Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Mobs and bosses should not drop completed gear
Btw, what would be the economic impact of targeted deconstruction methods? So, instead of just receiving a bit of every part of the crafting requirements for the item, you could pick a certain part of the crafting list and get the full set of those items.My recent experience implies that cost is smaller than I thought. The recent stat/gearing changes also imply a path where the drop is wearable but Common/White grade and 'only worth deconstructing'. I believe this leads to a good econ-flow (but my opinion of the current stats and gear balance pass is low, as you'd expect from a first iteration).
I'd imagine that having rarity-up effect during the deconstruction would be a bad thing, so this selective process would only be applicable to universal parts of the item (which would in turn probably require crafting to have a few more universal parts in it, I guess).
I'd be more ok with somewhat frequent grey drops, if they pretty much just went back into crafting immediately, because anything higher than rare+x item of lower tier would be better.

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Re: Mobs and bosses should not drop completed gear
A large part of the mmo genre is the joy of getting a gear drop. I'd hate for that to go away entirely. I agree it should be rare on non named mobs but it's a large part of why I play.
This is a big deal to a lot of people, yes.
I don't know if Intrepid can come up with a solution for this that pleases everyone within their own constraints, but I can offer that even though I don't think the solution Throne and Liberty uses would work for Ashes, it hasn't seemed to cause as much negativity as I would've expected.
I think average people are learning to understand game economies again if they are eased into it. So part of the reason for my change of heart is actually this:
"I don't think Ashes has to worry about 'paying the goodwill cost' of 'not having wearable/satisfying gear drop from mobs'."
That is, I think it's okay to absorb the 'salt' of people who complain about the initial drop they get not being a big improvement/upgrade/gear-chase item.
My recent experience implies that cost is smaller than I thought. The recent stat/gearing changes also imply a path where the drop is wearable but Common/White grade and 'only worth deconstructing'. I believe this leads to a good econ-flow (but my opinion of the current stats and gear balance pass is low, as you'd expect from a first iteration).

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Re: [BARD] dps
maybe something like a more flushed out weapon skill system that gives access to actual abilities
This would make combat feel a lot more interesting, to me. There are large periods where you're just Auto-Attacking, sitting still and watching the character do stuff for you, rather than playing it yourself. And that feels weird.
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
I hate output rng. I think people get caught up in the idea of "output rng can reinforce and feed into input rng", but there are plenty of opportunities for input rng by simply relying on the dynamic nature of player behaviors, skill variance, and branching decision making (providing the combat system is deep enough to allow room for variety of different combat outcomes). If this is the case, having enough input rng for dynamic combat happens organically and doesn't need help from output rng, so I think focusing on that does more harm than good to the feel of the combat imo.
I mean, look at fighting games. Most of them don't really include much output rng at all. In those games if you hit your opponent you get rewarded for it. Yet they have some of the most complex and dynamic combat systems in all of gaming due to said player behaviors I mentioned earlier. Why is output rng necessary for combat? I dont get it.
So yeah I hate the rng cc resist, and any other waterfall stat that determines any given combat interaction (like evasion/accuracy overriding manual dodging/attacking), rather than letting the ability usage do its job.
I mean, look at fighting games. Most of them don't really include much output rng at all. In those games if you hit your opponent you get rewarded for it. Yet they have some of the most complex and dynamic combat systems in all of gaming due to said player behaviors I mentioned earlier. Why is output rng necessary for combat? I dont get it.
So yeah I hate the rng cc resist, and any other waterfall stat that determines any given combat interaction (like evasion/accuracy overriding manual dodging/attacking), rather than letting the ability usage do its job.
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Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
Sides will not consist of even numbers in open world pvp. Gear will also not be equal. Flying mounts is the same.
Exactly.
And discussing this here or complaining about what "could" come, or what "WILL" come -> and how Players "WILL" behave ingame -> and how fair or unfair everything "WILL" be, when the Game releases,
is same as useless and senseless as discussing whetever the Game should or shouldn't have Open World PvP anyway. It is decided that the Game will be like this since the likes of 2018 and even before.
It is just useless. We can voice our Concerns -> sure - but we shouldn't expect Sir Steven and his Crew to now suddenly change the whole Game's Direction because of it.

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Re: [EU] Vordmor | PvX | Semi-Hardcore | Dünir Dwarves
Best guild if you're looking for a chill, close-knitted community of people fighting and grinding together.

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Re: [EU] Vordmor | PvX | Semi-Hardcore | Dünir Dwarves
I can highly recommend Vordmor for any dwarven enthusiast out there if you are looking for a merry and loyal clan to explore and fight alongside with!
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Re: < Performance Optimization Suggestions > make you play smoothly
I am quite sure none of this occurred to the industry veterans making this game.

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Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
If there's any way to mitigate anything CC through modifiers on gear, it should be reductions in time. I wouldn't mind some kind of attribute that reduces CC and DoT time by a percentage and make it cap at like 50% would help to counter some longer CC while not making it useless when used to stop someone for a moment or interrupt something.

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