Greetings, glorious testers!
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.
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
First I want to say that you're doing a great job. But that's not why we're all here:
So my questions are:
Halberds and Bagpipes. Will they be in game?
Machines and a Tinker profession (or even class?). I know it's HIGH fantasy and they won't really need machines, but you can combine the two and tinkers could build magic (maybe Mana) powered Golems, Siegemachines etc. Tinker would be a crafting profession that can help the previous two stages, so gathering and processing, get their work steps done faster and easier. But that'd all come at a pretty high price with the magic being dangerous and only a tinker that is able to build one of these machines would be able to repair one, so it'd be a job where the crafting isn't that risky, but the using and rewards would be high risk for high rewards.
Combat NPC's, allying with villains and being the villain
-> So you can raid nodes, caravans, etc. to gain resources to further your own nodes. That seems to be "normal" for Ashes. Like in a way that you only do this with the creation of your own stuff in mind.
- Will it be possible to hire NPC's to help in combat or is it players only?
- Will you be able to ally/hire NPC's that are on the villain-side for your node, including non-player-races?
- What about actually becoming a villain? Will it be possible for nodes/guilds to change the highest goal from creation to destruction? Create only to destruct and dominate (not in a player griefing way)?
- If you are able to ally/hire with villain-creatures, will that and your guilds way of ruling your node impact how the environment looks like?
To clarify my questions one simple and extreme example:
Let's say you play a summoner in a necromancer style (that a thing btw?) and have a guild(cult) that uses undead npc's to help their raids and the highest goal to eradicate the living, while the nodes that guild uses and conquers kind of die due to the "occupation", becoming plaguelands.
Other nodes may then rally and make alliances to defeat that guild.
Different types of villain creatures could have different effects on combat and the enviroment. I mean... they too want to live (or stay undead), right ? Have a heart for villains?
Will it be possible to turn off the feature that shares "Contribution XP" with the nearest node while questing or exploring? It might make sense to decide not to empower a "rival" node while doing quests or gathering resources in their ZOI, after all.
Regarding the angel and demon skins, will those affect the visual appearance of the spells? Will it even be possible to use those in combat? If so, will we be able to transform into that demon/angel during a combat (instant or cast time?)? That would create a really nice RP aspect, like unleashing your inner demon. :-)
Regards
Almador
Thanks, much love. Your local Dwarf Role Player <3 B===D
Will we be able to destroy or block caravan routes, bribe them to go with them somewhere else or steal stuff from them before they start moving to their location? (basicly while they are preparing. Loading their cargo or something like that.
Ex: will it be instant or like 10 seconds before it logs you out of the server? Personally will hope it will have a timer on it.