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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.
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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.
Quick question
Dear Ashes of Creation community,
I have a small question regarding, combat difficulty/overall difficulty of the game.
In almost all the current MMO's, Most of the content in them is basically faceroll, especially over world content. Where your HP bar will not even drop below 90%.
Will Ashes of Creation be different in that regards? As in, will there be a risk of death when traveling, exploring, questing?
Basically what I am hoping for, is that you won't be able just to rush and spam your way trough enemies with little effort. And that you have to pay attention during combat.
Or is this too early to tell at the moment?
I have a small question regarding, combat difficulty/overall difficulty of the game.
In almost all the current MMO's, Most of the content in them is basically faceroll, especially over world content. Where your HP bar will not even drop below 90%.
Will Ashes of Creation be different in that regards? As in, will there be a risk of death when traveling, exploring, questing?
Basically what I am hoping for, is that you won't be able just to rush and spam your way trough enemies with little effort. And that you have to pay attention during combat.
Or is this too early to tell at the moment?
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Comments
They have said that they want the content to be challenging, however, so I'm remaining optimistic.
I just hope it wont be like you described; a situation where you can herp derp your way trough everything, like every other mmo out there.
Which would be good. Too easy and people get to max level without really knowing their class/role or the learning curve events get really steep.
In all seriousness, yes, it's still early to tell that, but for myself, I certainly hope it's something I have to think through rather than just faceroll through. I'd be ok if people decided the faceroll was the thing to have, and fled the game; sad, but true.
Nail on the head this is how I feel
Also while I commend you for helping out your guildies/friends who struggle, there are a lot of players who prefer to play solo and wouldn't appreciate well-intentioned help or advice.
Do I wish this wasn't a problem? Of course. But it's not going to change, and it's going to matter to the studio.
As I mentioned before though, from what I've seen of the live streams and videos, the devs don't plan to make it faceroll. I don't expect it'll be very hard for players who go into it with the intention of learning their class from the start and put effort into it, but for the bads it may be pretty difficult. So as long as they find that good balance I won't really mind if it's (what I would consider) easy.
We know aswell that monster difficulty is going to scale with node levels so traveling and exploring to find the right mobs for you will be a thing so if you're not careful you may run into a challenging mob.
There will also be seasonal mobs and event mobs that are triggered by activities done by the community and their level difficulty may vary too.
Intrepid is aware of gamers wanting something more then just a walk through part in a play. They themselves are experienced gamers and have seen how bad games have become. Have faith.
Now of course this is way easier said than done.
For me I totally agree that a brutally punishing MMO where you have to push right through from early to later stages of the game would be amazing and exactly what I am looking for in an MMO. Unfortunately, like @Cyn mentioned, these games largely rely on a balance between achieving enough revenue for continual growth and development vs making a game that is captivating for the masses. My hope is that because this game is somewhat of a passion project for the team and hopefully this means that the balance will be more in favour of a game that is complex and difficult but the reality is that the bills need to be paid.
In terms of players being monsters thereby producing difficulty, well... I'm open minded and am looking forward to testing the system in alpha/beta, but from this point that system sounds very gimmicky to me and currently I am leaning towards hoping that it doesn't feature prominently in the final game... But we'll wait and see I guess...
However I think there might be a player base for this. Quite some players have left current mmos for a lack of challenge. So if AoC could attract those players?
Donot think that for commercial reasons mentioned before in thread.
An MMO cannot satisfy these kind of players because it doesnot have a great number base to be commercial interesting. They would be better of with stand alone console games or small 8-16 multi player team games.
I would not even mind, if the game would have a smaller community then other mmo's.
Besides that, there is a reason why the current mmo generation has become stagnant, while challenging content is not the main reason. It is nonetheless a reason with a certain player base behind it. In addition it might attract players who play RPG's on challenging difficulty setting or playing difficult RPG's in general (Souls series comes first to mind).
The question is how large is that group? and would it be enough to sustain AoC?
Having that said though, this all just speculation. In the End it is up to the devs how it will end up. And up to the player-base as well.
Time will tell how it will turn out.