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What Giant wants!!!

Hey Guys,

I thought i might throw out a few ideas, things and wishes I have for AoC. Maybe I get lucky and the Devs #Steveniloveyou will read it.

1. Legendary Stuff
I always like to think back to when they first put Legendary Stuff in Wow, the first guy on our server that obtained Thunderfury was a god. I would like to see that as well in ashes with one difference!! Let there only be one. One legendary Sword, Bow or whatever for the Server. Because if everybody runs around with it, it gets boring and isn't as legendary as it should be!!

2. Raids
I know from exp. that making a good raid is hard. Because u want to make everybody happy, so here are a few thoughts on that subject.
Give Raids IDs, so people can't face roll farm them, Put several difficulties in the Game but not on the same Raid, meaning: 1 raid with 1 boss for beginners, 2nd raid with several bosses from easy to hard and 3 -5 Raids that really are Try Hard raids. Killing a Boss as the first grp on your server or World wide is a great feeling and i hope Ashes will have it as well.

3. Help those Machinima Guys
I know a lot of youtubers and streamer that love to do their own Machinima within the game they are playing, put some option into the game that makes their live easier. A good machinima is good press :) especially if it goes Viral !!!

Comments

  • With regards to the machinima stuff, that's something I'd like to get into when the game releases, and the devs clearly have the means of doing stuff like that. After all, the predator video was all filmed in the game itself, using different view points in the editing process. I don't know how they did it exactly but giving the players ways of doing this kind of thing would be amazing.
  • [quote quote=23262]Hey Guys,

    1. Legendary Stuff
    I always like to think back to when they first put Legendary Stuff in Wow, the first guy on our server that obtained Thunderfury was a god. I would like to see that as well in ashes with one difference!! Let there only be one. One legendary Sword, Bow or whatever for the Server. Because if everybody runs around with it, it gets boring and isn’t as legendary as it should be!!


    [/quote]

    This is a great point, but I wouldn't only put 1 into the game. If that player stops playing then that item is for ever lost and that would be a shame. Maybe something like making the item super rare or extremely hard to get.

    Having such a weapon would also incentivize other people to try and PK you, so this could create great situations in which you will possibly be haunted down by a mob of players, all trying to obtain your weapon
  • You can do super rare as long as its super transient too.
    It only stays in your possession a short while.
    Nominally ...only to achieve its objective.

    Pretty much like monster coins.
  • On legendary items I’ve had two bad experiences, LOTRO and GW2. LOTRO eventually got it right but I left the game long before that so I’m skeptical but receptive.

    On raiding though I have some pretty strong views. I’d like to have a traditional raiding reward system but simply, the harder the content the greater the reward. I want that reward to be unique to the raid. Further, I would be discouraged if that reward was attainable by other means outside of the raid. That reward doesn’t have to be better statistically but a unique skin for the reward, a glow I don’t care something that is only attainable in the raid. Titles, as an example are wonderfully unique rewards exclusive to completions but don’t confer to the owner any meaningful statistical advantage in a PVP setting.

    A good raid is hard to do because there are so many skill levels in a game like this, or more accurately levels of commitments (anyone can obtain skill in a game via experience). I recall many moons ago requiring specific foods, potions and gear set ups for classes not to govern what or how people played but as a necessity to get the raid completed in a competitive manner. Games have gotten away from that and that’s fine but “good” or challenging should equate to not only gear score and resources (foods etc) but rotations, logistics.

