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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?

 




Comments

  • I'd say it's a bit too early. :P The only ones who could come close to answering that are the devs. I think the problem is....some people are just really bad. If they start a new char and can't derp their way through the first few levels, die repeatedly, etc, they're just going to rage quit. And it depends on what kind of difficulty you're after. If everyone logs in and it's like Dark Souls Online or something, a lot of people won't like that.

    They have said that they want the content to be challenging, however, so I'm remaining optimistic.
  • It does not have to be Dark souls hard, even though difficulty in there is also heavily determined by level design and enemy placement. But I like to see my health bar drop below 90% frequently :P. And have those 'oh shit' moments, from time to time when doing activities in the overworld.

    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.

     



  • I could be miss remembering but I seem to recall something about bosses in mobs and you do have to pay attention to where you are going or you will run into something unexpectedly hard.  Shoot, going to try to figure out what I saw about that. 
  • The specific answer to your question is still unknown.  But the gist/feeling I get is that they may try to avoid faceroll level.

    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.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Cyn said:
     I think the problem is....some people are just really bad. If they start a new char and can't derp their way through the first few levels, die repeatedly, etc, they're just going to rage quit.
    I can't say that'd be an entirely bad thing ... well, let me put this in perspective. We have a couple of guildies/friends who are really bad, but we absolutely love playing with them. Ssssooooo ... we, who know and love them, spend time with them as they become accustomed to new mechanics. They, for their part, struggle valiantly to become not-quite-so-bad, and between the two of us, we find a common ground that makes the game playable and fun for all.

    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. 
  • Isende said:
    Cyn said:
     I think the problem is....some people are just really bad. If they start a new char and can't derp their way through the first few levels, die repeatedly, etc, they're just going to rage quit.
    I can't say that'd be an entirely bad thing ... well, let me put this in perspective. We have a couple of guildies/friends who are really bad, but we absolutely love playing with them. Ssssooooo ... we, who know and love them, spend time with them as they become accustomed to new mechanics. They, for their part, struggle valiantly to become not-quite-so-bad, and between the two of us, we find a common ground that makes the game playable and fun for all.

    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
  • too early...
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Isende said:
    I can't say that'd be an entirely bad thing ... well, let me put this in perspective. We have a couple of guildies/friends who are really bad, but we absolutely love playing with them. Ssssooooo ... we, who know and love them, spend time with them as they become accustomed to new mechanics. They, for their part, struggle valiantly to become not-quite-so-bad, and between the two of us, we find a common ground that makes the game playable and fun for all.

    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. 
    I mean...I can't say I really *care* that the ez moders quit. But it's not as easy as saying "screw them" because they may make up a lot of the player base. I'm sure there are players who just play MMOs so they have a pretty setting to RP in, or fish, or craft. Learning their class isn't something they may care to do, ever. Yet they will be driving the economy and putting money into the game so losing them would, sadly, have an impact.

    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.
  • It's too early to tell but devs have mentioned that they are working hard to make sure that mob scaling works well with players for pve and pvp purposes.
    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.

  • Considering Ashes is a game where PvP and PvE together effect the direction of the game I don't foresee anything being too easy.   For those wanting to play it safe, staying close to their towns is probably a good choice.  

    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.  
  • I'm hoping they do a sort of ramp up? Like in the early levels you keep it simple and increase the complexity and difficulty the further you go, this way people will learn the basics in the beginning and get tester later one. I feel like a lot of games attempt this but it either stays a facerol or its suddenly difficult. I could be wrong of course.

    Now of course this is way easier said than done.
  • Where the monsters are players - shouldn't be a faceroll.
  • As others have said, its too early in development to have much of an idea about what to expect difficulty wise and so far the devs haven't led on too much as to what difficulty they will be aiming for. 

    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...
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I guess, the waiting game begins then. And have to hope that the player base that is into challenging content. Is large enough to sustain future development.

    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? 
  • Zartas said:
    I guess, the waiting game begins then. And have to hope that the player base that is into challenging content. Is large enough to sustain future development.

    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.
  • Friesian said:

    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.
    well, I am not talking about being a 'commercial' success like overwatch, or WOW. I am talking about sustainability, as in a player-base that provides enough revenue for the devs to create future content, keep the servers running etc.

    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.



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