Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
What most concerns you about Ashes current development?
Ashes of Creation is in early in development, but I know people have concerns about the direction of the game. Was wondering what concerns most people about the game at this stage.
I know for me it is raiding and competitive PvE content.
Post below what your guys' concerns are!
This post is mostly so I can see the communities worries and research them on my own. Maybe come up with questions for the next Q&A!
I know for me it is raiding and competitive PvE content.
Post below what your guys' concerns are!
This post is mostly so I can see the communities worries and research them on my own. Maybe come up with questions for the next Q&A!
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Comments
What style of combat will we have? How fast will it be? How much of it will be action or tab target! Will it be fluid? Will it require skill? Will it be a spam fest?
At the current stage, we, of course, give I.S the benefit of the doubt! It's not easy to create an MMO, that, I understand.
I agree with this because we're going to be spending a lot of time in combat.
Crafting, the economy (stock market), player vendors, are a close second
Third is will the core game encourage the community to interact with each other in meaningful ways. Too many of todays games are 'solo' MMOs, lol.
Will there be meaningful and 'important' things for guilds to do?
Basically if you look at the game, for me the order of importance corresponds directly to the percentage of in-game time most players will be spending on any particular aspect.
I love going out and having fight's with random guilds, just cause with no real objective. my fear is how the corruption system will tie into this sort of thing....
Something more feasible is my concern for API support, theory crafting, for me, is part of the mmorpg game and high end understanding on how stats work in itself and the bigger picture.
I assume, with how the crafting is presented, that we will have a wide variety of stats and combinations of those.
Being able to test around and get accurate feedback on those test is a must. No matter your teams size, if you plan to actually provide a lot of possible combinations no one will be better at testing than several hundred to thousand life players who aim to find the best sweet spot of stat combination.
Let people find the "dreaded" "cookie cutter" and work with it to bring us a truly well balanced wide variety instead of a bloated "20.000" possible choices but only 8 that work at all for difficult content.
I have faith in Intrepid, but I've also built up a healthy dose of apathy toward gaming hype in general. I feel people build up games in their mind, hoping the next MMO they find is the "perfect" one that "checks all their boxes" and history had shown me perfection is the enemy of good.
An MMO is more about the community than gameplay for me. I really like this community, so already my greatest worry is quelled a bit. It's why I get so huffy over toxic people
I guess if the game has crap combat I'll be sad, but I've spent hours of fun playing with a stick, so as long as I'm having fun with fun people, I'm set.
And all the big things they promised.
For me it more the fact that so many mmorpg have fales in the past when I was looking forward to them. What makes you think AOC will be different may just be all hype.
How ever I do believe in AOC and they will deliver a epic game that will change MMORPG all we can do is hope/wait till releases and support and love them 👍
World Map size
Too much Hype x2
Have been concerns issued so far.
Raid Content and Sieges for me I just need more information on, the same follows for crafting, the stock market, player vendors, and class balance.
Combat I don't worry as much about because although it is a huge part of the game the combat system to me is something I can handle being mediocre if the game itself has plenty of enjoyable content.
Open world PvP and the Corruption system have quite a bit of information on them it seems, and there are talks of guild wars from what I understand but I'm sure you know that @Shunex
Release Date being too soon sorta worries me but since this game will probably have a pretty low progression rate early, I assume that they will have plenty of time to implement stuff as people play in the early times.
API support would be great, I know I theory craft plenty, and since they stated that they are leaning away from having any form of DPS meter, which I still disagree with, it would be nice to have some way to still theory craft.
UE4 doesn't worry me too much since they seem too only be using it on the front end the back end is coming from Intrepid, so I as long as they do stress testing it should be just fine.
Its far too early in the process to worry.
Worrying about Ashes at this point in time is like chewing bubble gum to solve an algebra equation.
Lets just chillax about it and see what comes in a few more months development.
Wish more people would have this view.
from thelazypeon Livestream during KS
My biggest gripe is the player agency part of the game. I think combat is whatever as people seem to have unrealistic expectations, as most either is going to be generic, stupid, or giving you carpal tunnel. I prefer the generic mmo combat, as it really is the foundation of most mmo's that is tried and tested over the silly qte's they are implementing.
