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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.
Will AoC Really Have Enough Content Throughout The World?
ArchivedUser
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I've been playing Mortal Online for a while now (maybe 4 months), and it appears to be similar in design to how Ashes of Creation is going to be. There's a really big open world (it's takes a few hours to cross on foot in game) and nothing inside of the game, such as dungeons, is instanced.
Due to this, despite having a really big world, Mortal Online feels heavily as though it's lacking in content. As an example, I'm someone who has grown fond of Lockpicking on there. Most of the time I log on however, and the chests are already looted by other players. It's a re-occurring theme across the entire game world. Everything there is to do always feels like it's farmed out by other players and it's difficult for me as a player to ever accomplish much.
I saw on AoC Twitch that there are expected to be 8,000 to 10,000 players on each server, and in the past it was said that everything is trying to be made to scale. How will Ashes of Creation, as an open world game, have enough content to hold up to that many players without some feeling like there just isn't anything to do? How big will the map for AoC be? Will there be any dungeons or raids in the game that are instanced?
So far from my experiences in this other game, I personally feel like having all the dungeons be open world is perhaps not the best design for a game with a lot of players. In Mortal Online all the best dungeons will be farmed out by one guild, and everyone else is out of luck. One guild dominates the entire server and prevents everyone else from being able to do anything. A single guild owns almost half of the world. Will the design of Ashes of Creation prevent something such as this from happening?
Due to this, despite having a really big world, Mortal Online feels heavily as though it's lacking in content. As an example, I'm someone who has grown fond of Lockpicking on there. Most of the time I log on however, and the chests are already looted by other players. It's a re-occurring theme across the entire game world. Everything there is to do always feels like it's farmed out by other players and it's difficult for me as a player to ever accomplish much.
I saw on AoC Twitch that there are expected to be 8,000 to 10,000 players on each server, and in the past it was said that everything is trying to be made to scale. How will Ashes of Creation, as an open world game, have enough content to hold up to that many players without some feeling like there just isn't anything to do? How big will the map for AoC be? Will there be any dungeons or raids in the game that are instanced?
So far from my experiences in this other game, I personally feel like having all the dungeons be open world is perhaps not the best design for a game with a lot of players. In Mortal Online all the best dungeons will be farmed out by one guild, and everyone else is out of luck. One guild dominates the entire server and prevents everyone else from being able to do anything. A single guild owns almost half of the world. Will the design of Ashes of Creation prevent something such as this from happening?
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Ashes is not your traditional themepark mmo like WoW, FFXIV, and a host of others. It is also not a true sandbox like SWG. They are going with what they call a "themebox." So while there will be curated content that players can unlock through different actions of node leveling, exploration, and other actions, there will also be an element of making your own adventures and activities. The idea is to give you so many different options that you get distracted. Today the plan was to run over to that nearby node and do some dungeon content, but along the way you find a resource cluster or a rare mob you just have to tame and have. Next thing you know you have spent hours doing stuff besides that dungeon plan you had. If you are someone that wants your experience dished up to you in a linear "go here, do this, then go here and do this" fashion, you are probably going to have a rough period of adjustment. Those content burners that like to race to "endgame" are going to be similarly affected.
Guilds will have a local impact, but will have a hard time "controlling every open world dungeon" just from the way the node system is designed and the limitations already in place as to member count vs power level. They have been aware of the issue from other mmos where these problems reared their head and have promised on systems and mechanics to curtail it. Will there be people that try? Of course. But I imagine they will also have a hard go of it. The mega guilds that are prevalent in other games are there because they make profit for those who control them through being able to sell gold and RMT. Ashes has removed most of that motivation and anything that falls through the cracks will be found and removed. No worldwide fast travel, limited speedy travel in local areas, and the size of the planned world also put a stop to zergs and "One Guild To Rule Them All" dynamics.
Most dungeons and content will be open world, but there will also be limited instanced content also. If they find something isn't working due to "unforeseen player interactions" they can always adjust it. They have stated a few times that if certain systems or mechanics are truly experience breaking, they will adjust. To the point of closing it down and revamping.
