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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.
What Sets AoC Apart from other MMOs (Trying to convince someone to look into it)
ArchivedUser
Guest
As the title says, what separates AoC from other MMOs that are out now? I know someone that is willing to listen to everything I say about AoC, but not without asking a hundred little questions and then comparing it to GW2 and how AoC is copying GW2. It annoys me that he does this, and I was wondering if you guys could give me differences that makes AoC different so I can tell them to him. I know that AoC is borrowing elements from other games, but I also know that they are not copying directly from other games as that person feels they are.
Also, when I talk about AoC in the future with other people, I can look back at this when they have a question so I can answer it for them. Allowing them to see whether they like the game or not.
Thank you in Advance
Tasamuel
Edit: I forgot to add that I agree with everything Intrepid is doing with AoC. I just can't explain it well enough to explain it to this person.
Also, when I talk about AoC in the future with other people, I can look back at this when they have a question so I can answer it for them. Allowing them to see whether they like the game or not.
Thank you in Advance
Tasamuel
Edit: I forgot to add that I agree with everything Intrepid is doing with AoC. I just can't explain it well enough to explain it to this person.
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Secondly I talk about player controlled nodes, housing and how each server will be unique. Players control pretty much everything.
I also stress it's a Western Dev team. So many of my friends are over Korean MMOs at this point.
I would say you could argue that any MMO "copies" any other because it has things like classes, leveling, pve/PvP, ect... I don't think a company has to completely invent the wheel to make a good product. IE Tesla didn't invent the car but look at their product. (GW2 blows fish dick by the way and you should dump that friend because they have bad taste)
Alot of my friends are PvP based and want open world PVP, do I talk about caravans, trade ships. I tell people about the corruption system vif they ask about griefers.
Lastly, I like to focus on what the person is interested in. Ask them what they like seeing in an MMO and compare it to AoC. If they hate P2W, then tell them it's not P2W. If they like Summoner classes, tell they they are in luck. Cater your sales pitch to the person by asking them about their tastes.
AoC offers the possibility of large scale world PvP without the griefer headaches of current PvP games.
Whether or not they pull it off depends on how much they have learned from the problems with other PvP games.
The game will have an ebb and flow between open sandbox and theme-park like emergent content. This idea is ingenious for an MMO and it's the primary reason I backed it on Kickstarter.
I know meaningful PvP is a core element, but if they fail at the dynamic node development this will be any other MMORPG.
As for your friend that will always compare any MMO to GW2, they will always do that. It's just like the people that come here and *know* they will be back on WoW after 3 months.
AoC will almost certainly be the same in that regard. Node 1 will produce a finite set of predetermined content as it progresses, and so will every other node. After a few months the player base will have discovered the content unlocked by advancing each node, and the guilds in power will then decide which nodes will be advanced based on the content/rewards they want.
Someone looking for innovative PvE game play with "dynamic" content probably isn't looking for AoC.
AoC offers a slightly new take on Realm vs Realm PvP game play. It remains to be seen if they do it better than the other games that attempted it in the past.
I do think someone looking for innovative PvE with dynamic content could enjoy Ashes. They will be able to invest more heavily in the Economic Pillar, all crafts (supposedly) will be player generated, and quest will be generated as the node levels. Unlike other MMO's where once you clear an area of quest there's not much of a reason to go back, in Ashes you should always be able to go back and find new things to do, PvE or PvP.
Not to mention the exploratory value of visiting the same node at different levels as you go about.
That's just my opinion though.
However, once guilds have decided how they want the server to function, and which content/rewards they want available, I think the servers will be a lot more static than many assume.
New content can only be found as fast as the devs create it, unless they come up with a clever way to procedurally generate content...which doesn't appear to be within the scope of this project.
Much like Eve Online's conflict breeding stories of camaraderie and betrayal they don't come from the developers but from the community; interacting with each other and the systems in the game creates a server's story.
I'm tired of the meaningless round robin pvp. I'm tired of seeing the same quest every single time i make a new character in WoW. I want the world to change and AoC will
I think players in smaller guilds will have to form alliances just to take and keep castles, let alone nodes. As for people living under the rule of a guild, I don't think a single guild will have that much sway.
I could be wrong, but I can hope.
As usual, folks are underestimating the hardcore portion of the player base.
Steven also has said that nodes will interact with another node differently than they would if a different node was active. The amount of interaction and content will be vast. Not to mention the effects of the underrealm nodes on their corresponding surface level nodes and vice versa and the ocean nodes.
This world is totally driven by its players with cities rising and falling dynamically, where you live and contribute to one of these cities , a world where you could be running the government of one of these cities one day........only for the city to be overran and your homeless the next. To me this means no static end game at all. How can there be a end game of the world around you is always changing. A game also where every server is totally different.