Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: guard system sucks
So wait, what's the concern?
Is it that there are guards or that they aren't working 'properly'?
This sounds like a basic 'harmless noob trap' to me, a learning experience that only affects most characters once, but I'm genuinely asking because I feel like I'm missing something.
By contrast, if someone were to tell you 'well your guild is supposed to gear you up' I'd call bs, but... I can't 'see' what the guards have to do with this.
I'm just saying that the guards arent preventing the actual thing that people have a problem with, which is being able to still access your storage or do professions. They give a false sense of security, by protecting a few areas that aren't important.
And they dont even "protect", they just kill someone when they see them attack another player. So players with 600 MP can still 1 shot people in the node before they get killed, preventing them from doing professions, and as long as they got repair cash they can keep coming back and camping storage. Meanwhile the players of that node are put in a situation where they have to drop citizenship to continue playing the game. But since their node has all their storage, if they drop citizenship they lose access to the materials that they would be using to continue playing the game. So then they are left with very low efficiency PVE options if they want to keep playing, or just take a break from the game.
So I dont even know what these guards are for anyways. They dont protect the players, and just kill people in a few areas of the node when they see an attack. Pretty useless.

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Re: guard system sucks
So wait, what's the concern?
Is it that there are guards or that they aren't working 'properly'?
This sounds like a basic 'harmless noob trap' to me, a learning experience that only affects most characters once, but I'm genuinely asking because I feel like I'm missing something.
By contrast, if someone were to tell you 'well your guild is supposed to gear you up' I'd call bs, but... I can't 'see' what the guards have to do with this.
Is it that there are guards or that they aren't working 'properly'?
This sounds like a basic 'harmless noob trap' to me, a learning experience that only affects most characters once, but I'm genuinely asking because I feel like I'm missing something.
By contrast, if someone were to tell you 'well your guild is supposed to gear you up' I'd call bs, but... I can't 'see' what the guards have to do with this.

2
Re: Ashes Boss Idea *Relics, UPDATE*
Bumping this because of Relic update, I think it pertains.

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Any Darkfallers?
Hello there! I am a former veteran from Darkfall and Mortal Online that dates all the way back to 2009.
Me and my boyz are looking forward to this game. We're looking to hop in with our guild on this massive pvp shootout.
105 nodes at the start? 100k players on one server? Sounds familiar doesn't it.
I would be keen to know if any other fellow darkfallers are excited as me waiting for this game?
It looks like the combat will be a mix of tab-target and action-based which could prove to be a new thing. We'll see.
Also the possibility of going full Red is there. Being fully corrupted means to have lots of disadvantages but that won't put me off for pvp. You know the drill.
Are there any other players from Darkfall? Hit the thread up!
If any of yall are looking for company hit me up.
Myrmex over and out.
Me and my boyz are looking forward to this game. We're looking to hop in with our guild on this massive pvp shootout.
105 nodes at the start? 100k players on one server? Sounds familiar doesn't it.
I would be keen to know if any other fellow darkfallers are excited as me waiting for this game?
It looks like the combat will be a mix of tab-target and action-based which could prove to be a new thing. We'll see.
Also the possibility of going full Red is there. Being fully corrupted means to have lots of disadvantages but that won't put me off for pvp. You know the drill.
Are there any other players from Darkfall? Hit the thread up!
If any of yall are looking for company hit me up.
Myrmex over and out.
Re: Any Darkfallers?
UO, Shadowbane, Darkfall ... now AoC. Only games that've ever kept me interested. I played with Sinister in Darkfall as a support healer and craftsman. Not the best with pvp, other than as a healer of some type, but I love it anyways. It'd be great to team up with Darkfall players if only for the conversations and memories ... perhaps I'll start up a thread for some sort of Darkfall guild/clan.

1
Re: DPS Meter Megathread
I mean, we did discuss that toxic people will remain toxic. Even if we had no direct gear score or stat representation, toxic people (or just pinnacle of min-maxers) would kick you for not having a particular set of gear that they believe to be the BiS for your character.What a joke. Who could have seen this coming? Yes, I'm salty.
Also, I believe that the current issue is mostly with the ttk. Of course you'll be kicked for not matching a power lvl when said powerlvl literally determines if your target dies in 1 hit or in 1.5 hits. This will remain the case as long as we have this bullshit of a ttk. Gear will keep determining who's picked for content if gear power is the only thing that matters. So much for the "only 50% of your char's power". Really hope Intrepid fix this shit relatively soon.

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Re: π Dev Discussion #73 - Boss Environments πΉ
My main stance on boss-related mechanics, especially the environmental ones, has been this - let us do cross-lvl interactions.
The lvl40 boss is in a cave somewhere? Let us use some kind of machinery, that can be operated by lowbies, that shoots at stalactites on the ceiling and helps out the main raid group during important moments.
Enable that machinery only when there's an additional group of lowbies in the raid (ideally done through a guild system that lets you add another party on top of the 40 raiders), and add mobs of their lvls that will spawn and aggro only around that machinery.
Imo stuff like that would not only increase general immersion of the encounter, but would also highly promote cross-lvl interactions between players. Guilds will be more likely to take some lowbie to the boss with them, which will integrate any potential newbies into the game faster and easier, and will also show them their own future content.
The lvl40 boss is in a cave somewhere? Let us use some kind of machinery, that can be operated by lowbies, that shoots at stalactites on the ceiling and helps out the main raid group during important moments.
Enable that machinery only when there's an additional group of lowbies in the raid (ideally done through a guild system that lets you add another party on top of the 40 raiders), and add mobs of their lvls that will spawn and aggro only around that machinery.
Imo stuff like that would not only increase general immersion of the encounter, but would also highly promote cross-lvl interactions between players. Guilds will be more likely to take some lowbie to the boss with them, which will integrate any potential newbies into the game faster and easier, and will also show them their own future content.

1
TTK "fix" went from few weeks away to "no ETA"
For me this was the biggest disappointment of this week's stream. I can only hope this is addressed during early P3 stages, before we start hitting gear enchanting.
Named Mobs Not Spawning
Hello,
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
Re: πΌπ Dev Discussion: Gatherable Spawning System
So basically, the way gatherables currently work is they can be anything from Common to Legendary rarity. I do not think this should be how it works. I think gatherables having rarities is good, but the rarities should not be as drastic as a single material being able to be anything from Common to Legendary.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.

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