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PVE Content, End game.

Hello,

I would like to know something about PVE contant. How big pve content are you planing to have? And mainly end game PVE.

Also how will be content divided between levelling and end game phase.

Thank you

Comments

  • Almost at the end they talk about this

    https://youtu.be/YGepb_OZLhQ?t=21m56s


    I skipped the video for u.

    I dont think there is any more information about that at the moment of time.
  • There is no such thing as end game, and there are plenty of dungeons. if you finished them all, destroy nodes and build up some more to unlock more dungeons. also, nodes 'summon' world bosses.
  • This may be Irobot but I too wonder how quickly it will seem more repetitive then fresh and new. Certainly don't want it to be so random that it's a failure like NMS but at same time need enough stuff to draw from that it's not the same old raid random dungeon X kill random boss Y.

    Instead will there be different ways to do things. Like take that high level dungeon that the dragon is guarding that is preventing water from flowing from an important river for the area because the dragon is freezing the mountain lake the river normally flowed from. And instead of killing said dragon having say a few ways to resolve the raid stuff that are challenging but different from the standard, gather x number of Y and kill X number of Y or kill big bad boss Z that has been done over and over and over and over in games?

    Will this game just be a slightly different take on the same stuff we have seen in other MMO's once everything is said and done is what I wonder?

    Don't get me wrong from the videos I've seen it looks cool and has potential but after I've played so many different games if once everything is said and done it feels like my ways to resolve stuff in game are the same as every other game it's not going to hold me for too long.
  • I think they're hoping for the node vs node stuff to take off.

    If that doesn't work maybe they can add sea stuff?
  • I am really Sort of Hoping that while the Node vs node thing does take off. I would also Like to see some sort of expansion into something more then just some scattered dungeons near a node. While World Bosses are fun I would love to do a raid here and there. Maybe have one of the the Devs come onto the server with Overpowered gear. and challenge the server to find and beat him/her. Something that makes it so that you are addressing both wants of the community. While some of us do like PVP others Enjoy PVE Content as well.
  • What I would like to see is a combination of the best.

    Horde of "something" invasion events in random zones (not just the same half dozen big world bosses)

    Item drops from multiple locations (instead of this one special ring or armor piece only drops in this single dungeon / zone)

    Non-static dungeons (Random spawns instead of "goblin warrior band of 3 is always "here". Maybe mix up the spawns. Example: The Mines of Moriax may be held by goblins.... next time you go in, it may now be dark elves in different configurations and different roamers, maybe the evil dwarves have it the next time you go in. Bosses different depending on what is in there. Loot not specific to just one type of boss or mob.

    Real roaming mobs, not just the cyclops that roams around a small part of a forest... like wandering baddies that criss-cross for miles, attacking anything in range until killed.

    Trains... yeah I said it. Most of these games now, the monster agros on a single person and if they run out of range the mob resets instead of attacking the next closest player in range on the way back. For more realism, if a monster chased you away, why would it walk back in place, ignoring all other players in it's agro range?

    Open dungeons with hoards of stuff training was actually kind of fun back in the EQ days.

    One idea I had a long time ago was "discovery dungeons". You happen to "find" a hole in the ground or get special maps from quests that spawn a random instance dungeon when you are ready to enter it with a group.
  • Heh, I have fond memories of trains.
  • [quote quote=11565]Heh, I have fond memories of trains.

    [/quote]

    only people who have fond memories of trains are trolls, I when I used to solo had too many Trains dropped on me to delay my progress ./pass
  • [quote quote=11580]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/pve-content/#post-11565" rel="nofollow">Artillis wrote:</a></div>
    Heh, I have fond memories of trains.

    </blockquote>
    only people who have fond memories of trains are trolls, I when I used to solo had too many Trains dropped on me to delay my progress ./pass

    [/quote]

    Well considering that in old school EQ you could be a troll as a character this might be true. But in all seriousness some of my fondest game memories are when I had really tough times doing things for one reason or another. There were times were dodging trains was almost like a game in and of itself. It also was fun at times just watching them and then going in and helping people get back on their feet from the aftermath.

    Lets not forget the thrill when someone shouted out TRAIN and a chill ran down your spine as you looked for a place to shelter as the hordes of pissed off monsters ran by or decided weather you should flee yourself.

    But no I don't see trains being in this game or any game ever again. Developers don't have the balls to do it because more players equals more money and it's only a small percentage of us that actually like unforgiving challenges.
  • So true,

    Now I get trolls training stuff on purpose but that was not always the case. Just the thrill of having mobs that would attack anything in range and not "dumb reset" was fun.
  • Does every mmo have to have an "endgame" with traditional raids and dungeons? Because I feel like this mentality limits innovation and makes mmos very homogenous in return. If someone wants a wow style end game they have a ton of options on the market right now. So, I don't think we need every new mmo to follow the same dry formula. Because, we will just end up with mmos that have very similar experiences and nothing new or fresh. As for AoC, I think it's great that they plan on incorporating dungeons and raid type content. However, I think it would be bad for the community to force AoC into something that it was not intended to be by trying to make it like all the other mmos on the market. We need to let it do its own thing.
  • [quote quote=11724]Does every mmo have to have an “endgame” with traditional raids and dungeons? Because I feel like this mentality limits innovation and makes mmos very homogenous in return. If someone wants a wow style end game they have a ton of options on the market right now. So, I don’t think we need every new mmo to follow the same dry formula. Because, we will just end up with mmos that have very similar experiences and nothing new or fresh. As for AoC, I think it’s great that they plan on incorporating dungeons and raid type content. However, I think it would be bad for the community to force AoC into something that it was not intended to be by trying to make it like all the other mmos on the market. We need to let it do its own thing.

