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Building a Strong Community

This post is about game mechinics to build a strong comminity

1 Have a Guild shop that you has gear with guild points that you can only get by doing things with your guild.  Some people are in guild but do not do much with their guild. So this is one way to make guilds even tighter.   After a while they would have pretty much every thing in the guild shop but that would be after doing a bunch of stuff with their guilds getting antisocial people to group and stuff.

2 Pesonal Loot.  I was in a guild and was going  old content and though I like to group and stuff well a rather not cause I do not want to compete with them for loot so I would just go solo the content. How ever if we had a personal loot system then we would not have to roll against each other. (Although there are good reasons not to have personal loot but I prefer Personal loot)

3 Shared harvesting nodes.  Like if I am harvesting some ore then another person could harvest the same node of ore.  That way we are not rushing to harvest ore hoping no one else gets it before you.  

4Have leader boards.  PvP And PvE This group of people down this mini-boss.  That group of people destroyed this Metropolis.  Kind of Makes a history of the game server.  So lets say a group of forty down some legendary world boss 40 man an entry would be made  time day and the names of the people of . So the people as a group would be making history.  Plus the same system could be used to announce unique drops.  Could also make a guild log which could then be shared.

5 WoW has a group finder now that is cross server.  You start up a group say looking for x number of people for x dungeoun and people actually have to look and chat with group leader to get in group to do the dungeoun.  Same thing could be done just have for one server.  (not talking about instant que)).  Could be a board that you walk up to in game that could be in the  Mighty Beard for example. Be cool it it had one window for pvp and another for pve.

6(retracted bad idea) People like to min max it is just the nature of things so if there was an incentive to group up with toons.  Like little more experience, little more dps, even better loot. Just some small incentive to group up. This happens but only if you are in a group of 8 or more.  

7Would like to see some metric for dungeouns.  Like was it a full clear or did you skip some mobs show percentage.  Dps on last boss, Time it took to complete it.  Number of times you interupted and crowd control.  If you were to give a player a score on how they did and had goals (acheivements).  Then they most likely be inclined to do it again.  Instead of well I already did that dungeoun no reason to do it again. Lots of players ounce they get the gear from that particular dungeon they stop doing it. Could keep track of their top five scores cleint side.

8 A little of topic but would like to squeeze it in here.  Would also like to see challenge zones in the open world.  Were you just do not under any circumstances go in that zone alone.  Has to be a group of people of 8 or more with healer. and tank.  Zone would be filled with all kinds of goodies but you have to be in a group to enter that particular zone or could be huge underground dungeoun.  In short a huge place that you have to be in a group  just to explore and hunt mini-bosses  and world bosses or some rare spawn that drops some crafting material that is really rare.  There would be a lot of good reasons to go there but have to be in group to go there. 

9 Implement some things to keep the cummunity from getting toxic.
Here is a thread on this forum for that.

How to stop public 'toxic' in game game chat? 

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Comments

  • ArchivedUserArchivedUser Guest
    edited January 2018
    Some good ideas to help guild community and in general. 

    I don't agree however with a dungeon finder being positive in building community however. 

    I would be in favor of a LFG board, which I think is  what you described. Using example of WOW, it's been my experience that people will just queue, then bail on groups they aren't happy with, and ho find another. No relationship is made, no real community is built. 

    I would prefer a "Looking for Group" board or something. Maybe in taverns, that you can advertise on. Such as "Tank, looking for group for Dungeon X" or "2 DPS, one utility needed for World Boss 6"
  • ArchivedUserArchivedUser Guest
    edited January 2018
    Feedback is always wonderful, but most of your suggestions have been addressed by IS already as not part of the game they envision.

    1. This can already be done by individual guilds in game without adding another system mechanic or layer. Even improving their recruiting efforts. "Join us, get a T-shirt!"

    2. Personal loot was looked at and rejected. There will be many different options for the group to decide upon before and during a run.

    3. Also rejected. Removes risk vs reward and diminshes the core meaningful conflict scenarios the game is built around.

    4. Leaderboards for pvp and pve already planned. The metrics they will gauge however are said to not be your standard highest dps, or typical speed run timers, but have been promised to be something new and shiny not seen before.

    5. The LFG bulletin board is already planned. However, it will be local to your nodes zoi and not global. There will NOT be instant travel, so would become extremely frustrating to individuals to spend time talking to the special tank they were looking for, only to find out he is a 4 hour ride away through harsh, deadly terrain due to pvp or pve actions.

    6. The only reward mentioned so far for grouping that I have seen is that it makes your survivability go up. One of the things that kills actual interaction, is forcing it through a reward system. In WOW for example, I always felt compelled to join a guild, even if I didn't give a fuck about the people involved or the goal of the guild (pvp, raiding, or whatever), just so I wouldn't lose out on the extra 10% exp or gold bonus to dungeons. Leads to guilds filled with alt bloat that are wonderful # of people in guild generators, but actually don't function other than a place to park your toon and gain a benefit.

