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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.
Difficulty of Content
ArchivedUser
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in comparison of difficulty which game do you think it will compare the most with in requiring skill to actually complete content.
Typo: dark souls not dark siders
Typo: dark souls not dark siders
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Also early/Vanilla WoW was quite a bit more difficult than people tend to realize/remember.
I'd have to say this game looks much more difficult than GW2 and SWTOR, but again, this is all pure speculation.
It’s occurred to me that the node system could be leading to a thematically odd situation, where the most developed portions of Ashes of Creation – its largest and most established cities – are also going to be its most dangerous areas, while the undeveloped wilds fill in more as what you’d expect from a starter experience. Am I understanding this correctly? What does the progression structure through Ashes’ world look like?
You’re basically correct, but keep in mind that our populations are mixed. We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. We’re also playing with the idea of Nodes having relationships with Nodes that haven’t reached level 1 (a sort of anti-Node relationship), but we’ll talk about that sometime down the road.
The progression structure is really up to the players. We’re going to have starting areas that are relatively static compared to the rest of the world, in order for new players to get their feet wet and get used to our systems, but after that, we see players going in any number of directions. The bravest will pioneer the wilds and bring back stories of what they’ve seen. Some will build, some will kill, some will put down roots and raise animals. There are a number of paths to progress, and something for every type of player.
The five design pillars mean that you will never feel comfortable or geared enough or lacking something meaningful to do, no matter what level you are at. There will be minimal zerg fests and limited PK ganking and no P2W or other ways to cheese your way through the game. This is exactly the kind of difficulty I'm after.
Also, did you mean Dark Souls? Darksiders 3 isn't out yet... So I don't know how difficult that game plans on being.
been running through darksider 1/2 so its on my brain
I vote for Mortal Kombat!
pew pew pew comboooo -- finish him!
I personally like to have really challenging content but also like to be able to do content that I don't need to be on the edge of my seat with.
Difficult as in being environmentally aware and dying to ping as a consequence ?
Difficult as in perfecting group synchronisation and kicking anyone below perfection ?
Difficult as in enemies being OP compared to players barring anyone but the best players from content ?