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.
What Will the Difficulty Level be in AOC
I was just wondering how difficult the game will be. I understand that attempting a high level area when your are under leveled or alone is basically suicide or damn near impossible. I also doubt it will be of Dark Souls difficulty(even though I wouldn't mind bc I love those games). Any predictions on the ratio of levels between monster health/damage compared to a players health/damage at the same level? What would you guys prefer in terms of difficulty?
Tasamuel
Tasamuel
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Comments
If everything was easy, there is no enjoyment in getting that rare piece of gear or getting that last level of enchantment that nobody else can get.
Bragging right and achievements.
However I realize not everyone likes that. So I guess IS will introduce both more challenging and less challenging activities.
For me as long as game offers enough challenging activities, I will be happy.
Vanguard very much had this and you had to be very careful at times with how you approached mobs, and then there were the harder types that would path through areas, it was amazing how they seemed to sneak up on you.
Dark souls is easy
Agreed
They're looking at making a game that gives you a reasonable level of challenge, but not so that it's frustrating. On the other end of the spectrum they don't want to hold players hands either. Steven is tired of games that are dumbed down and just guide players everywhere, and have monsters die just because you saw them on the way to your guided tour quest. An example of not holding hands is the gathering system for artisans, nothing glows / glitters / shines / has arrows. You have to figure out where to attempt to gather things using your brain.
Same kinda thing applies to mobs / boss fights. Some are going to be fairly simple, others very difficult. Take for example the boss fight in PAX. It wasn't super hard, it was designed with the idea that you would have only had 10 minutes to learn your class. That said, the boss still had a special attack you needed to avoid, but the game gave no helper warning signs for it (like a damage warning marker on the ground), instead you had to watch the boss and use your brain. Steven has stated on multiple occasions that not everyone, or even every guild will be able to complete everything in the game, and that's fine. Some things will be too hard for you, others too easy. I think the closest example to the level of difficulty they're talking about is vanilla WoW. There were a range of things in there, most players had to have brains, and the top raid (Naxx 40), was completed by less than 1% of all guilds worldwide. Early Lineage 2 is probably also a good indicator of difficulty.
Just keep in mind that Steven doesn't want a super "hardcore" game, but he doesn't want to hold your hand either.
Oh and for the record, I personally think the terms "casual" and "hardcore" are stupid, and inexact. These terms have only been mentioned due to being the common way to describe difficulty and the type of player that can handle whatever difficulty.
Danger and surprise.