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.
Comments
But as i said already im not against hard leveling if we can make the same money as lvl 10 than lvl 50.
Tbh i thought 1 week would be fast enough. But Jeffery Bard stated himself he wants to " stay away from the term endgame " in Ashes of Creation. And Steven agreed. Rather, they want Ashes of Creation to be ... "endgame from start to finish" .With a style like this .. slowing down the Leveling-process would fit very easily. Why wait for "the fun" at the end ... when " the fun " can begin at the beginning ?
( and " the fun " will progressively get more interesting as Nodes try to establish themselves )
I don't see how they could not do this - no other Dev Team can boast the experience Intrepid has on making MMOs. And based on the Context of above ... i think they already did
@Holy-Shiv
I think demoing a character would be heavily-based on whether or not Intrepid plans to mostly have Action-Combat, mostly tab-target or trying their best to have a literally 50/50 (evenly balanced) - figuring-out how much freedom each Archetype has.
i.e.
70% Action Combat | 30% Tab-Target (or reverse)
60% Action Combat | 40% Tab Target (or reverse)
50% Action-Combat | 50% Tab-Target
And if all Archetypes has the utmost freedom(action-combat), then there could be different tactics for both PvE & PvP ... while still having (some) Tab-Targeting aspects
So i suppose that would be based on the maximum number abilities each Archetype is intended to have AND how many abilities is intended for the Player to start off with - because if you can get an overall feel of the Character without having to level-up
(maybe 1 LvL-up or 2 ... possibly 3)
Then you wouldn't have to be concerned about Leveling-up to begin with
Edit: We all know there will be max level characters before the end of the 2 day head-start. There is always someone who works the system 24hrs straight to get there.
this won't happen unless its designed to be that way - and for me, thats just falty design for a player to be at MAX LvL ... before the Game even officially releases ...
THE GAME WILL LITERALLY BREAK ON THE FIRST DAY ....
That means non-stop PvP Slaughter, Stat reduction from Corruption will be meaningless since the difference of a LvL 1 player & LvL 50 Player will be absurd, etcc ... .... this means that in LESS than 2 Days the Racial-Stat-Progression would've been MAX out + Gear having too much emphasis on the victor of a PvP
Who would want to play this Game then ????
Unless
- Leveling-Up too Quickly + Gear & Level having too much emphasis on every confrontation ( both PvE & PvP ) ...
This is a bad sign ... because there's nothing stopping those " Speed-LvL Guilds " from attacking New Players - and it WON'T* be entirely that welcoming for them either.Now don't* misunderstand me* ... i don't mind the challenge .. but i still prefer PvE (slightly) over PvP. More importantly, i would like for the PlayerBase to grow ... but it sure won't grow if its designed like ... " this "
Long story short - " slow it down "
I fully agree that they should slow it down and avoid this chaos that the game could become. I just am very skeptical about all MMO's first release. There is a lot you can avoid with extensive testing in alpha and beta stages. However, live launch always seems to bring a few surprises.
And ya i played Bless Online for all of 5 minutes before the refund request was sent out. Not even sure if we can call it a game, let alone an MMO. Funny how most things we buy are required to be in working condition. But people can still dupe us with digital garbage.
1) To keep up with node progression and help contribute more to the node faster.
2) Since this is going to be open world PvP the early levels and skills should come pretty quickly to give players a fighting chance. If it takes weeks or months to get to max level unmolested you have to almost double that time in open world ganks, respawn, run back or finding a new place to level, etc.
If you need to make it to level 10 to test out a character I can see your concern, but that is a personal choice not a required mechanic. As is wanting leveling to be slower to enjoy those levels more.
I can't imagine a 48 hour grind will max someone out, but I could unfortunately be wrong. We know a majority of the quest available in the game will come from nodes that continue to grow. Since nodes won't even 'populate' or start until after the 2 day head start the amount of quest available shouldn't generate 50 (supposed) levels of xp. As for farming mobs, since a lot of the higher mobs will supposedly be attached to node leveling I can't imagine there would just be enough about to support 50 levels either. That's not even considering travel time since there is no fast travel.
In Ashes, we strike out on our own pretty much as soon as we enter the game.
You can probably stay in the newbie areas as long as you wish.
But, there should be plenty of Stage 0 areas for you to start adventuring in.
You might need some protection from higher level players.
I doubt it.
Short answer: Level is just a number. A game should feel engaging by rewarding with various upgrades as a player learns the game and becomes more skillful.
tbh thats how i ultimately feel to
i.e. Skill prioritized as #1, then next is Gear being slightly, (yet negligibly) ahead of LvL ... almost being tied 2nd
But i think i would have to have a feel of the Game to make better judgement ... and before saying anything.
But i would really not be sad if it took even longer to hit max lvl, as long as there is enough content througout the lvls to keep one on X lvl for a longer time.
And secondly if players don't see personal progress, taking a week to hit level 10 will kill the game. Other people brought up really good points.
This is not some DnD game that is catering to a small group of people.
leveling systems are merely long tutorials. your characters will be max level for the majority of their playtime.
leveling is nothing but grind and unfun in most games you accomplish nothing and any items you obtain are worthless in minutes. then you never bother doing that content unless you want to make a new character.
why waste time developing low level areas when people could just start out at max level and spend their points as they want. less time would be put building the low level areas for people to have their extra long tutorials and more time put on actual content.
I hope we all don't start off at max level, that would get boring mega fast.
Also, welcome to the forums @Durett
Yeah before Alpha 1 starts, I''m planning on
- revisiting all LiveStreams and note down TimeStamps on a WordDoc
- Then seeing other MMOs and what aspects are interesting enough to ask Intrepid on there thoughts about it tbh xD
EDIT: I would've liked to timestamp the whole thing (including the question ... but it would've been long -since it was a long answer - which is good thing imoBut sometimes straight to the point is more ideal