Sieges: Concerned that they really don't have a concrete plan, as it sounds like it is going to be instanced. Talks of having a timer and collecting resources, but on top of that do a silly quest to initiate the siege? Then this idea of making it play out like domination from first person shooters with the respawns. Tons of mmo's they could take ideas from like Age of Conan, Eve online, Warhammer Online,and etc that would not make sieges not so artificial. I honestly think this is the one thing they are going to definitely fail at, because currently it is is vague who is going to benefit the most from the sieges. let alone silly mechanics.
City government: Unrealistic period. He wants to prevent guild leaders from running the metropolises and have these weird elections to see who is going to run them. I can tell you this isn't going to work period. No person with an IQ of at least 90 is going to allow a random person to participate in the election process that isn't apart of any of the guilds that runs the territory. I already knew that most of the current governments he (Steven) was talking about initially like military or scientific was going to be a no go, and almost everyone is going to go economic. They don't seem to have a firm grasp of meta gaming in pvp sense.
Currently I see the team they currently have as being very good in anything pve (mainly because I am not knowledgeable in this area). But everything dealing with macro level pvp, it seems like they never really worked out the mechanics, which is why I suspect they avoided talking anymore in the blog regarding sieges. Because after reading the blog in regards to Cities and their ideas in regards to sieges I had to say wtf are they thinking.
Economics are a slight concern as I really haven't heard anything (unless someone here wants to enlighten me so I can criticize that as well) about it and so I will wait before I take another dump on the studio.
I am also very curious to hear about how many players that their servers are going to be able to support. I already suspect the numbers to be small if they are talking about multiple servers. If I had to guess what would happen in the future post launch is that they will use server stability as a weapon like they did in Eve to win battles/wars.
1. Haven't even seen a live siege, game is 1+ year(s) out, so why worry?
2. City government has not really been covered yet, but not guild heavy, so sorry guilds will struggle to control cities and nobody in a guild will ever have a chance.
3. Economy, they hired an economist and it hasn't been discussed yet.
4. Servers, like all MMO's, it will take a minute to figure out the right balance.
So, although no real concrete anything has been shown for a siege and the game is a year+ out you think they are going to fail?
You are not happy with the requirements of gathering resources and doing a mini-quest to siege a city?
Should anyone just be allowed to do it just cause? Like in sooo many survival games?
City government won't work because a guild isn't involved? Wow, okay.
I mean, it's not like a single guild will be able to maintain a metropolis by itself (assuming guild cap 300 +1 maybe 2 allegiances). As for a random person, just because someone runs a guild that doesn't mean everyone is going to think they are cool enough to run their home town.
If a guild wants full control of the town then those that can't participate in government at the level they want to because "no guild member" they will move. That won't help maintain all the resources needed.
Worried about macro PvP because not much has been done yet. Again, 1+ year from release so...
Economics? They hired an economist to help them with that as a foundation to the game.
Sounds like you are unhappy about a game that hasn't been released yet. I am sorry you have these worries. To me it sounds like your concerns can be summed up into just these;
1. Guilds won't have all the power
2. Lack of research
3. Development timeline
I hope you stick around and give Ashes a chance, you might like it.
I'm worried that nodes will eventually become static because there isn't enough to do with them. I'm want there to be an upkeep or something that keeps us active and encourages us to trade with or attack other nodes. The talk of the node services leaders can activate gives me hope but I worry a little that nodes will be able to keep them active with taxes alone.
I'm also worried that there wont be enough reasons to attack another node.
1. Sieges aren't instanced. I think you have taken their high level description of sieges way too seriously.
2. The node system is open but there is nothing about it that is supposed to prevent organized players from controlling them. I don't know where you got this idea that he wants to prevent guilds from running them.
Don't worry I will definitely stick around as you said I might enjoy it. I hope you come back with an actual counter argument, only one that seemed like it was is the #2. Your post makes me feel like you actually work for the studio or dropped a couple hundred $ as I can almost taste the venom . This is a discussion of a game with what concerns us most about Ashes development, no need to get defensive. It's just a video game .
@McStackerson I don't see this as too much of a concern as the resources should suffice enough in my opinion to invade a node. It might get static if you end up having entities like the Goons on the server or shoddy siege mechanics in the game. * added his post into discussion
*=edits