    7. Has been looked at and rejected due to elitism issues. Threads have raged for months back and forth on the forums with the pro and con people, but ultimately you give people tools and they become tools.

    8. Caravan system is your first challenge zone. If successful as the core mechanic it needs to be, you may see more things like it in the future, just not at launch. Static conflict challenge zones can be used and manipulated to influence pvp and pve play in the open world to channel traffic into set patterns leading to advantages over one node over another.

    9. Block and ignore chat features are planned, active moderation for hate speech and gold farming, and other features to reduce toxicity are planned. Exposure to shit you don't want to hear however will still happen. Many of the things I have typed above you probably don't want to hear. Doesn't change them from being the plan.
  • ArchivedUserArchivedUser Guest
    edited January 2018
    Well thanks for the info you provided.  Still think 1 could be implemented.  Would like to retract point 6 cause it is like forcing people to group people will realize that and not like it. As for the rest I was just putting some ideas out there and glad you clarified them.  


  • I don't think guilds need their own in game merchandise...
    They could have smiths making specific types of armor/weapons for their guild mates.
  •  They have a lot of good feature's that will be implemented to promote "community play". I think Smiths for crafting like @Azathoth mentioned would fulfill that role of gear well.

    The community thanks you for your good ideas and feedback :) 

  • If I'm correct inns will be community hubs in the game, where quests are taken this will allow for players to mingle with eachother, players are the ones who should create opportunities to build a strong community, leaderboards are a must have and I really like some of the ideas you put up there.
  • Why does everyone say as an example mighty beard?! What about One Shoe Meal?
  • Fiastos said:
    Why does everyone say as an example mighty beard?! What about One Shoe Meal?

    The Mighty Beard is from a blog entry, here you go if you haven't read it yet.
    https://www.ashesofcreation.com/the-mighty-beard/
  • ArchivedUserArchivedUser Guest
    edited January 2018
    Just as a recap I have been in guilds that do not group.  I would try to get them in a group to do not so challenging stuff and failed.  I found myself using the que system which after a while did not like much cause of quality of players. 

    So from what I know people do not group themselves even in guilds.  So I think some sort of system or systems should be implemented that provide a very good incentive to group up.  I have taken time to get a group of people  from my server to do dungeouns instead of that instant que and it is a totally different experience.  A much better experience. 

    I geuss Sharing  Harvesting Nodes was rejected for the risk reward system.  Well I have contested other players for resources and sometimes another player would come along and harvest the resource while we were fighting.  Anyways I understand the idea of risk vs reward since I run the risk of dying while farming (Pluse time) resources reward should be pretty good not just one herb or one ore or one wood.

    Just to be clear toons will want to go exploring alone to do harvesting. Unless there are big harvesting nodes to make a group and do a round robin viable.  (Take turns guarding each other while harvesting) then it just leads players to go off on their own.  Think building a strong cummunity out weighs the risk reward concept in this case.

    And in response to what UknownSystem Error said to point 8 about challenge zones
     Guessing he is talking about camping. How is that different than any other point of interest out in the world a dungeoun entrance for example. Plus from the looks of it there will be PVP zones (battlegrounds) so if a toon attacked me near a challenge zone (zone implies large area but could be small area)  would not that toon be subject to the corruption system really not  to clear were you are going with this one.  Challenge zone would probably not be in a PVP zone so...
  • When guild successfully conquers a castle belonging to another guild, they get to hang heads of enemy guilds leadership and that guilds teared up burned banner on top of castle doors for a few days.
  • If they get to hang the heads, can the 'owner' for arguments sake go up to it and stand beside his former head ? xd
  • A challenge zone would be a PVP zone, or so I would think. Otherwise the challenge would be MOBs?
  • I am talking about something like an open world dungeoun (not actually a dungeoun)
    Just an area were high level mobs hang out and area to hunt down rare spawn (mini-bosses) that dropps slightly better loot. 

    But would be unexplorable by a singel toon cause zone would be to tough for any one single palyer,
  • I would be down if you removed the slightly better loot part. Maybe more loot to spread among the groups. Nothing would prevent a high level player from taking one of the lower level group spawn points that you described above.
  • It is a challenge zone basically made for high level players only well geared and seasoned players would attempt to go in there kind of like an undead forest were monsters have all noramal abilities plus undead abilities (death gaze, paralyzation, life drain plus turning any palyer that died into undead foe)   You could explore that zone but you have to be really prepared and in a group. 

