Best Of
Re: How Solo Players (Basically) Saved MMOs From Going Extinct
The main reason why I like AoC is because it's not solo friendly.
The world is too big for it not to be. Verra is going to feel very empty quick.
Re: Does Intrepid Need To Worry About This Or Is It Just Us?
I read the first 1/3 of the OP and had to force myself too. T & L is not anything to worry about. The combat alone in Ashes is miles better then T & L. I would play Ashes in an Alpha state over the released T & L. If Ashes failed, I would not even consider T & L as an option for me.
🖼️👀 Looking for Alpha Two access?

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What are you excited to test when Phase III launches next week?
Vaknar
1
Re: Does Intrepid Need To Worry About This Or Is It Just Us?
1. I'd prefer if the visuals matched the drops, cause it would help with parsing what a mob can drop w/o going to a 3rd party site
2. I'm fine with the change, if it's explained in even a semi-interesting way (i.e. maybe a new boss "took over" a location and now the old mobs are influenced by it, so they have changed their weapons or got new abilities)
3. Won't bother me, cause I already expect just a few gamestates instead of something truly unique or rng
2. I'm fine with the change, if it's explained in even a semi-interesting way (i.e. maybe a new boss "took over" a location and now the old mobs are influenced by it, so they have changed their weapons or got new abilities)
3. Won't bother me, cause I already expect just a few gamestates instead of something truly unique or rng
Ludullu
1
Re: Melee Classes Survivability in Group PvP Needs Addressing
"Guys, it's only alpha" is certainly a take. I have seen plenty of niche MMOs which ignored early stage "obvious" player feedback and launched in that broken state anyway.Guys intrepid aren't ****. I appreciate the vent OC but this is well known and easy to see. Understand it's alpha, nothing as you see it currently will be the same as in full release.
Re: Does Intrepid Need To Worry About This Or Is It Just Us?
(my job in this thread is to clarify things mostly, so mostly wait for/address JustVine if you need to know 'opinions', I'm sure my personal opinions are implied)
1- if they mathc, it's nice; but if they don't, i don't really care, although it would be a bit weird fighting a mob with a spear and you get a 2 handed sword as a drop, instead of the spear. ultimately, I don't care.
2- they can't really be adding new mobs everywhere for each weapon. imagine having starting areas, for example, full of 9348574857 types of mobs lol. they will eventually have to change loot tables.
3- no. don't care. there probably won't be a way to get some items when the world changes, and you would have to destroy a node and develop a different one to farm certain gear...or just craft it.
To me it sounds like you actually DO care, but it is a lower priority because you have less faith in the team to be able to do little details like this to increase immersion than I do and are afraid the stuff you do care about might get neglected. That's understandable though. You need a dev that shows a lot of aptitude at juggling multiple things to feel confident in that.
If visuals match what mobs drop that would be a world first honestly.
It has always deeply annoyed me that the mob never drops it's weapon/armor/trinket and instead randomly drops other stuff.
So in TL the mobs all have one or two weapon types the same as players. The design type that seems to be their 'methodology' trends more towards the drop coming from 'whatever is easiest for that weapon to kill'. I don't like this for many reasons chief among them immersion. But I also don't like how little confidence this type of design has in the player. Overworld is already made to be less challenging. You might as well value immersion over 'sensible' things like 'making sure all classes get relevant drops' in places where challenge isn't the deciding factor.
Even if I did like Ashes combat (jury is still negative compared to A1 combat), it is too simplistic and easy for 'drop what makes the most sense to make the world feel alive' to not be the guiding principle in all itemization. This is part of why I still play FFXI to this day! They succeed so well at this living breathing world just through drops and sensible ecology that I keep feeling alive even when the world is empty of most of the people that originally inhabited it.
JustVine
1