    [/quote]

    I agree with you Ti4558. I am tried of the WOW FFXIV Raid dungeon treadmill. I do think Instances need to be in Ashes but the instances should be focused on crafting mats to make gear, Glamour gear, Mounts and Gold. Instances should be content for fun not a Treadmill which is what screwed up MMORPGS for many years. Also Dungeons and Raids should be something that take several hours to complete with save points. The 10 minute dungeon is crap.
  • 10 min dungeons are ridiculous. I at least expect to get a couple hours out of a dungeon.
  • [quote quote=11743]10 min dungeons are ridiculous. I at least expect to get a couple hours out of a dungeon.

    [/quote]

    The only way to do that is to get away from gear treadmills. Yea there will be minor treadmills like Pantheon is doing where you spend months farming for gear just to farm it again. Thing is its a longer view in the way that you will have the same gear for a good part of a year vs a few weeks.
  • MMORPGs are treadmills to begin with. Most of the abilities you gain are just rehashes of previous abilities. Progression is either so slow you have to repeat content over and over or you max so fast creating a alt is the only way to continue.
  • [quote quote=11752]MMORPGs are treadmills to begin with. Most of the abilities you gain are just rehashes of previous abilities. Progression is either so slow you have to repeat content over and over or you max so fast creating a alt is the only way to continue.

    [/quote]

    Again there is where you are wrong. You said you are new to MMORPGS you are just looking at what MMORPGS have been since WOW. Pre-2004 MMORPGS were not treadmills. You didnt rehash abilities. Take for example my Commando in SWG. When I was working on my heavy weapons skill in SWG I was getting new abilities that let me use different heavy weapons. Or for Example UO you could start with all the spells in the game day 1 if someone helped you out with a full spell book. Thing is you needed your skill to grow so you can use higher level skills. Ebolt was not a rehash of a newer spell. Yes a few games like EQ were treadmills because you killed the same boss over and over again until you got your gear. But again that was one out of 5 or 6 MMORPGs out at the time.

    Treadmills only really became prominent in MMORPGS when WOW got so popular.
  • My point is games can't keep creating new content. If it's ultima online, everquest, wow or whatever at some point you complete the content and what ever you do is the same as you've done before. New gear, alternate advancement or a new weapon skill don't change the fact that the games run out of original content.
  • [quote quote=11762]My point is games can’t keep creating new content. If it’s ultima online, everquest, wow or whatever at some point you complete the content and what ever you do is the same as you’ve done before. New gear, alternate advancement or a new weapon skill don’t change the fact that the games run out of original content.

    [/quote]

    Yes but you do not need to make the treadmill so pronounced. Example is FFXIV you do X amount of runs every week to cap your stones. That a in your face gear treadmill. A Treadmill that is not so pronounced is if I can go anywhere I want and play the game my way, but I might have to buy new gear as my current gear breaks. That just means I need to make Gold to replace my gear but I am not needed to do X content on a set schedule or daily to get gear. I can just get the gear by playing the game.
  • I really like many ideas you have provided in the last page. Especially not having the same three mobs standing in dungeon x everytime you enter.

    I would like to see professions play a bigger role than they do in other MMO's. To me, it feeld very unnatural to find armor and weapons (especially epic+) as loot from monsters. I would love to see a system, where enemies drop more materials (especially non-human, but also magical creatures which could drop e.g. essences.) IMO, if a plsyer crafts an item, it feels like he really achieved somethong and was not just lucky to find special gear from some other monsters. Refering tot WoW, the lore implications are, that the playable races are not able to craft strong epic gear. Just NPR like the ones to find in raids can craft it, and we get it by killing them.

    By needing many different ingredients for lets say leather shoulder pads you would need to:

    *Look for very strong beasts, (in the open world or hidden in a dungeon, but not always the same dungeon! Look for it! You want to craft epic loot, it shouls feel epic. -> a gatherers job(Btw. I consider myself a casual gamer. Don't even know if I could experience that)

    * Get essences and maybe special herbs to craft the enchantment to make the armor epic. Foe example the needed herb could either be found in the wild, or certain ones can only be bred and grown by master herbalists.

    .
    .
    .

    Finnally someone who crafts it.


    Let me stress again the point I would like to make:
    I do not say, that there should be no gear as drops at all. But let the races feel mighty by letting them forge the steongest armor themselves to overcome to challenges in the world.
    One could easily combine this system with the nodes. E.g. requiring a metropolis to forge duch powerful items. Of course many players would need to invest time to craft them. A master blacksmith alone cannot do it without the help of master gatherers and so on. Thus giving the players the possibility to advance as a servee community.

    Of course there are flaws in this idea. But one should be allowed to dream...^^'
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