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Suggestions from a MMO player with 20 Years of Exp

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Comments

  • Definitely have done research, but if you think the devs running around in a game 3-4 years off shows you anything of substance you're wrong, there will be homes yes, there will be an open world and it will be economy driven.  But it's all in how they implement all of these factors that is going to make or break the game, all I was doing with this post, was suggestions.  Things they should keep in mind, I was not stepping on anyone's toes with this post.  You are just picking a fight with anyone who questions you, and that's not the purpose of the forums.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Isende said:
    If I recall correctly, there will be housing that's instanced/private, and there will be housing that's land-based/open. I think the housing in towns/citi/metropoli will be instanced, because mention was made that we can lock our freeholds, give permissions to enter it (similar to givin' out keys) and so on and so forth.

    I myself cannot stand to "watch" much of anything. @Possum, my husband, does most of the "watching" for me as pinning me down to a couch to watch anything is damned near impossible. So what I know, I hear from what he's shared me or places he's said "here, go here, read this." He acts as my filter. 

    I'm fortunate to have him, and well I know it; I would not nearly be so well-informed if left to my own devices; mainly because I'd rather read anything than have to watch anything.
    Right. But you also didn't write a manifesto of what the devs need to do, where most of the suggestions have already been addressed by the devs.
    And also didn't claim that the devs have literally almost nothing at all out about the game design.

    Also, we are fortunate to have you here, Isende.
  • Dygz said:

    Also, we are fortunate to have you here, Isende.
    She's a good egg.  :)
  • I think a lot of people are over thinking the things @Ragetastic said he it speaking the truth AMEN MY BROTHER!
  • I think a lot of people are over thinking the things @Ragetastic said he it speaking the truth AMEN MY BROTHER!
    Finally, voice of reason.
  • So much truth the devs have already got it covered. Yep.
  • Dygz said:
    So much truth the devs have already got it covered. Yep.
    I hope they do, that was the purpose of the post. lol
  • Dygz said:
    So much truth the devs have already got it covered. Yep.
    Intrepid have released a few videos and have spoken reasonably vaguely about these things in Q&A, but I don't think this counts as having everything "covered". 

    Yes, the Devs have said there will be instanced housing and non-instanced housing, but this doesn't cover the OP's original issue, which is to ensure that housing is close to where the player base needs it.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Pretty much everything in this manifesto has been covered by the devs.
    And all I've said is to research the stuff that the devs have covered.

    Need is going to be subjective.
    Scarcity leads to discontent - which leads to government overthrows and sieges.
    But, instanced apartments are - instanced. The bottle-neck there will be the limits on citizenship.
  • I like how you keep talking about research but earlier in the thread you said that literally all bosses would be player controlled.  Which is of course, ludicrous.  So maybe you should do some research too.  Secondly, like @Lexmex just said, there's hardly any information out there and you're acting like this is a finished game.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I did not say all. 
    You may have interpreted all.
    What I said was that people aren't going to care about not having innovative AI for bosses when players are able to be bosses.
    You seem to think that at max level people are going to be focused on raiding AI bosses.
    And I'm saying the people who want max challenge are going to be focused on the bosses controlled by players and on the PvP sieges.

    You are the one who added all. Not me.
  • Dygz said:
    I dunno how you can talk about the potential of this game and still think Ashes of Creation has an endgame.

    Also, why are you talking about bosses with timed attacks when bosses will be controlled by players?
    Literally the first thing posted in this entire thread lol.  You definitely implied all bosses would be player controlled, and argued about it later in the thread.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    @Dygz seriously just stop while you are ahead.  You obviously are not understanding what Rage was getting at about the AI with bosses and are going tunnel vision on what he has said.  PVE is going to be a big aspect of AoC but not instance based like WoW, FF14 and other theme parks.  Players turning into monsters are for siege purposes not for PVE.  What Rage is getting at is basically nothing like ct raid telling players in 10 seconds boss "X" is going to do a certain attack.  He wants the AI to be unpredictable and not a cookie cutter fight.
  • Players turning into monsters are for monster coin events and for sieges and players will be fighting players in general during sieges and caravans.

    If people are complaining that the AI of the bosses is too predictable, then Ashes is doomed anyways because the intention is for the focus to be on the monster coin events and sieges and caravans.
    Which is why you won't hear the devs talk about how great the AI for their mobs will be.
    People aren't buying into Ashes because they want to fight AI bosses.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Dygz said:
    I dunno how you can talk about the potential of this game and still think Ashes of Creation has an endgame.

    Also, why are you talking about bosses with timed attacks when bosses will be controlled by players?
    Literally the first thing posted in this entire thread lol.  You definitely implied all bosses would be player controlled, and argued about it later in the thread.
    Yep. And... where is the word "all" in my quote???
    I did not imply all.
    You definitely mis-inferred all.
    All is not an implication. All must be stated. That is English 101.

    I don't know why you feel the need to push back so hard on researching what Ashes has to offer.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Dygz said:
    Players turning into monsters are for monster coin events and for sieges and players will be fighting players in general during sieges and caravans.

    If people are complaining that the AI of the bosses is too predictable, then Ashes is doomed anyways because the intention is for the focus to be on the monster coin events and sieges and caravans.
    Which is why you won't hear the devs talk about how great the AI for their mobs will be.
    People aren't buying into Ashes because they want to fight AI bosses.
    You must of zoned out because PVE is going to be a big aspect of the game. There are raid dungeons and world bosses that the devs have already stated were taking place.  That doesn't mean 40 man instance raids like WoW or other theme park MMOs. I think it's still too early in development for them to touch on much of the PVE.  

