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
I did not.
I said that new mobs are unlocked as Nodes are developed and redeveloped differently, therefore, there is no such thing as a "final lore boss" because the lore is not static and the lore and the mobs and mob bosses continue to change as we develop and re-develop nodes. And we have Monster Coin events and castle sieges in addition to all of the above. Leaders of Metropolises and castles are also lore bosses.
It's not chicken v egg scenario at all.
Cheers.
open world pvp isnt really a bar brawl, that would imply that open world pvp occurs for no rational reason. caravans have specifics reasons for its pvp, sieges have multiple reasons for it to occur(want to replace that node with another node, to make your node the new economic center).
However to imply that there will be no overall strategy in how to set up those events, like ambushes(obviously not in sieges) and tactical placement of units. the big pvp events in the open world will require an entire set of skills including mechanics.
But if you don’t like that analogy, think of it more like a rumble between gangs. There’s a purpose, definitely, and there may be strategy too. But you’re not talking about “the best of the best” fighting, just two groups of people trying to kill each other. That’s what open world PvP tends to be like.
You even commented on the discussion: https://forums.ashesofcreation.com/discussion/40985/no-fast-travel-weight-limits-and-blank-maps/p1
We didnt have the money to fly all the way in WoW retail. And we still made the treck into the Hillsbrad Foothills, and we still marched our asses up there to fight some horlders!
A true zerg-mob just needs two things:
1. Enough mass
2. Determination
I think the idea in AoC is not to fully prevent a zerg. Its more to discourage from zerging and to prevent a perpetual zerg. (Sometimes i think zergs can be fun)
If you die during the zerg you respawn somewhere distant and have to walk a while to get back to that zerg without fast travel. Thats another level of determination needed to maintain a zerg for a long period of time.
Hmm I take the time to carefully word myself so I'm not misunderstood and yet here we are...
What I meant and said is that the zergs with the magnitude (via rapid congregation) and frequency (with high mobility) that other games have will be virtually impossible. And then I said zergs are limited by how fast they can congregate and how fast they can travel, clearly understanding that they can still occur but would be highly limited in their effectiveness by those two things.
Sigh look, nobody is claiming that AoC will resolve every problem 100%. But they are aware of what makes some of the current popular mmos frustrating and have some plans and ideas to limit those things. Will this appeal to everyone? No. Will it be super effective? We'll see. But you are not proving anything but commenting "lol no they can't prevent that", it is not productive in any shape or form.
I dont know why you took me as an example, but here we go.
I only said something about your comment because you said that zerging was "virtually impossible".
Zergs dont always rely on high mobility. We dont even know how long it would take from one smaller node (the staging point of an invasion of a zerg for example) to the next smaller enemy node. Shure, it would be nice to have flight paths or instant travel. Does it stop us? Hell no!
Another thing that you forgot to think about where ground mounts. They will cut the travel time in half, and if they dont have to protect a caravan, then they will be even faster.
Sigh look, nobody said that zergs where going to be easy. But you and many more people forget how fkn THICKHEADED AND IDIOTIC PEOPLE CAN BE! xD
If they want to march into enemy territory in a big blob then they wont be stopped from things like distance. Mobmentality will always triumph.
I gave two good point in my older post: Enough mass and determination, which you didnt counter, but just wrote that my comment "is not productive". Nothing in these forums is "productive" because we can only speculate. We can only hope and help others find information about things, that they dont understand.
Zergs arent about "productivity" and they arent "efficient" or "effective". They are a mentality. They are something that bored people will do.
Dont take the high road with me.
Again, you are responding as if I said zerging is impossible when I included the qualifier "as it is in other games" and go on to explain what I mean by that. I also understand zergs can still occur, as I explicitly stated.
In any case though, I don't know why you took my comment as a personal attack on yourself. I just said your comment to mine didn't reflect what I said and it was not productive. I have more unproductive posts than productive ones lol, no need to get upset. Cheers budd
I hope there will be both instanced and open world hard PvE content because they offer a breeze of fresh air and freedom.
For PvP arenas I hope there will be an physical arena in the town outskirts that still is an instance and crossmatches you or your team with the arenas in other towns.
When you find a match you walk physically into the arena, while still keeping the matches safe from interruptions.
I base this opinion on getting actual server wide competition and leaderboards.
Crossmatching towns because if you were on the other side of the map and your friend came online to PvP, an hour of travelling every time to a specific node would discourage the activity.
Caravans, sieges and other such activities they may have in mind make perfect sense to be located in the open world.
Bosses don't spawn at predetermined spots at predetermined times.
Node sieges and castle sieges are objective based, so you can't just zerg them.
But since the sieges happen at a set time, no telling whether the defenders or attackers will be the larger group during any specific siege.
No Corruption for sieges or caravan raids.
Another one of my favourite PvP battles was in a public dungeon where we fought players and NPCs ultimately killing the players and the NPCs together. These moments are rare but i live for challenges and do not want such aspects to be disabled.
Or maybe this opens a new business venture for some mercenary guilds to protect raids and caravans.....
Really dont see a problem here, sounds like everyone wants to play WOW....