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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.
What games have you played that had features you want to see.
So I have played most MMOs that have come out in the last 20 years. I have tried them at least .The two that are really sticking out in my mind are a MUD called Dragonrealms and Anarchy Online. The features i would like to see were the EXP system in DR, and the way stats were allocated in DR. Basically you earned EXP by using that skill. it had about 100 skills in DR. If you wanted to be a crafter you crafted. A fighter you fought. A swordsman you used a sword to fight. Stat in DR were bought with TDPs( Time Develop Points) these were earned by ranking up skills ever point you ranked up a skill contributed to your TDPs 200 points got you a TDP. if you rank a skill up from 199 to 200 you got a TDP. if you ranked Five skills up to 40 ranks you got a TDP. I would love to see a system similar to this in Ashes.
Anarchy Online had a mission system which was kind of a quest on demand system. You could choose a quest based on the reward and just go and do it. they were quests that were local and global and it was up to you if you wanted to take it or not. Another feature in AO i really miss is Twinking. Not WoW style twinking. Gear had skill reqs on it and you Could gets buffs and use Implants to meet the reqs for that gear. Yould could ladder implants to achieve a much higher level of gear than your player level. it was truly amazing. Google AO twinking if you are interested in seeing what it entailed.
So these are the kind of systems i would like to see any body have any others they would like to add.
Anarchy Online had a mission system which was kind of a quest on demand system. You could choose a quest based on the reward and just go and do it. they were quests that were local and global and it was up to you if you wanted to take it or not. Another feature in AO i really miss is Twinking. Not WoW style twinking. Gear had skill reqs on it and you Could gets buffs and use Implants to meet the reqs for that gear. Yould could ladder implants to achieve a much higher level of gear than your player level. it was truly amazing. Google AO twinking if you are interested in seeing what it entailed.
So these are the kind of systems i would like to see any body have any others they would like to add.
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Also i wanna see how races effect classes like does a Beast race do better as a tank then a mage? or does an elf do better as a fighter then a healer or bard?
Speaking of beast race i hope there is one, because chicks dig the fur :3 ( damn the days of perfect world international >.< that was an achievement you for picking beast race)
Would love to see reactionary environments, where fire in forest lights and damages trees but in snow is lackluster.
but interesting idea though
also sorry if im spamming this post abit, im just abit of a ideas person >.<
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Hmm, They did say not in the same way as SWG buff houses etc but they did say people who own taverns could potentially sell food and drink that would benefit you while you were in their zone of influence and bards could benefit others by performing in them. No details etc but definately an exciting idea.
I loved the resourse gathering system in SWG and it sounds like they are implementing some aspects of that here so I am looking forward to seeing how that works. I hate wac a node resourse gathering. The prospecting side of gathering resourses is a much more rewarding way. just think exploring lesser traveled paths finding a rich vein of a high quality resourse. You spend the next few days getting that resourse before anyone else knows its there. by the time anyone else finds it you already have a great headstart by the time its on twitch or you tube that vein is gone and you are already looking for the next descreet hot spot.
Quote "I wanted to see a system like SWG had for the buffing and healing when in town but they confirmed thats not happening. Very disappointing but still excited about the game." Quote.
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Hmm, They did say not in the same way as SWG buff houses etc but they did say people who own taverns could potentially sell food and drink that would benefit you while you were in their zone of influence and bards could benefit others by performing in them. No details etc but definately an exciting idea.
I loved the resourse gathering system in SWG and it sounds like they are implementing some aspects of that here so I am looking forward to seeing how that works. I hate wac a node resourse gathering. The prospecting side of gathering resourses is a much more rewarding way. Just think exploring lesser traveled paths finding a rich vein of a high quality resourse. You spend the next few days getting that resourse before anyone else knows its there. By the time anyone else finds it you already have a great headstart by the time its on twitch or you tube that vein is gone and you are already looking for the next descreet hot spot.
The other part about FF XIV ARR I hope they implement is how in depth their crafting system is. In FF XIV ARR you have crafting and gathering specific gear with STATS that affect how well you can craft or gather. Also, I find just "click and done" types of systems of crafting to be a bit boring. With FF XIV ARR's crafting system there is actual skill involved in making an item and can add a little excitement to the monotony of crafting.
Eve Online is a great game with a FANTASTIC economy and player driven environment. So far, it looks like AoC is on it's way for having an incredible player driven economy as well.
The other part of Eve Online that I find amazing is that it is all only on ONE server. This, I can see is not happening on AoC due to talk already of multiple servers. However AoC's node system looks like it would be the perfect way to bring this into the fantasy world. With nodes taking the place of Eve's solar systems. I really hope they go for fewer HUGE servers instead of many small ones instead.
So I'd really want to see PvP scenarios where gear doesnt matter.
The ability for the spells to be reactive to nearly everything in the world and changed because of it making every spell cast requiring thought
And the spells of one player to be able to be interacted with other player's spells.
o fire aoe + ice aoe = steam aoe
o steam aoe + wind = steam cloud
ESO has a similar but more simple, when a series of players drop certain spells opens the chance for another player to cast something combined
I know that they have talked about a hybrid system but from what I have seen it all requires a mouse click to select enemies. I hope that the devs take into consideration the audience that wants to play the game but wants to stay away from having to use the keyboard and mouse/tab targeting.
