Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Congrats to Intrepid - any other details available?

Congrats on making your target in 12hours, that's pretty epic right there!

I wish I could slam down some money and back this but I've backed multiple other projects and I'm just unsure whether I should put some money into another project in development.

To be honest I've only known about this game for a relatively short time, only coming across it maybe a month or so back by accident. It does sound very interesting, certainly sounds compelling. I think some further information may help with my decision.

-What style of combat? Looks like it is possibly tab target based?
-What consequences are there in regards pvp, in regards to griefing, are there things in place to make pvp meaningful rather than just a gank fest?
-How is class advancement being handled, standard xp to next level or is it the skills that level with use?
-Will there be cute bunny mounts or people running around in Lingerie or will the setting be more of a classic medieval high fantasy setting?
-Will there be instanced dungeons/raids or is everything open world?
-Can the game be played through solo or is it more group focused?

If anyone can answer these or provide links to information it would be greatly appreciated. I have watched the videos and looked for further information. If there's anything else anyone would like to add with why I should back AoC then please let me know.

*salute*
Vaultarn

Comments

  • [quote quote=14018]-What style of combat? Looks like it is possibly tab target based?[/quote]

    "What is the Combat system like?
    It is a hybrid between Tab-target and Action Combat. The combat is going to be a combination of targeting method and positional mechanics that will dictate and determine the ability of skills to land and the efficacy of those skills. Included in the plans for combat is fluid chain attacks and animation cancels. "

    [quote quote=14018]-What consequences are there in regards pvp, in regards to griefing, are there things in place to make pvp meaningful rather than just a gank fest?[/quote]

    "What type of flagging system will be used for PvP in Ashes?
    There are three states that a player can find themselves in: Non-Combatant (Green), Combatant (Purple), and Corrupt (Red). Everyone is a Non-Combatant by default. If a Non-Combatant attacks a Combatant or another non-combatant, then they become a Combatant for a period of time. Similarly, if a Non-Combatant enters a PVP zone (which includes things like Castles, City Sieges and Caravans) they are automatically flagged a Combatant while in the zone, and for a period of time after leaving that zone.

    Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.

    While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant."

    [quote quote=14018]-How is class advancement being handled, standard xp to next level or is it the skills that level with use?[/quote]

    "Our player class advancement follows both a vertical progression in the traditional leveling sense, as well as a horizontal skill customization platform. When players start the game, they will be able to choose from 8 separate Archetypes. These archetypes represent the staple fantasy classes; Fighter, Tank, Rogue, Ranger, Mage, Summoner, Cleric, Bard. As the player progresses vertically with their primary class, they will have the opportunity to add a second class. This second class will be chosen again from the 8 archetypes, and will follow more of a horizontal progression. The second class will allow the player to augment their primary skills from their main class, with effects from their secondary class. For example; A fighter has a skill called “Rush”, that allows him to rush towards a target and upon reaching the target, deals x damage with a chance to knock the target down. If that fighter were to choose Mage as his secondary archetype (Spellsword), he would gain access to certain augments that he could apply to his primary skill tree. Let’s use his Rush skill as an example; As a Spellsword, he could choose to apply a teleportation augment to the Rush skill, which would allow the skill to now teleport you to the target, eliminating the charge time on the skill. Each skill in the primary tree will have several augment options from your secondary tree. The secondary skill augment tree will follow a horizontal progression that will be expanded upon further in a developer’s blog."

    [quote quote=14018]-Can the game be played through solo or is it more group focused?[/quote]

    "-Q: Is there any pull for Solo players? Or are we required to join guilds?

    +A: The game is built for both the solo player as well as guild oriented players, both large and small guilds. Solo players are after all, still a member of the larger server community"

    This was gathered from a rough search through the <a href="https://discord.gg/4FyuVCD" target="_blank">Discord</a>. Feel free to check it out.
  • Thanks for the info Authorize. Have recently joined the discord channel and will do some searching.

    Cheers
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