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.
Where Other Games Went Wrong...
ArchivedUser
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So, the best gauge of new games (for me) is to see how they improve on mechanics where other games failed. Many games have had amazing concepts that were horribly implemented. With that said, what mechanics from other games would you like to see in Ashes of Creation? What would you change about those mechanics or aspects of gameplay that you liked in those older (or current) games?
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*Come to think of it, In Kal Online they have these eggs, which you got from a quest at a certain lvl, if you lvled the egg enough for it to hatch you'd get a transform ability for an x amount of time( I don't remember the specifics ), you'd have 3 types, basically one for mp, str and dex based. These eggs each had 3 level ups too, str IIRC went from Egg->lion->bigger lion-humanoid dude with a glaive, which was pretty dope
Why? We've all seen the games out there that have tried to innovate features of successful MMORPGs, without innovating the game genre itself.
Because Ashes is setting out to do just that, I don't think rewriting old features is necessarily the best avenue to take in this case. I'm grateful the team at IS seems to have this thought process.
Intrepid appears to be on a path of breaking what has always been seen as the "norm" for games. For this reason alone I think most people are here and backing them.
Some mechanics will most likely mimic others for sure, but I can only hope that they will be the best of what came before and others will be prototype for future games.
Copy cat games are extremely successful financially. Look at Madden, FIFA, COD and even Battlefield.
These game series are just the same stuff with updated graphics and a few new gimmicks. They have huge fan bases.
Rift, FF14 ARR are WoW clones and are quite successful in their own right. How many side scroll Mario rip off can you name?
I think games can be copy cats and be successful and as much as I hate to admit it, sometimes innovation for the sake of innovation sucks.
But I still meant what I said, above ... and hiya!
I'm backing Ashes because it's inheriting many of the revolutionary game design concepts introduced by EQNext.
We have to get rid of endgame - repeating static content for years while we wait for the next expansion.
The devs have to implement building and destructibilty - such that we are able to form in-game community bonds by working together to build and defend our cities -cities that can be destroyed- rather than inhabit static, pre-existing cities... especially where homes are only instanced.
Also, we need to have the narrative driven and generated by Meaningful Conflict - where the actions of one region negatively impact the objectives and livelihood of player characters in other regions around the globe. That's what adds drama and tension to an evolving story.
(Doesn't necessarily have to be resolved by PvP combat!)
Focus on wide horizontal progression rather than astronomical vertical progression is also key.
Otherwise the general mechanics such as trade etc. they have lined up are going far beyond what other games plan out. It's really not so much about things we want from other games. The real issue is if they can pull off the mechanics they already have collected and place them in the world with the depth and meaning they seek to.
"So slamming random keys works in some instances..." *writes down in notebook*