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Re: Health bar should be removed and here is why
Except they don't give me the advantage. I take it because I learn about the game.The "it shouldn't be casual" arguement can easily be flipped on its head. "Why do you require the devs to give you all these advantages?" works just as easily.
You said it yourself, casual players will still have to learn the game if they want to compete properly, so what exactly is the difference? Them not seeing hp values has no impact on their ability to win against someone who's already better at the game. Just as seeing hp has no impact as well, because you won't suddenly win purely because you see that your opponent is taking dmg.
Not seeing hp raises the skill ceiling, while not really changing the skill floor, because the floor starts at you flagging up on someone with whatever ability/attack you want. Let casuals be casuals and hardcore people be hardcore.
Of course its different. Learning classes, abilities etc is information they have. They just need to learn it. Hiding HP is impossible to know because the game, in this instance doesn't tell you. It's a permanent barrier to entry.
Either you are willing to participate in pvp where the game hides info or you are not. Many won't, or they will do it less often. So you have reduced the overall amount of pvp that takes place ever. And since this is hard baked into the game, its a permanent change. For no good reason other than to make the game safer for individuals.
We can't on the one hand ask for widespread open world pvp, while on the other hand implement barriers to discouraged that very thing.
Diamaht
1
Re: Resting after a Battle/Fight.
Am also NOT a fan of the current recovery-animation of sitting down.
Panting heavily and perhaps taking a knee with your weapon in-hand, or even your character putting their hands on their knees and lowering their head and breathing heavily while dripping sweat would seem more-realistic, given how tiring mortal combat can be.
SOMETHING should definitely replace the sit-and-wait, though.
Panting heavily and perhaps taking a knee with your weapon in-hand, or even your character putting their hands on their knees and lowering their head and breathing heavily while dripping sweat would seem more-realistic, given how tiring mortal combat can be.
SOMETHING should definitely replace the sit-and-wait, though.
Re: Leveling Speed
Slower, I'm not gonna lie I will be playing at least 10 hour sessions and I'm sure some will be far exceeding that. I want it to really feel like a accomplishment when I get there.
Only 10-hour long sessions? You are what... 97 years old? Your enemies are grinding while you sleep, you can't let that happen. No less than 20 hours per day, that's an order!
Flanker
2
Re: How can this be
BlindingRadiance wrote: »No one is going to survive a archer barrage from 59 metre cliffs
you move back? lol
Depraved
2
Re: How tethered should world bosses be?
I'd want this purely for the stories of player massacres, which would make the game seem way more fun than the current sterile games.
NiKr
3
Re: How tethered should world bosses be?
I remember the L2 boss getting dragged into Giran, we may have been on the same server @akabear . It kept people talking for months.
I think that it might be good to have several possible 'things', of that type and others that we have not thought of yet, as possibilities. Don't tell the player base about them, let us discover them. Some may deal with bosses, some might be entirely different possibilities.
Likely, there will be things that the player base figures out are possible that the devs will not have foreseen, that is likely in such a complex world.
I think that it might be good to have several possible 'things', of that type and others that we have not thought of yet, as possibilities. Don't tell the player base about them, let us discover them. Some may deal with bosses, some might be entirely different possibilities.
Likely, there will be things that the player base figures out are possible that the devs will not have foreseen, that is likely in such a complex world.
tautau
1
Re: 📝 Dev Discussion #61 - Time Dedication ⌛
How much time do you think someone should invest in order to become an expert at an MMORPG? What are the differences between an expert player versus a casual player - time commitment, skill, and game knowledge?
Time:
Casual players would play around 6 hours a week at maximum. Experts would fall between double to triple that number depending on the complexity of a game.
Skill:
Skill expression in a casual player are strictly technical. They know or are learning their rotation and are familiar with skill shots they need to land. They are on their own merits good at what game wants their role to perform and nothing more.
Skill expression with an expert should be observed in being able to play around others of varying skills effectively. They're able to use their skills to turn a bad situation to one where their team has a chance to succeed.
Knowledge:
Casual players knowledge should be strictly driven by first person experience. Expert players should have learned how their abilities interact with both allies and enemies (and their skills.) This knowledge should then be leveraged in how they play (skill above) to turn the tides of a fight.
Side Note: I find it difficult in most games to have game knowledge be as impactful as skill which I always lament. So, if you can do this I would be excited.
Leukael
1
Re: Are Rogues Viable in AoC
@Vaknar my two cents
I've noticed many familiar archetypes among rogues, yet I'm inclined towards something more captivating. For me, the core elements of a rogue would include:
Shadow Magic - (Stealth, mobility, misdirection, enhancement)
Poisons - (Debuffs, DoTs, buffs)
Dueler - (high damage focus, CC, executions)
Overall, injecting a touch of fantasy could elevate rogues, granting them a commanding presence beyond the typical invisibility and backstab maneuvers.
