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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.
All about conveniences
Hello all
i would like to pinpoint some things that personally i look when i am willing to start a new MMORPG. There are not first priority but are definitely second
These things are
***After many years of mmos i end up in one conclusion. For me there are the "Warcraft" category and the "Lineage 2" category. I would like to see a hardcore realistic game like Lineage 2 that everything needs party, drama and chaos in the community of the server, politics and friendships and NO conveniences to make life extremely easy and MMO very boring.
i would like to pinpoint some things that personally i look when i am willing to start a new MMORPG. There are not first priority but are definitely second
These things are
- Autoloot
I dont like it because it gives space to gold-farmers and it doesnt seem real - Autopath
you have to walk to go somewhere and do something. Walk by yourself - Server Channels
The best open world pvp game was Lineage 2 and didnt have that. When you say open world it means you fight for your grind spot. You dont just change channel to find it empty - Party matching that teleport you in the instance or near your party
very bad. not realistic
***After many years of mmos i end up in one conclusion. For me there are the "Warcraft" category and the "Lineage 2" category. I would like to see a hardcore realistic game like Lineage 2 that everything needs party, drama and chaos in the community of the server, politics and friendships and NO conveniences to make life extremely easy and MMO very boring.
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Comments
-Stat Trimming- is another thing I feel lessened the value of the content.
There are more things that occur that effectively make things 'convenient' but all and all dumb down the game which dumb downs the care of the Players in general... Thus slowly deteriorating the culture that could be breeded through out the community. I hope the Ashes of Creation team wavers from taking the easy, convenient path to build a strong respect for the game they wish to market.
personaly i want difficult leveling. very difficult
***by the way white stupid forum is this? you cant distinguish the quote from the answer
I hate leveling, however I completely agree with you both there... Because it builds that commitment.
No auto runs. well, if you are not spending half you game time on your horse, I'll accept it.
fighting for grinding spots.... eeh.... not my style, but I guess it works against bots. it's confirmed though, you likely will have to fight for resources
Party matching- it kills socialising. get that $#!t out of here.
you're right, and thankfully, these guys are veterans in gaming and know the issues.
Autopath...yeah, I don't care for that. You should have to control where your character goes.
Not a big fan of server channels either. Since they're going for an open world feel though, I doubt this will be an issue.
Party matching is something I have mixed feelings on. I like that it makes it easier to group up with people, just because I remember wasting so much time back in vanilla WoW trying to get dungeon groups together. I know that some people feel that it would be appropriate for immersion purposes to have to work for possibly a long time to get a group together, but to me, that's just really a time sink and not fun gameplay. From my viewpoint, I work 10-12 hour days, and when I get home, if I want to logon and go do a dungeon, I shouldn't have to spend, nor do I have time to spend, several hours waiting for a group to get together.
However, I don't like the teleport system that seems to have become synonymous with party matching. Getting to the dungeon yourself should be part of the game, if for no other reason than to appreciate the scenery,and possibly have some random encounters, on the way.
Regarding leveling, in one of the streams they indicated that hitting max level will take roughly 45 days. I'm sure there's some variation allowed there for the most dedicated getting there sooner, and the more casual taking longer. Plus, that could always change during development.
Autowalk is already confirmed to some extend, they gave the example of "going out of a citygate, choosing another city as destination and being able to automaticlly let your character// mount find it's way on the road"
Being able to not sit on the pc for the most rudamentery task of you don't do anything except for looking at your character move and adjust the direction for an extended time is not convienience, it's just a burden taken away. The world is large and I expect to have some form of automation for this.
I do agree tho with the far end of the scope of being able to autowalk to every little thing, "that questnpc, that questarea, that questmob, that questitem, that other area, that spot you have to be." That's something we don't need.
Serverchannels will not happen, it's already confirmed and would make no sense with nodes and basicly everything in this game.
First impuls was, fast travel is already confirmed to not happen, but in an lfg tool that teleports you to the dungeon and back to the spot you were teleported from hrm <thinking> not necesserily true.
Realism has nothing to do with it tho. First of all, it's a fantasy game, the world itself is already unrealistic, the races, the monsters and so on. You can always take it as a narrative cut, because that's what it is, skipping long times of running downtime to make it "realistic".
That being said, distance matters in the game and it matters where a dungeon is located, so having a node near it might be a huge advantage while others have to travel a long way to get that juicy loot.
Can't agree with some points and certainly not with the reasoning behind it, but I think overall there is some debatable substance here about the extend of the individual points.
I'm not a fan of summoning stones and fast travel and as someone that also works 12 hours days 6 days a week @dunbarth, the way I look at it is that so long as the potential reward for completing the dungeon/raid is pitched at the correct level of "epicness" then it is worth spending the time to form a group and make the journey, and in some ways adds to the enjoyment of committing to and completing them. To that end it would also be nice to see longer and more challenging to complete dungeons that are unlike the current race-to-the-finish style that you spam in some MMOs these days.
Autoloot is something that I'd like to see but wouldn't be a dealbreaker for me if not included.
My Thoughts through experience:
Traveling together as a group adds to the comradery. Sure it can be a PIA sometimes but it does have it's upside. Meeting others at a dungeon is more meaningful when you have to find your way and avoid other dangers. Many times someone would run and meet a straggler because they were having trouble getting there. All in all it's a learning experience and does add to the reality.
Planning and implementing raids or sieges, teleportation just doesn't cut it. Trying to get a group of 50 people through the mountains or forests to approach a fort or castle unnoticed is part of the fun and offers so much danger and excitement.
Talking not allowed unless in whispers or voice chat because the mountains have spies. It's quite an experience to see a hundred people in single file carefully winding their way to reach their destination. It's actually awesome! You would have to experience it to appreciate it!
CylverRayne
(SIlverRain)
I have no problem with difficult skill levelling for individual SKILLS. In conjunction with a limited tool bar. As it enables players to be somewhat competitive rapidly. While allowing long term players endless progression.
I have a massive issue with gear and content grinds that make all content obsolete except max level and then make all of that obsolete when they raise the level. In the process making the new player grind an ever more insurmountable mountain.
Community games are about playing together. Not forcing players apart.
What do people think about sharing gathering nodes like ore and lumber? Personally, I think it would be convenient for AoC to go the Guild Wars 2 route and allow players to all mine one node at the same time without competing with one another.
My Thoughts through experience:
Traveling together as a group adds to the comradery. Sure it can be a PIA sometimes but it does have it's upside. Meeting others at a dungeon is more meaningful when you have to find your way and avoid other dangers. Many times someone would run and meet a straggler because they were having trouble getting there. All in all it's a learning experience and does add to the reality.
Planning and implementing raids or sieges, teleportation just doesn't cut it. Trying to get a group of 50 people through the mountains or forests to approach a fort or castle unnoticed is part of the fun and offers so much danger and excitement.
Talking not allowed unless in whispers or voice chat because the mountains have spies. It's quite an experience to see a hundred people in single file carefully winding their way to reach their destination. It's actually assume! You would have to experience it to appreciate it!
CylverRayne
(SilverRain)