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From what i can gather, Ashes of Creation is designed to where PvEers, PvPers and RPers have to rely on each other (promoting the Community-Asepct) ... but it is still possible to still do some Solo-play if you desire ( https://youtu.be/qnk1sfUXaEw?t=35m53s ) i changed this TImeStamp
Your concerns of
- Zergs: Insta-Travel & Fast-Travel will not exist. The closest thing to is the Scientific Node ... but even that is not truly fast travel . 1st , the Scientific Node will take a long time to build . 2nd , the ... " increase-of-travel " will not be so broken to where it'll break the Game ; it is to be presumed that the " increase-of-travel " can only be applied to certain-aspects and NOT every aspect
- Guild Size: Guild Size will be set to ... i think it was 200 ? maybe 300 ? There will be some Mechanics that will promote Smaller Guilds i.e. ... There will be some Benefits of having a Small-close-knit-Guild ... such benefits that Huge Guilds will NOT have ... and vice versa i think. I wouldn't expect Guild Alliances to remain intact tbh
- https://youtu.be/3UIqmWTGZ2k?t=23m27s ( More info on Smaller Guilds Vs. Bigger Guilds ) ends at 28:01
- More info on Smaller Guilds https://youtu.be/3UIqmWTGZ2k?t=28m27s ends at 28:43
- Content Concerns: Every Node unlocks Content for all Players. But since Ashes of Creation is a PvX MMORPG ... there will be some (PvP) obstacles . However, the bright-side about all of this ... its not Scripted-Content. Rather, its more Open-Ended based on the Community of each Server. I'll let this link below speak for itself ( https://youtu.be/yzBxKoH7erU?t=26m42s ) feel free to end at 27:52 ... or keep going to 28:08 . This timestamp denotes that it'll be both SandBox & ThemePark Aspects. But it will initially be SandBox and later ... the Node will provide ThemePark-aspects & more SandBox -aspects. Intrepid does not like the Term "endgame " = The "EndGame" is from Start-to-Finish ... not at the End. All activities is connected to each other , integral - an the Node puts more emphasis on the content. ( https://youtu.be/yzBxKoH7erU?t=36m48s ) Feel to stop watching whenever you like
Another thing to note is that the Content will have* Old-school aspectsThe Map size is something i speculated alot actually ... I'm hoping that each Node's ZOI Region ... is roughly the size of " DarkFall: Rise of Agon " Map size
i.e. Each ZOI = 1 DarkFall: RoA Map
But i have no idea of the actual Map-size tbh ... because it could be bigger : 3
There will be a few instanced-dungeons, but they want more emphasis on Open-World Dungeons
Not all the dungeons are open world, most but not all.
Also, lacking fast travel one guild can't dominate everything, unless they are a massive zerg community and can spend all day traveling the entire world all the time. That would get boring very quickly.
I suspect IS will find themselves in a real crisis mode after the first year, just like every other failed mmo to date, whose devs refused to understand that you have to DROWNED today's mmo players in content, and not stop if you want to keep them around. That is the only way to keep high player retention. Every other game interaction, interdependency, mini games, etc. only works when you have the content backbone to keep people engaged. Every thing else is just icing.
https://youtu.be/gcbYJllGfnQ?t=46m18s ( ends at 46:51 )
In other words, Players blow-through content if they already know* exactly what they need to do, know where its at ... and
if they've done it so many times without anything changing
I do propose a randomizer-mechanic to where the Journey will be different
via Randomizer-mechanic for
- Crafting Materials Spots
- Entrances to SOME Open-World Dungeons
- Roads ( which they will* when Season changes )
- Treasure Chests
- NPCs ( via this could prevent Farming one spot if there's a different type of NPC that spawns .... the icing-on-the-cake would be if the NPCs' A.I. were llike DarkFall - where NPCs could attack you first as opposed to the Players always attack first depending on where you're at )
There's probably a bunch of other stuff i'm missing, but I'm sure you get my pointDespite everyone saying how good Archeage would have been without the P2W aspect, I personally think that games biggest flaw was an almost total lack of worthwhile PvE content.
I'm hoping Intrepid take more of an EQ/EQ2 direction with this (and the development teams experience suggests that will be the case).
It wasn't uncommon in EQ2 to have 15+ viable pieces of content for any given player to run. When ever I heard complaints about not enough content in that game, I'd ask them if they have completed a specific quest deep in to any given dungeon - and almost without exception the answer I'd get back was "I haven't run that dungeon yet - but I still have nothing to do".
Despite that, there may be ways to improve open-world combat as well as creating immersion (killing boar after boar while other boars just mill about aimlessly is rather unrealistic and off-putting):
Anything that makes grinding more dynamic and adds an element of unpredictability would go a long way towards making the game more fun.
While much of the game was made up of individual creatures, a lot of the group content was made up of "encounters". If you target one creature in an "encounter", it would appear as if you were targeting them all (name plate, target ring etc).
They even went as far as having some AoE spells and abilities that would affect the area - as normal, but some were encounter specific so you could use them to attack one encounter while ignoring any other encounters that may have been in the area.
Having "alpha" mobs is a good idea. All it takes is giving them an ability that causes any mob in the area of effect that is of the same faction as the caster to attack that casters target.
In practice, this will simply see players carefully clear away as much of the content around this "alpha" as they can before engaging it in combat. However, it is still more immersive.
Edit to add - having two or more alphas within range of each other would be a good way around this.
The last idea above would be problematic. it would essentially prevent dungeon runs as we know them, as when you get half way through a dungeon, the remaining inhabitants would all come screaming out at you.