    Zenimax has done a decent job on some of their vet dungeons, there are interesting mechanics. As an example on one (the name escapes me) it’s a 4 person, you all have to roll dodge in opposite directions (N,S,W,E) in conjunction to a mini boss’s aoe animation. One person misses it you can wipe (you can survive too but the damage is extreme). I mean there are lots of ways to make good raids, and the above mechanic? Anyone can learn it once you’ve done it a few times.
  • On legendary items I’ve had two bad experiences, LOTRO and GW2. LOTRO eventually got it right but I left the game long before that so I’m skeptical but receptive.
    On raiding though I have some pretty strong views. I’d like to have a traditional raiding reward system but simply, the harder the content the greater the reward. I want that reward to be unique to the raid. Further, I would be discouraged if that reward was attainable by other means outside of the raid. That reward doesn’t have to be better statistically but a unique skin for the reward, a glow I don’t care something that is only attainable in the raid. Titles, as an example are wonderfully unique rewards exclusive to completions but don’t confer to the owner any meaningful statistical advantage in a PVP setting.
    A good raid is hard to do because there are so many skill levels in a game like this, or more accurately levels of commitments (anyone can obtain skill in a game via experience). I recall many moons ago requiring specific foods, potions and gear set ups for classes not to govern what or how people played but as a necessity to get the raid completed in a competitive manner. Games have gotten away from that and that’s fine but “good” or challenging should equate to not only gear score and resources (foods etc) but rotations, logistics.
    Zenimax has done a decent job on some of their vet dungeons, there are interesting mechanics. As an example on one (the name escapes me) it’s a 4 person, you all have to roll dodge in opposite directions (N,S,W,E) in conjunction to a mini boss’s aoe animation. One person misses it you can wipe (you can survive too but the damage is extreme). I mean there are lots of ways to make good raids, and the above mechanic? Anyone can learn it once you’ve done it a few times.
  • <strong>NOTE: The forums sometimes delete posts, this is extremely frustrating and is prohibitive to meaningful discussion. </strong>

    On legendary items I’ve had two bad experiences, LOTRO and GW2. LOTRO eventually got it right but I left the game long before that so I’m skeptical but receptive.

    On raiding though I have some pretty strong views. I’d like to have a traditional raiding reward system but simply, the harder the content the greater the reward. I want that reward to be unique to the raid. Further, I would be discouraged if that reward was attainable by other means outside of the raid. That reward doesn’t have to be better statistically but a unique skin for the reward, a glow I don’t care something that is only attainable in the raid. Titles, as an example are wonderfully unique rewards exclusive to completions but don’t confer to the owner any meaningful statistical advantage in a PVP setting.

    A good raid is hard to do because there are so many skill levels in a game like this, or more accurately levels of commitments (anyone can obtain skill in a game via experience). I recall many moons ago requiring specific foods, potions and gear set ups for classes not to govern what or how people played but as a necessity to get the raid completed in a competitive manner. Games have gotten away from that and that’s fine but “good” or challenging should equate to not only gear score and resources (foods etc) but rotations, logistics.

    Zenimax has done a decent job on some of their vet dungeons, there are interesting mechanics. As an example on one (the name escapes me) it’s a 4 person, you all have to roll dodge in opposite directions (N,S,W,E) in conjunction to a mini boss’s aoe animation. One person misses it you can wipe (you can survive too but the damage is extreme). I mean there are lots of ways to make good raids, and the above mechanic? Anyone can learn it once you’ve done it a few times.
  • On legendary items I’ve had two bad experiences, LOTRO and GW2. LOTRO eventually got it right but I left the game long before that so I’m skeptical but receptive.

    On raiding though I have some pretty strong views. I’d like to have a traditional raiding reward system but simply, the harder the content the greater the reward. I want that reward to be unique to the raid. Further, I would be discouraged if that reward was attainable by other means outside of the raid. That reward doesn’t have to be better statistically but a unique skin for the reward, a glow I don’t care something that is only attainable in the raid. Titles, as an example are wonderfully unique rewards exclusive to completions but don’t confer to the owner any meaningful statistical advantage in a PVP setting.

    A good raid is hard to do because there are so many skill levels in a game like this, or more accurately levels of commitments (anyone can obtain skill in a game via experience). I recall many moons ago requiring specific foods, potions and gear set ups for classes not to govern what or how people played but as a necessity to get the raid completed in a competitive manner. Games have gotten away from that and that’s fine but “good” or challenging should equate to not only gear score and resources (foods etc) but rotations, logistics.