Sweet idea
In Ashes those leaders could drop some cool capes, banners, jewellery or even some cool looking armoury.
a) Seasonal Changes
Their seasonal changes are transitional taking time to visually change between seasons.
Players can experience and feel the change
b) Snow
Snow impedes movement and the game tracks movement through the snow and repeated player movement over the same track of snow creates a path that becomes not as slow to walk over as the ground hardens.
c) Mines created and constructed by Players
The players actually dig their own mines and it goes so far as to have players require to resource materials to construct the framing to hold up the tunnels and create the stairs down. Don't do it well and the mine may collapse.
And hire NPC's to run as well as mine themselves
being able to have alts on the same server (im a altaholic)
mini games in the taverns , like the witchers has with gwent but it doesn't need to be original use poker or dice games
or even a drinking game (guitar hero style drinking controls or the slider from the fable games)
would love to see the blurred vision when drinking alchol in game and make oit last more then 20 secs like if you participate in a drinking game with your guild in a tavern and you knock back 30 ales it shouldn't wear off in 20 seconds make it last for 5-10 mins and it gives to a armor/hp buff but lowers you int and if your in combat when it wears off you get a hangover debuff lol
anyway these are just my weird ideas lol
addon support -love user made addons that provide a little extra convenace like inventory manager ,gear managers and what not
instanced dungeons ,that's what drove myself and most people i know away from bdo is the lack of anything to really do as a group except grind,grind grind grind ,grind a little more,grind,grind grind grind ,grind a little more,grind,grind grind grind ,grind a little more, and last but not least grind some more ,BTW did i mention bdo has you doing a infinite amount of grinding
Archeage:
- external graphic upload for ship-sails or cloaks
- a pirate faction for outlaw on the seaworld ARRRRRRR
Guild Wars 1: (my favourite game of all time)
- extreme huge skillpool many possibilitys
- factionwars on huge maps
- extrem good pvp variants
- Good lvl cap! No rising with expansions
Guild Wars 2:
- The dye system
- very good gearcap which allowed to be good with cheaper gear
- no p2w at all
- World vs World
- Open world events
- Esport pvp
- equalized stats in pvp
Greez
-Skill Progression System- Wait, we already know the system is more like Rift
-Rare Items that serve no purpose, but can be collected and are loaded into the game at random times and days making some more rare than others
-Dye System like UO where you can choose colors for your gear and clothes
-Item Repair system and item degradation so crafting is useful and the main focus of the game isn't gear, but the fun to be had
-Full Loot PvP. Again, keeps the economy in check and allows everyone to lose items creating a money sink. This in turn allows longevity of servers and we can allow new members to join the server without being so behind that the catch up game isn't as bad as you see in games where there is no loss...
-Taming System where you can tame animals, to include rare animals
-Open World PvP with protection in Towns
-Guild System where you can war with other people and there is no safe areas
-Chaos/Order System where even as a single player, you can choose to be a part of something larger rather than trying to join shit Guilds that have no focus or leadership
SWG:
-Achievement System where you can do certain tasks and gain achievements and medals
-A Class that is rare like the Jedi (maybe a Tamer here) that has to be unlocked and we don't change the hard system to appease whiners
-Dueling System
-Land to Explore
COH
-Exploration Badges that you can find throughout the World
Vanguard:
-Brotherhood system that allows you and your friends to share XP so that if one person is offline, they don't fall behind
-Quests that were meaningful and not boring.
-Three Leveling Tiers (Politics, Crafting, and Exploring) Could be wrong on the names, but you could gain XP in three different ways depending on your playstyle. Catered to many people.
LOTRO:
-Storyline Quests that are movie like but follow quests. Loved this about LOTRO
WAR:
-Seiges that happened in Open World
WOW:
-Popularity. The game was semi decent but definitely brought new players into our nerdgasm realm. Need a game that has players and an engine capable of bringing tons of players together to enjoy the game together.
-Updates. Keep it fresh with content. Don't do the gear shit route. Make the game fun and interesting rather than focusing on gear gear gear
Age of Wushu:
-Offline Characters end up being NPCs. They could be kidnapped and brought to areas to be their bitch. If left alone, you earned items. If kidnapped you earned nothing.
-Bounty System
-Movement System was pretty sweet
Aion:
-Character Flight
-Self Made Logos into the Real Game
Age of Conan:
-Graphics
Revelation Online:
-Daily Quests that can help those with time restraints the ability to log in, do some shit, and log off. But don't make this the focus only. Just allow an option to gain some easy XP for casuals.
Cant think of anything else. A lot of games have failed to meet my expectation of what id like to see but I have still had fun playing them. Lately, games seem to focus on gear gear gear and I just wish someone would take a chance and focus on fun, fun, fun.
Always worrying about your gear vs others gear is fucking annoying and it ends up being the whales only that succeed.
Id like a game that was more like UO PvP where it was:
Skill > Class > Gear
It gives a game more longevity to me. Being able to spend $1000 to win is something I can do, but ultimately the gear changes and I am left with having to spend another $1000 to compete of throw up the middle finger. I wish a company would charge a monthly fee and create a game with longevity. I played UP for a total of five years and even went back to a self run server for another year.
Id pay $40 a month to play a game that I knew wasn't P2W. I don't normally stick to any game that is p2w. I hope we have a winner here that focuses on fun. We shall see. If not, no biggie, no hurt feeling here.