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
The hard part comes when you want to balance it. I'd want them to follow their own logic like they did with PvP, incentivize the behavior they want players to have. They want conflict between players, so staying yellow is more rewarding. They don't want random murderers, so staying red is risky. If there were limited teleports (say a Hearthstone), you could easily give it a long cooldown and prohibit carrying of things marked as "Caravan Only". You could even slap a debuff on players for a while and call it summoning sickness so people only use it when they really need to.
Either way, there's lots of good reasons to not outright exclude functionality.
lmao
I wouldn't be following the game if I thought Ashes is trying to be like other MMORGPs.
Hearthstone isn't a crutch.
Hearthstones won't prevent tattered inns along the roadside from feeling like sanctuaries. Medieval Earth also didn't have high fantasy magic.
So, I'll argue that you're the one who thinks that Ashes is like other MMORPGs.
Your entire premise is absurd.
Especially since we already know that Ashes will have fast travel.
We can't let this happen in pvp and a siege world even with a 60 min. timer. It could make or break the siege or action that is happening. For example someone being ported in with extra firepower or healing or powerful potions or epic armor and high level to over balance the odds. It offers unfair advantages.
Me, a Dwarf tromping around in heavy plate armor, you'll here me clanking a mile away.
But I love the idea of environmental soundscapes playing into the strategy.
The Devs have stated that fast travel will be very limited.
And, yes, I take limited fast travel to include some form of hearth stone.
IE: Node A reaches level 3 after 4 months, an altar is constructed through government approval, Node B and C are also level 3 around the same time, however the government in node B refuses the proposition of the portal altar, whereas Node C has one. After synchronizing the altars at Node A and C, the player can then take a portal from A to C and vice versa but there is no way to port in to B since the altar doesnt exist and is probably owned by a PK guild.
This way you can still coordinate a large number of people in a timely manner, but not quite at the blink of an eye. We still dont quite know how large the map will be. Having no means to travel a far distance in a short amount of time may be a big problem if it takes 35 minutes to get back to your home node that's being burnt to a crisp by a 2 headed dragon, or overrun by a multi guild powerhouse siege.
The pillar of design that I like the most is that every action in the game has consequences. I can't speak for anyone else, but having risk associated with the decisions I make will make AoC exciting and immersive to me.
Let's build somewhere no one finds unless they have a reason to go there!
Stand around, dance, interact with strangers...
I most heartedly agree with you on this!