Best Of
Re: Linux Tips, Tweaks and Troubleshooting Thread
I also have the game start issue on the second click to play.
spec:
Ubuntu 24.04
GPU: Radeon RX 7900 XT
CPU: AMD Ryzen 9 9950X3D
Proton Version: GE 10-26/10.0-3/Experimental/Hotfix
Re: Models
I have been barking up this tree for years now with no official answer.
At best I can say they have improved year over year.
There have been some improvements even from last phase to early access or over the last three to four months.
On the worst day it looks like Concorde western studio garbage or just flat-out meth heads roaming verra.
Just keep the facts in mind.
It was way worst. It has gotten better. There is a lot of room to improve. I don't think they want to force everyone to play ugly characters like Concord did. No one is going to keep buying cosmetics to dress up ugly or overweight characters.
Capitalism works or the game fails.
Vhaeyne
Re: Take crafting material from warehouse
So that steven can understand since he only wants player feelings: IT SUCKS TO HAVE TO TAKE MATERIALS TO THE BENCH AND TO THE MARKETPLACE WHEN ITS ALREADY SECURED WITHIN THE SETTLEMENT.
And yes, caps are neccessary because he likes to use his computer with an insanely bright glare. Hopefully he can afford curtains by next livestream.
Sathrago
Key bind for guard
IMO, using different key binds for Tab Target(TT) mode and Action Combat(AC) should not be required if possible. Currently, you cannot bind the same key to Guard for TT and AC. I would like the guard key bind for both modes to be on the right mouse button. I think that many other people would as well.
In TT, the right mouse button is used to have your character move in the direction that you are pressing (WASD). This function could be assigned to the left mouse button, but that button is used to free look around without moving your character. Neither of the mouse button functions in TT can be assigned to other keys.
If players could choose to rebind all of the above options freely, then block could be allowed on the same key in both TT and AC. If I had this option, I would set the left mouse button to allow me to guide my character in TT (the function that is currently permanently on the right mouse button in TT); and, set holding the middle mouse button down as the way to freelook (the same function that is currently on the left mouse button in TT).
A possibly slightly easier way to program the above (I am not a developer and I'm guessing at this) could be to set the freelook option as a key bind, provide a checkbox to move the function for the right mouse button to the left button in TT, and allow both guard modes to use the same key.
Re: Party matching tool shouldnt be that bad of an idea
There are basicly two camps on this issue. The ones who want chat recruitment only, and the the people who want a party finder like WoW or FFXIV offers currently, with a queue you wait in while you do other stuff until you get a ping and get randomly matched with random people to do some dungeon. Both are bad solutions to a basicly problem, but people rarely bother thinking off alternative solutions to this issue. It is entirely possible to have streamlined party searcing / matching tools and not loose the social aspects of a game. It's a bit of an immersion issue in AoC, seeing as the game aims towards a "we do this manually"-kinda feel in its mechanics and world design. But that doesn't mean there can't be a solution for this.
Global Chat is btw. not the solution for this. A global chat only serves to gather spam and request that ought to be in other channels into one channel, because people are to lazy to, for exxample, switch from global to the recruitment channel, and use that one for its actually purpose. Instead, as most will have noticed, recruitment chat is mostly unused and recruitment calls get spammed in global all the time. Global chat is pointless.
Instead, what you want is channels with purpose, so local, for your map, recruitment for guild recruitment etc., trade, for trading obv., and so on. This lessens the load on the channels, reduces spam and thereby make it possible for people to actually read chat und react to requests, before they get buried under the next wave of spam.
But i'm going Off-Topic. A simple UI where you can open a "looking for group" channel or look for open searches is easy enough to build. Instead of auto matching and queues you will still need to socialy interact, chatting up the group leader, asking if you can join and rather or not your role is needed or suited for the content. This is the best of both worlds. Easy to find people who want to do the content you are interessted in, but still social, in the need of you actually getting over your social anxiety and chatting up the group before they manually invite you, should you fit their plans.
So no auto matching, no party finder in the WoW style or FFXIV style, but basicly a UI list of open requests for assistance, which a player can check. If he finds a group for content he needs, or just some request where he can help out for a bit because he or she is bored, the player could simply right click on the group → Chat with leader → say hi, ask for an invite or clarification on the type of content as needed.
The good thing about this solution is that it is more casual friendly, without removing the need for social interaction, acting as a gateway to get people who maybe aren't as used to the old ways of MMOs to "relearn" talking with people without fear. This can lead to friends in game, guild invites and so on, thereby serving as onboarding of a new player into the game and its community, where not having an easy way into social interaction would otherwise frustrate the player and maybe make him quit all together. It also would remove the requirement to spam so much in global or the recruiting channel, basicly reducing the recruitment channel to raid and guild recruitment.
The old school players tend to forget that there was sometimes good reasson to add more casual friendly functions into MMOs and often react with stunend horror if someone suggests that there might be a good half way point between modern handholding for babys and old school difficulty by bad design.
The World needs to breath and live.
Hello there o/
So i've been playing MMORPGs for a very long time now, and i just tried the alpha II for Ashes and there are some thoughts that i'd like to discuss with people. Maybe i am just the weird one here so, i'll try and get some feedback from you guys on this.