    Zenimax has done a decent job on some of their vet dungeons, there are interesting mechanics. As an example on one (the name escapes me) it’s a 4 person, you all have to roll dodge in opposite directions (N,S,W,E) in conjunction to a mini boss’s aoe animation. One person misses it you can wipe (you can survive too but the damage is extreme). I mean there are lots of ways to make good raids, and the above mechanic? Anyone can learn it once you’ve done it a few times.
  • [quote quote=23262]Hey Guys,

    I thought i might throw out a few ideas, things and wishes I have for AoC. Maybe I get lucky and the Devs #Steveniloveyou will read it.

    1. Legendary Stuff
    I always like to think back to when they first put Legendary Stuff in Wow, the first guy on our server that obtained Thunderfury was a god. I would like to see that as well in ashes with one difference!! Let there only be one. One legendary Sword, Bow or whatever for the Server. Because if everybody runs around with it, it gets boring and isn’t as legendary as it should be!!

    2. Raids
    I know from exp. that making a good raid is hard. Because u want to make everybody happy, so here are a few thoughts on that subject.
    Give Raids IDs, so people can’t face roll farm them, Put several difficulties in the Game but not on the same Raid, meaning: 1 raid with 1 boss for beginners, 2nd raid with several bosses from easy to hard and 3 -5 Raids that really are Try Hard raids. Killing a Boss as the first grp on your server or World wide is a great feeling and i hope Ashes will have it as well.

    3. Help those Machinima Guys
    I know a lot of youtubers and streamer that love to do their own Machinima within the game they are playing, put some option into the game that makes their live easier. A good machinima is good press <img alt="????" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" /> especially if it goes Viral !!!

    [/quote]

    On legendary items I’ve had two bad experiences, LOTRO and GW2. LOTRO eventually got it right but I left the game long before that so I’m skeptical but receptive.
    On raiding though I have some pretty strong views. I’d like to have a traditional raiding reward system but simply, the harder the content the greater the reward. I want that reward to be unique to the raid. Further, I would be discouraged if that reward was attainable by other means outside of the raid. That reward doesn’t have to be better statistically but a unique skin for the reward, a glow I don’t care something that is only attainable in the raid. Titles, as an example are wonderfully unique rewards exclusive to completions but don’t confer to the owner any meaningful statistical advantage in a PVP setting.
    A good raid is hard to do because there are so many skill levels in a game like this, or more accurately levels of commitments (anyone can obtain skill in a game via experience). I recall many moons ago requiring specific foods, potions and gear set ups for classes not to govern what or how people played but as a necessity to get the raid completed in a competitive manner. Games have gotten away from that and that’s fine but “good” or challenging should equate to not only gear score and resources (foods etc) but rotations, logistics.
    Zenimax has done a decent job on some of their vet dungeons, there are interesting mechanics. As an example on one (the name escapes me) it’s a 4 person, you all have to roll dodge in opposite directions (N,S,W,E) in conjunction to a mini boss’s aoe animation. One person misses it you can wipe (you can survive too but the damage is extreme). I mean there are lots of ways to make good raids, and the above mechanic? Anyone can learn it once you’ve done it a few times.
  • on the issue of items...dont forget items will can get damage and even break. if there are legendary items i am sure they will be awesome but also really expensive ( money and resources ) to fix.
    also they said they are making 8 man dungeons and would love to have 40 man raids.
    i have no info at all on the 3rd part lol.
  • [quote quote=23262]1. Legendary Stuff[/quote]

    They did say every item you find, can be crafted. So this idea you are proposing would be outside of the conventional crafting? Or would it still be craftable but the material are so rare, it is pretty much impossible without salvaging the item first?

    I don't mind either way, perhaps a world boss or special legendary boss will appear once every 6 months and that monster will drop a legendary resource, enough to craft 1 legendary item. Legendary items will decay like any other weapon but will have very high durability. I guess the question would be how would you divide the loot from a legendary monster? They haven't gone too far into detail on loot system mechanics so I would be interested how the loot would be divided considering there can only be 1 legendary item. I already have an idea how but I'll leave it up to intrepid to think of a solution.
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