Armor).
- Secondary Bonus (e.g., “Finesse”): Currently, some bonuses (like Finesse: +18% DEX & WIS) aren't well aligned with specific roles. For instance, as a rogue, I don’t benefit from WIS, making half the perk redundant. It would be ideal if we could select these bonuses based on materials, tailoring them to suit intended builds.
- Set Name Bonuses: These feel especially restrictive. For example:
- Toren Set (Medium):
- 2-piece = +100 STR
- 3-piece = Bulwark (passive)
- Splidehemp Set:
- 2-piece = +100 DEX
If I prefer DEX over STR, I should be able to extract or replicate those bonuses in my crafted gear. This would allow crafters to mix and match bonuses across different armor sets, using rare materials tied to those effects. For instance:
- 2 pieces grant +100 STR (from one material type)
- 2 pieces grant +100 DEX (from another)
- 2 pieces grant +600 Crit Power (heavy set bonus)
- 2 pieces grant +600 Power
This would create a fully customized 8-piece set built entirely around my preferred stats and bonuses.
The Vision
This system wouldn't replace or devalue existing set crafting, but instead offer an advanced crafting path for dedicated players. Sets with pre-defined bonuses could still serve as easier or more accessible options, while this material-based system becomes an endgame customization layer, requiring more resources, planning, and effort.
Why This Matters
Without this kind of flexibility, the current system feels like it's funneling all players into the same builds, reinforcing a static meta. That’s exactly the kind of issue that can lead to stagnation and imbalance over time.
Crafters were promised the ability to "make the best gear" — and I believe that vision can only be fulfilled if crafting allows for deep customization and strategic choice.
Final Question
So, to clarify:
Is the team planning to support this kind of modular, material-driven customization system for crafting gear — one where crafters can shape stats, perks, and set bonuses based on their own choices?
0
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Which exact skill expression are you talking about? Mouse movement? Reaction speed? Skill usage planning? Proper movement within the surroundings?ordotemplarii wrote: »My definition of hardcore is something that taxes your individual mechanical skill. The intent behind what I saw was that the game is just not all that playable solo. I then say that grouping up with people is one of the easiest things to do and is therefore noob friendly. It looks like one of those life is feudal situations where the solo game play is uninstalling.
You gave the example of mordhau, but that's a first person game. In third person mmos (especially the ones with zoom distance that Ashes will have), the skill is usually represented through proper skill usage, party coordination in that action and general battlefield awareness. You won't be swinging around your mouse like a crazy person, in attempts of properly aiming a strike. Though depending on how well Intrepid polish their targeting, and whether we get detargeting abilities, we could see a requirement in mouse aiming skill as well (though this is usually the job of 1-2 people in a party).
I've seen people (and did myself) die to goblin shamans, because the player didn't react in time to the green goo the mob throws at you. I've seen people die to wolves and grems, because they didn't use their abilities correctly. I've seen people die to mob abilities, because they didn't dodge in time.
All of those things (and many more) are also representative of player skill and of the game's requirement for it. If you really are so high skill in other games, of course a more basic combat design won't seem as hard to you, but it doesn't mean that the game is not hard for other people.
Yeah, I play FPS, and combat sims, and appreciate your swinging your mouse around like crazy comment because yes that is one thing thats important to me. However I played a lot of wow (classic) and understand the tab targeting ability type combat. I do consider that game to be fairly skill based, particularly for using the right abilities at the right time, and even mouse movement (keeping your front facing the enemy) although I know its not going to be at the same level as those other types of games.
Ashes on the other hand seems like, it doesn't matter what abilities you use and in what order because the content is designed to be zerged down, therefore the only mechanical skill is zerging. That said I don't have hours upon hours in ashes to be certain, but thats the impression I got.
To sum up, the actual levelling process is extremely noobie, zerging up and grinding mobs. Now does that necessarily mean the end game combat is noobie too, no not necessarily, but its hard to imagine the developer not continuing in that direction for all future mechanics.
Re: How Solo Players (Basically) Saved MMOs From Going Extinct
All these current big "mmos" are just single player games
Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.
Solo players didn’t kill MMOs. They kept them alive by making them more accessible. Not everyone wants to grind with a guild 24/7 just to have fun.