More realistic maybe, but not good in terms of content enjoyment.
Well, I did specify that there would be no indication that the Alpha would be any different from its peers. It would have the same size, appearance, and name as the other mobs of its kind. Perhaps the name would change to include the 'Alpha' prefix once combat is actually initiated, but there would be no hint whatsoever before that point.
The same would apply for the Elites.
Good point... I was thinking only in terms of open world content.
Perhaps a better approach would be to have a sort of 'wail' or 'cry' that certain intelligent mobs in the open world could use when in danger to call its peers to its aid. When attacked, the mob would trigger a sort of rally that would attract nearby allies.
The problem with that would be the predictability that players would quickly learn to exploit. And yet, it is still a better option than the standard 'bubble-reality' most mobs exist in.
I'll give an example: I break into a bandit base and start carefully triggering the aggro of the bandits one by one until the base is clear. Given the size of the aggro-range, chances are I've spent ten or so minutes killing off the bandits one-by-one while in plain sight of their peers.
This absolutely kills immersion, and makes a mockery of whatever task I am trying to accomplish.
A sort of cry for help or alert by these bandits would make a lot of sense in this scenario, boost immersion enormously, and increase the challenge.
In good games, in regards to PvE, there is *ALWAYS* more challenging content. Mechanics like this don't need to be added to give players more challenge, as if players want more challenging PvE content, they would be running that more challenging PvE content.
Players are always on any given piece of PvE content because it offers exactly the level of challenge they are after at that point in time.
Now, as I said above, this mechanic could be used to increase the challenge of PvE content. If that is the case though, people would still only run the content that it was in because that content offered exactly the challenge that the player in question was after at that point in time.
If the player didn't want that level of challenge, they would take on different content.
Basically, what I'm saying is that as a mechanic it is viable as a way to increase challenge (though it does so as a single massive spike, which is not always good), but it won't have any effect at all on the overall challenge that players opt to take on.
That is one of my pet-peeves when it comes to open world content in general. You just mow down squads of targets one (or two, or however many you prefer to pull) at a time while their peers just carry on in complete ignorance 20 or so meters away.
This is one of the reasons I much prefer combat in games like Diablo III to any combat I have ever experienced in an MMO. If you attack a creature in Diablo III you also end up drawing in hostile creatures within the limited line of sight of that original target (sometimes from off-screen even). It makes for far more dynamic and realistic hunting.
Of course, I realize that Diablo III is not an MMO and has a completely different map and point of view. I would like to see MMOs adopt some of the elements that make Diablo III superior, if it is in any way feasible. My aim is to offer suggestions that could improve the dynamism and immersion of combat without having to completely redesign the way that MMO combat is handled.
Perhaps I am in the minority when it comes to this issue?
I don't think we need to take your word for it. The history of MMOs for the past 20 years speaks for itself: every time PvP predators are given free reign to terrorize the PvE community, they end up driving a large number of players away and damaging the reputation of the game.
There is nothing fun about getting killed by higher levelled players outside of the starting safe zones. There is nothing engaging about having to call for back-up in order to do basic PvE quests/gathering with a modicum of security.
For a great many PvE players, getting randomly attacked by a (higher levelled, better geared, and more skilled) player out of the blue is an unpleasant experience. If it happens with any regularity, those PvE players are likely to go find a more accommodating game to play.
I am aware that AoC will create systems to create disincentives to curb some of the excesses of the more toxic griefers. Whether these systems are enough will likely be explored during Alpha 1, and it is something I plan on testing personally.
I feel that those who abuse poorly-designed mechanics in order to grief/PK severely disadvantaged players are a stain on the name of PvP players in general, and a blight on every game they infest. I dearly hope we can get the balance between engaging PvP and sensible PvE risk right in Ashes of Creation.
I know this may not be common knowledge but a lot of developers don't even play their own games or honestly even play games at all. At least not on the level that we as the consumers do.
I can understand I guess, imagine working at subway all day and coming home to make a sandwich. No thanks. That being said, the best MMO's I have played are the ones where you see the Developers and GM's come in and play the game. They join groups, they ask questions and learn from the player base.
I guess that was kinda off topic. But still I think this dev team is leaps and bounds ahead of others as far as seeing the big picture and what will keep us playing for years to come.
I'd always assumed that they'll multiple points-of-interests throughout the World of each ZOI
via i thought that
per ZOI = 1 DarkFall Map.
On another note Intrepid have already made some important remarks regarding some of the things you've said
https://youtu.be/oZaA_rPhxrk?t=28m42s
Feel free to start watching at https://youtu.be/oZaA_rPhxrk?t=20m57s for multiple Q&A for quests
i think the Questing Q&A part will end at around 29:30 btw
https://youtu.be/3UIqmWTGZ2k?t=10m4s