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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.
AoC Might Live for 3-months like all the other Asian-trash in the Market
ArchivedUser
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People are just savvy craftsmen; let's put that out there. Also, let's put the fact I've always preferred crafty games to dragging, brute-force games. This game might be a 3-month marathon for me if it's as crafty as a child's drool. Let me explain my philosophy. I won't give specifics because that's weird. I am not making the game. But i will explain somethings that will give some of the intrepid team a feeling somewhere in the back of their heads of what i see as a better game.
- Crafty Navigation: I assume knowing your way around the map of this world will be crucial. If so, imagine these situations. First, imagine if the routes Caravans can take are fixed as rigid as stone. That would be drool-inducing. However, imagine if players can drive Caravans, allowing them to smuggle the Caravans like Mexicans be? Imagine if players can send two caravans; one empty and one stocked. The empty one is like a way to check the route, and the second one carries all the valuable stock. Also, imagine if players can use Caravans to camp campers. As in, a bunch of A-holes clog the path and scavenge every Caravan. What if they let them have the Caravan and back stab them while they're busy looting. Imagine if players can attach bombs to Caravans and send them to other Nodes they aren't in favoring grounds. Imagine these plays and how much more crafty and savvy they're compared to having a fixed, rigid path.
- Crafty politics: This one concerns alliances and nodes; basically mass-scale relationships. There is the traditional stuff that is related to maintaining good ground with other nodes and other groups of players. However, what if the game actively makes it hard to maintain alliances. I know, i know. that's a rather weird thing to say... but think about. Having an alliance composed of three hundred plus players can be handy, but it can also be a way to trump the competition, and especially it can be highly rewarding. What if, since alliances are such a large reward for a small effort in most games, what if maintaining them is of difficult proportions. This will mean having smaller guilds will be more inviting, which will mean smaller bubbles of players, which will force them to get crafty. A marching army can walk over a node, but a marching twenty to thirty player guild can't just run over their competition. They've to get crafty and trudge carefully. What i am saying is that the game should actively make it difficult to maintain a relationship of massive scale. It should thus encourage smaller guilds, which will mean players have to really get crafty.
- Lastly, which is the most obvious, the combat system should be supported by smartly designed environment that utilizes its quirks. If there is dashing, then there should be ways the environment can block to force the player to look rather than button-mash. Point being, the environment shouldn't be green-fields with no bumps.
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Comments
1. Seems most likely thing to be in actual game since what you said resonates strongly with what Steven has said, game lacking fast travel mechanics and the fact that caravans can (may?) supply sieges adds lot to this idea.
2. Not sure how I feel about this since with limited amount of nodes conflict can start naturally, but I am sure Intrepid will add something to make sure few mega guild dont just ally up and monopoly everything.
3. I like environment effecting combat, but I am skeptical if Intrepid can actually pull it off or its just PR speak. In battletech if your mech stands on "rough" terrain it will take more stability damage (read will fall over much easier) something like this tailored to Ashes of course would be amazing to see like electricity doing more damage if enemy stands in water.
"The rogue is master of opportunity, using skill, positioning, and the environment to dish out frightening amounts of damage. In their downtime, they provide solid utility, helping their friends navigate dangers otherwise unseen."
2. You don't have to maintain an alliance with 600 peeps. Just a few peeps at the top, the other 590 have allegiance to their guild leaders.
3. I think LOS blocking will be a thing with the environment.
Here’s your “Asian” development team:
https://www.ashesofcreation.com/the-team/
the game isnt even in Alpha yet and its community is waiting for it to come out for almost 2 years already, knowing that it wont release before approx 2020, while having a constantly growing community.
I simply cant imagine, that the game would die in just 3 months, just my 2 Cents. though, nice thoughts around it
"AoC Might Live for 3-months like all the other Asian-trash in the Market"
guess he was answering on your title
Simile: a figure of speech involving the comparison of one thing with another thing of a different kind, used to make a description more emphatic or vivid (e.g. as brave as a lion ).
My suspicion is that you actually thought this was an Asian MMO when you started the thread and now you’re backpedaling when you realized your mistake (otherwise why even bring it up in the subject). You’re not the first one to make this mistake, though I’m not sure why this keeps happening. But don’t double-down with these ridiculous explanations about non-existent similes. You screwed up, no big deal. I just dislike misinformation and seek to correct it when it is presented.
-CS
To help you, Professor DumbledoreSnob [ https://forums.ashesofcreation.com/discussion/31988/finally-4-million-kickstarter-we-made-it#latest ]