Glorious Alpha Two Testers!
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.
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.
Comments
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.
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.
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.
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.
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.
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.
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.
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.
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/
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.
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.
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 approach might keep a sense of all encompassing "balance" in the game.