Best Of
Re: Amazing world, painfully dull grind
I'd assume that bigger guilds would have more money to throw at the problem.
That's how it works in every other game I'm aware of.
I agree that a much wider control structure would be beneficial though, especially since Trade/Election collusion is much more powerful than 'one big guild piled into one City'.
That's how it works in every other game I'm aware of.
I agree that a much wider control structure would be beneficial though, especially since Trade/Election collusion is much more powerful than 'one big guild piled into one City'.
Azherae
1
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
- On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
- 2/5.
- How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
- I'd say some quests like the surplus token quests are rewarding in both exp and loot but rest fall flat with a few exceptions. Exp is one way to increase the reward but also giving more than just glint, things like exp scrolls or even gather material upgrades would give you a reason and could even encourage you to craft your first gear pieces and engage with that system.
- In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
- The less your hand is held the more rewarding the quest chain should be, encouraging exploration is important but these things should often be higher level quests as that's when you're looking to do other activities. At lower level simpler quests that show you the opportunities of more complex questing and where you could possible look will encourage this hunting later down the road.
- Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
- 25–49%
- Why did you choose that percentage?
- I think there should be some beginner quests that kickstart your character, surplus token is a great example of this and maybe a similar quest chain for the other aspects of the game like crafting would introduce these system at their base level and then encourage you to seek out more in the future.
- What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
- I think ashes does a decent job, with things that are already in the pipeline like POI's evolving through story quests that would be the ideal way to drive immersion and a dynamic world
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I mean, this is pretty much what we're getting in the P3. We'll have 3 tiers per grade of gear and they'll have rarities on top of that. That picture is more about the power scaling of it all, cause I definitely expect AoC's scaling to be waaay wider than in my pic.I definitely see this as an improvement, over just having a basic one tier system with 6 different rarities.
Also, as for gear acquisition, I fully expect each new patch to add a faster/alternative way to get the earlier grades of gear.
Smth like "on release G2T2 requires you to drop specific mob items, so it's a fairly limited thing can there's a ton of competition and mobs are limited. But the first 6 month update to the game adds a quest that rewards you a chunk of those items, all while the mobs are still there, so if there's no one farming that spot - you'll get the items faster".
In other words, the earlier grades should be getting easier and easier to go through with time, while the upper gears are not so much more powerful than each other, so once you reach them - you'll be in a relatively good place.
There'd also be hand-me-downs within guilds and friend groups, which would have OEd low grade gear, which would also speed things up. But even with that OEd gear, the rough scaling of each grade would still allow for relatively fair pvp between the people of the same lvl bracket.
Ludullu
1
Re: [EU/DE - Lotharial] Seelensturm ruft! [PvX] Casual
Aber trotz Verschiebung sind wir am Ball in AoC
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Re: Price
I miss the old days where devs used to pay people to play test games, 100 dollars to essentially work for the company and test somthing thats going to make them massive profits seems wierd to me. Ill play it when its like 50 dollars like a normal game 
1
Re: Price
No, it is not.
It is $100 to support the development of the game and get access to alpha and beta.
When the game releases, there will be a $15 monthly subscription as the only actual required cost to play.
It is $100 to support the development of the game and get access to alpha and beta.
When the game releases, there will be a $15 monthly subscription as the only actual required cost to play.
Noaani
5
Re: Amazing world, painfully dull grind
grind is what keeps subs on-going so business-wise, grind it is
Yes, but it's not what attracts new subs.
Re: Character Models
Many of the races and/or rig designs have not appealed to me much if at all to be honest. Nothing against the artists or design team but there hasn't been anything appealing regardless of concept art, high resolution model art or in-game modelling.
I'm sure it's been mentioned several times in similar threads but allowing too much customisation just creates rigging problems for armours and whatever dress up players fantasize about.
I'm sure it's been mentioned several times in similar threads but allowing too much customisation just creates rigging problems for armours and whatever dress up players fantasize about.
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I was thinking about this kind of scaling on weapon powers, with armor/jewels being balanced around it vertically and with horizontal additions to elemental/weapon types of interactions.

Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.

Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.
Ludullu
1
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I was thinking about this kind of scaling on weapon powers, with armor/jewels being balanced around it vertically and with horizontal additions to elemental/weapon types of interactions.
Increase from the very bottom to the very top is fairly big, but the in-betweens are not quite that different, so people can still participate in pvp w/o being one-shot immediately, even if they're weaker-geared.
Enchanting could take you up 2-3 steps of that ladder, with an increasing cost (definitely rarity-based) per grade.
How easy would it be to get into it as a new player though?
Do you have to start at G1T1?
Let's say most of the active playerbase is at G4T1, and they can progress up to T3.
Do you start at G1T1, having to grind through all the tiers to get to G4T1 (by which point everyone will already be at G4T3), do you start somewhere in G3T1, for example, or is everyone in the same Grade category for that particular period of time/patch?
How would that even work? I'm assuming new grades get unlocked via new patches/updates down the line, so content that provides you with "endgame" gear, only gives you that particular Grade of gear (while those earlier grades are forgotten/not available anymore/outdated)?
I definitely see this as an improvement, over just having a basic one tier system with 6 different rarities.
iccer
1

