Greetings, glorious testers!
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
How will stealth work, a physical skill or magical (invisibility)? (Yes I love Rogues!)
How will you deal with player deaths, penalty's and re-spawns, will there be repairs cost associated with death or general combat?
Thanks!
For example, we got dragon woke up that is threatening the whole node and low lvl people want to help raid it and defend their node.
I'll change this if it gets chosen in the May 17 livestream.
Do you have any way to help out the economy of the cities for every players?
I have play the game with crafting as you describe and to increase my level of crafting I have to make lot’s of useless products. Like if there is someone who can already make High quality sword for lv.20 players, why should people want to buy low quality swords from new players. When this happen the players who can make lower quality products will not have the buying power for resources to make more products to raise their level. They have to chip in their earning from somewhere else to get the resources they want.
But then the players who can make high quality products they will keep buying resources from the market too, thus raising the price of resources, so the lower quality products maker will not be able to stay in market.
I myself in another game have make 30-40 same swords which I can’t sell even a single one since another players craft better quality swords than mine. As a result they are like garbage to me and since I can’t sell them, I have to go around mining for resources myself as I don’t have money to buy resources, but then higher level players keep getting higher and higher level since they buy everything they want and keep crafting better and better products. As a new player I gave up crafting completely after a while.
Also places like Inn or tavern, although it is a good idea that they give boost too stats and such, with just a few of them around some of them will be left out. Also many players wouldn’t care about going into them since a bit of a stats boost wouldn’t affect much in real battle in which they have to fight in groups and go on for hours. So I don’t think most food sell in them will go out a lot.
Then not many purchases and not high enough customers(players) for each of the tavern and Inn, they will keep piling up on food too.
Also same for new players food products too, if there are 30 Tavern in town, after looking around, if players want to use tavern or Inn, they would rather go to the tavern that provide high quality food rather than low quality tavern since the Benefit shouldn’t be able to stacks. This will make lower quality tavern out of business.
It would be great that there are NPCs who go around the city purchasing up these unwanted products to help the economy growth instead of having them as garbage. Which will result in newer crafters seems like they are being left out of the economy. Or do you have any way in which will help out every players instead of high-end players?
Do you think new players will be scared off by the by then well established economy/player base?
In simpler terms: Do you think the game will always be fun for new players to join?
Including housing, and Guild halls. Will we have an option to dictate it's racial design. I.E.- More elvish or Orcish instead of a linear Human based design.
I would like to ask if you can store items in your house(s)?
Can we have containers that can hold a number of items, or a specific weight?
And how many of said containers can you have if that is the case?
Thanks.
/Crivel
With regards to the 3 million stretch goal (which by the way seems amazing), how are trade routes different from Caravans? Will it be a physical manifistation in the player world, or is it more of a virtual thing that affects the economy?
Regards, Doughan
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This one please. I really would like to see the models.
This would encourage more teamwork rather than everyone just doing their own thing spamming abilities!
So, to strart off. What I'm on to right here is something what you could call Equipment that levels up with you. Kind of. Whenever you pick up a new sword or whatever, you might want to swing it a few times before getting used to it. I would find it very interesting to have a system where you don't just pick up a new weapon and use it to it's full potential straight off the bat. To portray an example.
You have a sword which deals about 30 damage a hit when you start using it. After swinging the sword about 300 times, your 'mastery' could rank up and you use the sword more effectively, eveyr so slightly though, kick it up by maybe 2-3 damage. Well.. to the actual question.
[hr][/hr]
[b]Have there been any discussion about equipment with levels or that levels with your character? If yes, how will it be approached?
If no, is there a chance we might get anything of the sort or is this something you'd rather stay away from?[/b]
If i kill players for their material drops fx and my combat effectiveness decrease, Will i be able to fight back bounty hunters and such? I would love to be part of/ have a guild that focus on getting resources from "robbing" other players and there for i would like for the combat effectiveness decrease system to be better explained :) would love if you completly removed the system since dropping gear, materials and loosing more exp is allready Enough penalty to keep most players Away from pk unless that is part of their rp in the game ^^
Will there be collections, like in EQ2 or Rift? I mean shinies on the ground or something like that :)
Thx!