  • I really like the idea, dungeons are always instanced to if we could have an open dungeon type of area, then there would be proper competition for bosses and monster materials :3
  • ArchivedUserArchivedUser Guest
    edited January 2018
    The majority of content will NOT be instanced, this includes dungeons, world bosses, and other areas. There will be limited instancing for some critical areas and a few selected dungeons. (confirmed)
  • I really like the idea, dungeons are always instanced to if we could have an open dungeon type of area, then there would be proper competition for bosses and monster materials :3
    Nothing is more fun than setting up an ambush on you rival as they try to take down the world boss.
  • Karthos said:
    I really like the idea, dungeons are always instanced to if we could have an open dungeon type of area, then there would be proper competition for bosses and monster materials :3
    Nothing is more fun than setting up an ambush on you rival as they try to take down the world boss.
    Ahh I understand, the satisfaction when you manage to steal it is bliss :3
  • Pawning noobs is great yeah ! jk but engaging in open pvp is good and unpredictible !
  • ArchivedUserArchivedUser Guest
    edited February 2018


    7. Has been looked at and rejected due to elitism issues. Threads have raged for months back and forth on the forums with the pro and con people, but ultimately you give people tools and they become tools.

    7Would like to see some metric for dungeouns.  Like was it a full clear or did you skip some mobs show percentage.  Dps on last boss, Time it took to complete it.  Number of times you interupted and crowd control.........

    Where did you get that info Just wactched a video saying that they were going to implement a very similar system in  a Q and A did they change their mind further on down the line like in discord?

  • What they said was that they were going to have leaderboard metrics in place for certain dungeons and encounters. Not individual parsers. What they are trying to stop is the "Link Gearscore above 9000 to get invite!" and "Link this achievement from Dungeon X to run Dungeon X again with us!" people who turn the game into some bizarre chicken and the egg debate. They have stated on a couple different occasions that they want their stats to not be traditional speedruns, (though they might be included in some), and dps metrics, but other non-traditional metrics. Individual parser programs if you listen to Peter are not what they have planned. Now this was back in May during the Kickstarter info vomit that they were doing livestreams every 2-3 days, so many things were thrown out there that may get changed, but so far we have not seen them change a single mechanic or policy that they have stated as envisioned. Hopefully they drop the NDA or most of it after tomorrows stream and those of us that have actually been inside the game so far can start to comment on initial impressions and start to provide feedback in a more public setting. It would help tamp down some of the rampant speculation that is increasing as those without access are left to wonder what is going on.
  • What they said was that they were going to have leaderboard metrics in place for certain dungeons and encounters. Not individual parsers. What they are trying to stop is the "Link Gearscore above 9000 to get invite!" and "Link this achievement from Dungeon X to run Dungeon X again with us!" people who turn the game into some bizarre chicken and the egg debate. They have stated on a couple different occasions that they want their stats to not be traditional speedruns, (though they might be included in some), and dps metrics, but other non-traditional metrics. Individual parser programs if you listen to Peter are not what they have planned. Now this was back in May during the Kickstarter info vomit that they were doing livestreams every 2-3 days, so many things were thrown out there that may get changed, but so far we have not seen them change a single mechanic or policy that they have stated as envisioned. Hopefully they drop the NDA or most of it after tomorrows stream and those of us that have actually been inside the game so far can start to comment on initial impressions and start to provide feedback in a more public setting. It would help tamp down some of the rampant speculation that is increasing as those without access are left to wonder what is going on.
    Thanks Unknown, I think many of us will be looking for more insight. Of course, some of these systems could be added at any stage of the game's lifespan and are certainly not needed even at launch.
  • Fiastos said:
    Why does everyone say as an example mighty beard?! What about One Shoe Meal?

    The Mighty Beard is from a blog entry, here you go if you haven't read it yet.
    https://www.ashesofcreation.com/the-mighty-beard/
    I did read it before but cannott people just think of original names? 
  • -insert wall of text that contributes to the conversation-

    I have high hopes for the community and the tools/mechanics intrepid will offer us in-game to integrate ourselves with one another.
  • Building a Strong Community

    good luck Consultant hope ur community do heavy lifting 2 get strong.


    (•_•) / ( •_•)>⌐■-■ / (⌐■_■)
  • What they said was that they were going to have leaderboard metrics in place for certain dungeons and encounters. Not individual parsers. What they are trying to stop is the "Link Gearscore above 9000 to get invite!" and "Link this achievement from Dungeon X to run Dungeon X a
    Well I was not talking about parsing.  Parsing systems can be world wide and analyzes almost all data available.  Very different from in game metrics that a toon has access to personally just to see were they are at. Those types of Programs have to be allowed by IS and they said no.

    This idea comes from the the idea of (in game metrics) well a toon needs to know were they are at to get better.  With no in game metrics then you do a dungeoun complete it. And have no idea what you contributed to that dungeoun. So you do a dungeoun and well that is the only metric.  So you could say that well I have already that dungeoun and that is it.  

    But let say you do have one and it tells you your dps is ok your cc is ok but you stood in the fire 2 times.  That will  give have a reason to go back and do it again to do it  better, but when you do that you will most likely want to take like minded people so that will build a strong relationship with those people.  Hence building a strong community. 

  • How do you need to know you need to get better?
    You continue leveling, adventuring, upgrading equipment and increasing your skills. When you can't do any of that anymore, you no longer need to get better.
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