    You are clearly missing the point of what Rage was getting at about boss mechanics because you clearly ramble on about how the game is basically strictly PVP which it's not.  
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Yep. And despite that, you will not hear in the vids or livestreams the devs talking about how innovative the AI of their bosses will be. The 4 pillars do not mention the AI of the bosses.

    Because if people are complaining about the predictability of the AI of the bosses - their 4 pillars and their monster coin events will be a failure.
    What you will hear the devs talk about is how cool it will be to fight players who are bosses because players who are bosses will be much more fun and challenging than AI bosses.

    That's my point.
    Y'all are taking up way too much time trying to fight back against doing some research.
    You can have the last word so we can get off the derail.

  • ArchivedUserArchivedUser Guest
    edited June 2017
    Dygz said:
    Yep. And despite that, you will not hear in the vids or livestreams the devs talking about how innovative the AI of their bosses will be. The 4 pillars do not mention the AI of the bosses.

    Because if people are complaining about the predictability of the AI of the bosses - their 4 pillars and their monster coin events will be a failure.
    What you will hear the devs talk about is how cool it will be to fight players who are bosses because players who are bosses will be much more fun and challenging than AI bosses.

    5. Adaptive AI

    This is something that other MMOs have mentioned in the past, but it looks like Intrepid Studios will be working with it extensively in the game. Having groups of monsters which adapt and change through each encounter will bring a strong living world feel to Ashes. Not to mention the benefits of combat and strategy for players. If things process and change throughout the game then it keeps a fresh look at PvE and the MMO grind, that so many of us know, will fall in a quick sweep. We’re very excited about this feature.


    Read more at http://www.mmorpg.com/ashes-of-creation/columns/ashes-of-creation-top-5-mechanics-1000011548#F76gGh5Lh0lBt4K5.99

    This right here proves you are wrong anyways so seriously just stop trying to be a headache on the forums man.

    Also, there are 5 pillars I thought.

    In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. 

    https://www.ashesofcreation.com/a-world-with-consequences/
  • ArchivedUserArchivedUser Guest
    edited June 2017
    There are 5 Pillars I thought.

    In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. 

    https://www.ashesofcreation.com/a-world-with-consequences/

    5. Adaptive AI

    This is something that other MMOs have mentioned in the past, but it looks like Intrepid Studios will be working with it extensively in the game. Having groups of monsters which adapt and change through each encounter will bring a strong living world feel to Ashes. Not to mention the benefits of combat and strategy for players. If things process and change throughout the game then it keeps a fresh look at PvE and the MMO grind, that so many of us know, will fall in a quick sweep. We’re very excited about this feature.


    Read more at http://www.mmorpg.com/ashes-of-creation/columns/ashes-of-creation-top-5-mechanics-1000011548#bW5qqG5qydM5kkAm.99

    Perhaps you don't know as much as you thought you knew of about AoC.
  • rekt
  • There are a lot of us out there who have been playing MMO's for years/decades. We see terms/words like "innovation" or "revolutionize the genre" and thats cool. However some things in MMO work well and dont need to be changed which is one of the reasons im here. 

    This dev team has some great experience, they've played some of the same games I did. I am encouraged by the notion that whats good is good and will be kept and what is often a problem in MMO will be refined and looked at. With the exception of the lore and story there isnt a whole lot of new things to do in MMO's. 

    A good mmo doesnt do to much and not be good at anything. A great MMO is very good at a few things and good at others. A AAA MMO has everything a great mmo does but is tempered with atmosphere, lore, and a very good story to induce immersion, which is rarer and rarer these days. 

    I think they have a real shot at being a AAA game. Im optomistic. 
  • https://errantpenman.com/2017/01/11/interview-ashes-of-creation-wants-to-bring-the-virtual-world-to-life/
    When a node develops into stage 3, the village stage, it now has a citizenship associated with it. Players will be restricted to a certain number of citizenships. In order for players to gain citizenship, they must own housing in those nodes. Either open-world housing somewhere in that nodes Zone of Influence, or static housing within the node itself. Even Instanced housing is offered at the City stage 5 and Metropolis stage 6. Citizenship entitles you to a lot of benefits for that node including; Titles, reputation, honor, loyalty, merit, and probably most importantly is the nodes government. As a citizen you are granted the privilege of participating in a node’s government. From voting to running for office. The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance. Guilds also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
  • Dygz said:
    https://errantpenman.com/2017/01/11/interview-ashes-of-creation-wants-to-bring-the-virtual-world-to-life/
    When a node develops into stage 3, the village stage, it now has a citizenship associated with it. Players will be restricted to a certain number of citizenships. In order for players to gain citizenship, they must own housing in those nodes. Either open-world housing somewhere in that nodes Zone of Influence, or static housing within the node itself. Even Instanced housing is offered at the City stage 5 and Metropolis stage 6. Citizenship entitles you to a lot of benefits for that node including; Titles, reputation, honor, loyalty, merit, and probably most importantly is the nodes government. As a citizen you are granted the privilege of participating in a node’s government. From voting to running for office. The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance. Guilds also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
    This is one of the big things I'm excited for, immersion and sense of self within a larger world.
  • The only thing I was worried about was that I'd get left behind when the hardcore gamers, but steven said some things(like a low level player can beat a higher level and better geared player if he/she is skilled enough) which actually makes me feel comfortable about those worries. Also, this means I can level at my own pace, just how I like it.
  • I guess having a "story" that unfolds as a result of the direction a node takes in terms of type and size that may be different to each other node allows the opportunity "act of god"/epic events that are either pre-planned and/or re-actively programmed.

    This approach might keep a sense of all encompassing "balance" in the game.
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