The utilization of shadow magic affords them mastery over darkness, facilitating stealthy engagements. Beyond mere concealment, it imbues them with heightened mobility, enabling swift movements to close in on targets or vanish from sight in moments. This versatility extends to misdirection tactics, whether against mobs or players. Picture a shadowy doppelgänger, vanishing in a single strike, masquerading as the player until approached, revealing its illusory nature. Traditional techniques like backstabbing or striking from stealth to augment attack damage remain pivotal in bolstering their offensive prowess.
Poisons serve as a cornerstone for rogues, typically inducing debilitating effects over time. Expanding upon this, I envision a nuanced playstyle, intertwining various DoTs with debuffs that hinder healing or reduce skill efficiency. An intriguing twist lies in leveraging poisons to not only weaken foes but also bolster the rogue, albeit at a cost. This dual-edged approach, offering increased damage / or other effects at the expense of vulnerability or other penalties, introduces strategic depth, empowering the rogue to adapt to diverse scenarios.
The dueler archetype embodies a focus on explosive damage alongside crowd control techniques, emphasizing cunning over brute force in one-on-one encounters. Employing guile and deceit, they seize upon underhanded tactics to secure victory, prioritizing swift executions over fair fights. Such tactics may even grant advantages upon dispatching foes with specific skills, perpetuating their lethal streak.
I've noticed many familiar archetypes among rogues, yet I'm inclined towards something more captivating. For me, the core elements of a rogue would include:
Shadow Magic - (Stealth, mobility, misdirection, enhancement)
Poisons - (Debuffs, DoTs, buffs)
Dueler - (high damage focus, CC, executions)
Overall, injecting a touch of fantasy could elevate rogues, granting them a commanding presence beyond the typical invisibility and backstab maneuvers.
The utilization of shadow magic affords them mastery over darkness, facilitating stealthy engagements. Beyond mere concealment, it imbues them with heightened mobility, enabling swift movements to close in on targets or vanish from sight in moments. This versatility extends to misdirection tactics, whether against mobs or players. Picture a shadowy doppelgänger, vanishing in a single strike, masquerading as the player until approached, revealing its illusory nature. Traditional techniques like backstabbing or striking from stealth to augment attack damage remain pivotal in bolstering their offensive prowess.
Poisons serve as a cornerstone for rogues, typically inducing debilitating effects over time. Expanding upon this, I envision a nuanced playstyle, intertwining various DoTs with debuffs that hinder healing or reduce skill efficiency. An intriguing twist lies in leveraging poisons to not only weaken foes but also bolster the rogue, albeit at a cost. This dual-edged approach, offering increased damage / or other effects at the expense of vulnerability or other penalties, introduces strategic depth, empowering the rogue to adapt to diverse scenarios.
The dueler archetype embodies a focus on explosive damage alongside crowd control techniques, emphasizing cunning over brute force in one-on-one encounters. Employing guile and deceit, they seize upon underhanded tactics to secure victory, prioritizing swift executions over fair fights. Such tactics may even grant advantages upon dispatching foes with specific skills, perpetuating their lethal streak.
Mag7spy
1
Re: The Arena Thread
Because to a pvper "showing off" is the best reward. And when the tools to do so are presented on a silver platter - all you do is show off.After all, why waste time in arenas that aren't increasing your power level when you could be out levelling up, running that caravan, or preparing a node seige? I'd imagine that node wars changing the world of Verra are going to be much more rewarding and fun than an easy to access arena battle. Personally, I see myself using it as a utility and to play with friends who aren't the same level, with my main playtime being around the actual game.
I doubt a lot of pvpers would even care about what's happening in the open world if they immediately got max lvl and best gear/buffs in the arena. Why do anything when you already have everything.
And this point would only be driven further once those pvpers do in fact try participating in open world stuff, but then get fucked by some pvers that got much better gear and simply stomped the pvpers.
NiKr
2
Re: The Arena Thread
Because to a pvper "showing off" is the best reward. And when the tools to do so are presented on a silver platter - all you do is show off.After all, why waste time in arenas that aren't increasing your power level when you could be out levelling up, running that caravan, or preparing a node seige? I'd imagine that node wars changing the world of Verra are going to be much more rewarding and fun than an easy to access arena battle. Personally, I see myself using it as a utility and to play with friends who aren't the same level, with my main playtime being around the actual game.
I doubt a lot of pvpers would even care about what's happening in the open world if they immediately got max lvl and best gear/buffs in the arena. Why do anything when you already have everything.
And this point would only be driven further once those pvpers do in fact try participating in open world stuff, but then get fucked by some pvers that got much better gear and simply stomped the pvpers.
Agree completely. I edited my post to say we might have to remove the competitive ranking system to arenas to make it work. If it's "unranked" it loses the showoff appeal.
Xeeg
1