Glorious Alpha Two Testers!
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.
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.
Random Acts of Healing
One of the things I love about some of the earlier MMOs was the ability to be running past someone, see they were struggling, and toss off a heal to keep them in the fight. Recently there has been a trend that does not allow healing unless you are in that person's group. Any ideas on how this will be addressed in Ashes? I'd also be interested in hearing how healing is planned for PVP.
What are your thoughts?
What are your thoughts?
0
Comments
- What you are describing = " drive-by heals "
https://youtu.be/HZPxQAsMRfQ?t=55m26s (ends at 55:55This next one starts at 29:45 in this link ( https://ashesofcreation.wiki/2017-11-17_Livestream
ends at 30:34
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Loot should probably be different. But thats a different thread.
It comes down to how can you build a community, which modern MMO's seem to have forgotten. Wizards teleporting, grabbing buffs from people in town, getting that random clutch heal from a passerby, a rogue opening a door for you that you were stuck at; this kind of gameplay builds community. You can meet cool people this way, find a guild, make a friend.
One of my best "online" friends I met in such a way almost two decades ago.
tldr; don't gate everything behind a group, let us play and build a community.
If the game has open world raid encounters designed for 40 people, the game needs to find a way to lock those encounters to 40 people. If an encounter is designed for 40 people, and you are able to take it on with more than that, then you trivialize the encounter.
This then gets worse. Intrepid have stated the best gear in the game will be crafted using raid dropped components. If these raid dropped components are from open world raid encounters where people outside the raid are able to assist, then these encounters - and thus the best gear on the server - will be controlled by the alliance that is able to throw the most people at it. Strategy, teamwork, coordination, raid composition and player skill all go out the window when you are able to throw a full raids worth of healers at an encounter along side the actual raid.
Basically, without controls on the high end of the game, allowing people outside of a group or raid to directly affect that group or raid turns a game into a literal zerg-fest.
On a small scale, things like this are great. On a large scale... not so much.
One thing I liked about Revelation Online is that the healer got to set their settings to not apply AOE healing to flagged people
Archeage got stupid with the changes and people would put alts in raids to purple to flag the healers so the other raid could single target out the healers. Your DPS couldn't defend you because you were the one flagged from healing a flagged character. Stupid mechanics broke a lot of things.