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.
Elephant in the room (combat mechanics)
So back sometime june or july last year i pointed out the combat mechanics need somr work to make this game really stand out... I received alot of flak from the community, however now that we have seen somd pre alpha gamr play MOST streamers and youtubers are criticizing the same thing.....
Your thoughts?
Your thoughts?
0
Comments
Just relax and let them do there thing.
Seriously though, everyone is waiting for meat on the bone. You will just have to be patient until they are further into development. Hopefully with enough time remaining to consider feedback.
All of the failed mmo's has taught me that we should always question design, at every level, because if you wait, ultimately it will be too late when you finally do speak up.
What other throw away fanboi lines do you have?
The primary reason is to generate feedback from the community. Balanced playloops for using your abilities are incredibly complex, and the primary draw for many MMO players. I'd like to get their ideas in front of the community as early as possible so they can begin iterating on it to get it as close to "right" as they can.
Btw I am not a fanboy of the game. If you have read my post you would see that.
Networking and such since this is the biggest downside of the unreal engine. It doesn't support player counts on the scale that Ashes wants to be at all.
Let's talk about this when the more public alphas hit and continued to exist for 2 months, when there should be an actual focus on the game play and not so much of making sure that the game is running at all and smooth with large player counts as well as server communication, launcher versatility and so on. <war flashbacks of a certain windmill>
Sounds like a plan?
That being said, I would agree that right now because they can use out of the box assets and programming from Unreal 4 that means that they can examine how they are going to navigate problems that the engine is not designed to handle (Networking to name one).
It would be nice to hear about HOW they plan to deliver on the mix between tab/action gameplay even if they have not presented it in finished form.
As for elephants and concerns I would actually not have any in regards to combat or any other major system until we hit Beta. Since Alpha basically translates to working with puzzle pieces there is no need to panic unless we find ourselves in Beta trying to put those pieces together and find we have out of the box Unreal 4 combat.
That is the time for Elephants.
insert any given topic at the end.
That is my personal biggest issue with Intrepid Studios "open development". Maybe I am just to pampered by Star Citizens way of doing things. I wouldn't expect them to go even near the scale of information they provide (after all it still takes up time), but I would love to hear more about how they at least imagine given topic X to end up/right now.
The, theoretically, great thing about open development is to have an early first response from people. It doesn't always have to be up and running and playtest ready. I would like to hear more about the theoretical planing stage.
As an example.
"You know in crafting we want to have a lot of inter dependency between crafting disciplines. Let's say you want to craft a breastplate, what we are thinking right now is along these lines <insert a grafic that shows a scematic overview of the process from gathering to crafting the final piece with it's theoretical steps in between and talk a bit about it>
What do you think? "
Some sketches of a class with some skills and proposed class enhancement to get an idea of what they plan those "flavors" to be.
"We call this the shadow lord class because we think we need something really edgy for people to play around with"
Stuff like that, throw in some early w.i.p. to keep the information flowing. Even if it doesn't actual end up like that, it's exciting to see what is actually worked on or what the creators think.
My greatest memory of Ashes happened a year ago when Steven came into the discord Voice chat (announced) just to let people fire questions at him about whatever they had in mind. Sure we still have those, kind of but it's seriously not the same anymore since we already asked a vast majority of what we can ask and expect to get somewhat of an answer too(I can still rely on this one voice chat event to answer a greater part of questions). So having Intrepid take the initiative with what they work on would be, in my opinion, the better step.
Seeing the vision come to life from it's earliest steps is what I would call open development. I appreciate what Intrepid is doing, but I think they could gather more benefits if they went that one step further.
Do you need me to link a dozen tutorials?