Greetings, glorious testers!
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Official Livestream - September 27th at 3pm PDT - Q&A thread
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1) With dungeons not being instanced, will it scale to how many players enter if more than 8 go in at a time?
2) Will there be positional scaling for doing damage? i.e. Bow doing more damage if you're closer b/c of losing less kinetic energy? Or hitting a monster from behind doing more damage/have less chance of being parried or resisted?
3) I know you said that you don't have plans to make flying a permanent feature but do you have plans or thoughts on a legendary item that summons a flying mount that you can only use for a certain amount of time? I also don't mean like a dragon egg, I am talking more about something that you could gain by completing a super hard/long quest chain and provide you with a permanent item.
As a MMORPG veteran, this is my mostly hated message.
Every gatherer and crafter knows what I mean
Do you have a vision for a new intuitive inventory system?
Greetings from Germany
Thanks! This may have been answered before but I havent been able to find it.
If taming would be the gathering part of the husbandry profession and if Breeding would be the processing part. What will the crafting part of the husbandry profession be?
Simply, Could you enlighten us of the actual three choices we can make within the husbandry profession?
Additionally, If someone would focus fully on breeding. How would one be able to make a living earlier in the game? Before good pets and mounts are tamed or until you can afford to buy them from others?
If these questions have been asked before...I would appreciate a link to the answers.
oh and shout out to Sam for being so quick to respond to my questions...never had a response so quickly to questions before in other games that I played and was quite impressed. Congrats on the Alpha 1 phase...had a fun time in the test phase !
Thanks
PS : 1rule , the more the better
How are you planning to make leveling something new and interesting, and not just a "rush to max level where the game really starts" ?
Q2) Will there be more in-depth keybinding options, like instead of hitting Left Control + W to dodge. I can set up double clicking W (dodge forward), D (dodge right) and etc. Example ARMA3 where I can set up multi options. That type of freedom?
Thank you, I am looking forward to an amazing game!
I have been wanting a more direct answer on this for some time and I know others in the community do as well. I was wondering if you could elaborate a bit on any approximation of time from the time the exodus from Verra happened until the time of the return when we all step back through the gates?
"My question here would be how much do you respect player investment? By player investment I mean the time sinks that we put into the game.
And how would you handle a situation like this:
You have an Enchantment (or something like that) which (after multiple balance changes) turns out to be too weak to be useful for the players but it still supports an interesting playstyle which is loved by a large portion of the community, so you end up buffing it to make it useful again (and make everyone happy).
Then tons of players start investing (a lot of time, gold and ressources) into this enchantment and after a while they find a legit way to make it completely broken, so you are forced to nerf it.
Would you just reverse the buff?
*this would upset all the players that have invested a lot of time and resources into this.
Or would you try to find a balanced middle ground and compensate the players who invested their all their time and resources into this?
How would you do this? Or do you have another solution for this?"