DISCLAIMER: English isn't my first language (Hello from Germany o/) and also, i tend to write looooong texts. Be prepared.
I get the feeling that the World is pretty dead. And i don't mean, its empty. As more players join and more nodes get activated and expanded, the, admittedly, very open and currently empty feeling maps, will fill out, plus it's alpha II and who knows what Steven and his crew are cooking backstage. I mean, the World feels as if there is no life happening there outside of the players.
Remember, this World is supposed to have multiple societys. Societies are not sustained by adventurers and mercenaries like us. They exist because of the labour of farmers, miners, administrators, governments and so on and so on. Races build cultures, lore, legacy, traditions, cuisine and so on and so on. Yet it feels like the races have no real identity in AoC so far.
I made a dwarf, i choose the traditionalist faction. I don't know anything about the dwarfs outside the text blurb, which basicly tells me nothing usefull, and that there are two factions, that seem to be entirely irrelevant as of today. They don't get brought back up again ever. I made it to Bonfire, there are barely any named NPCs, they don't react to you outside of a single text bubble with three words in it and most of them are, currently, identical looking.
I hate bringing this up as a comparison but remember how even the most insignificant NPC in WoW had a little voice line when you interacted with them? Sure the classic peon sounds were a side thing and the NPC was most likely useless but it felt like he belonged there and had some sort of cultural identity and purpose for being there. The npcs in Bonfire could have been replaced with dialog dispensers and the camp would essential feel the same. It felt like live in ashenvale would continue even when you were no longer present. I don't get that feeling from AoC so far.
Imo, the World needs to live, even when no player interacts with it. There is life happening around you, even though you don't have an active part in it. This is currently missing entirely from the game and i'm wondering if the focus on having everything player run is a problem here. A part of the old MMO's was always also some random NPCs that had some funny quest, some random voice line or some part in some story to play that made them memorable. Aiming for a world that is by majority run by the players, i feel, is going to rob us of these moments.
So what is the solution here? Imo, the factions and cultures of the world, need to interact with the world and the nodes in it outside of what the players do. Maybe some nodes can ally themselves with, say the dwarfs, and thereby increase their influence on the world. This is turn, to borrow a mechanic from FFXI, would allow npc traders in the dwarfen main city to trade specialty items from the zone the node is in, for as long as the noce or the wider area is controlled by a dwarfen allied guild / mayor, whatever.
Maybe small bands of diplomats from the factions roam the land, traveling from node to node to trade, bring limited quests with them, maybe offer rare wares or something.
Imagine some drunk wondering dwarf bard that just walks around in the world stumbeling from tavern to tavern to sing and tell tales and maybe, if you are a bard of sufficient renown, teaches you something, some Bard only emote for example. Or if he likes you, he can give you some rare crafting part for a really good bard weapon, thereby pushing you to have a reasson to gather up other materials and seek a skill craftsman who can finish your bardic super lute.
The lack of these kinds of non-player interactions makes the world feel dead, in turn harming the need for immersion. The aim is supposed to be role playing as an inhabitant of a setting or world. If the world feels dead, it becomes a glorified lobby for combat encounters instead of a places you would want to live in, fill a role and participate in the world and its fate.
tldr; Imo the World feels not alive enough because of lack of world building and establishing npcs and live outside of player interaction. idk if this is just an alpha II thing but it feels like the design structure or design vision of AoC will limit this aspect severly and i fear that this will, in the long run, severly hurt immersion and the feeling of "home" a MMO requires in ordner to maintain long term engagement for players.
What do you guys think about this? Do you think i worry to much or feel this is not neccesary? If so, why not?
Focus, Momentum and Resonance is not clear from the start
What the problem is: Meters like Focus , Momentum , Resonance etc.. etc.. are not clear from the start.
Why does it matter?: Many players will not discover that bar for along time, and it is also a bit hard to check while fighing, I would suggest to make it more "Visible" and "Clear from the start"
How does it affects your gameplay?: I admit that it is my fault that it took me 10h to find that bar, but I would love something more clear.
You really think 10pm PST is the best time to be patching the servers everynight
Kinda thinking not…Just saying..
Re: Yet another Argument for Combat Trackers
So, the people involved in the tracker I've been using have decided they aren't going to make it universally available.
Rather, they are going to keep it's use restricted to four or five guilds in the game.
The reason for this is simple; Stevens two biggest arguments for not wanting to allow trackers were that he claimed they lead to toxicity, and they offer an unfair advantage. He didn't want either of those.
What the limited distribution of this tracker means is that Steven will see the exact opposite of the above. There will be no toxicity due to its use, and the handful of guilds that use it will have a massive unfair advantage over the rest of you.
This means that the only reason left for Steven to not allow trackers is his ego - due to that, for now at least, every player outside of those guilds is at a disadvantage.
Noaani
Re: Loot System Changes
Along the Need greed system it actually makes it hard to even think of helping solo players I know me and my friend WILL NOT Pick up solos for this reason they need on key piece of gear and one of our group suffers this is the WORST idea ive seen honestly it promotes not inviting new players to group activities and alienates solos looking for groups.
