Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
That's what we know of so far
I did not. I might have to go back and look at that. I don't think I scare Steven though
So we do not know what those bonuses are, however, for your Guild Question, I'm not saying that a Small Guild can't hold off a Castle from a large invading guild, but if the bonuses system lets 50 people hold off 300 then the bonuses system is broken.
My quiestion is how do you guys intend to handle players that solely greifs players, finds a way around your curruption system, and breeding a toxic atmospher? As we know our current generation of players do not feel or act the same as with the pre-EQ and EQ era's.
AKA how will you deal with the toxicity via player greifing. As that is the norm in gaming these days.
edit: I'd also like to know how the stat debuff death penalty balance will work during pvp events/instances like castle seiges, arena's, and battlegrounds.
As well as a bit more details of secondary class affix vs abilities, and will class affix's can effect weapon skills.
edit 2: I also would like to know why you guys decided to create the caravan system to allow players to steal other players property. As this also a toxic/greifing breeder. Although I enjoy pvp, I do not like it envolving the other party being greived by it. I would like to suggest the caravan's carrying city properties instead, as that would more akin to node vs node rather then, I want to steal this players stuff and ruin there day.
edit 3: There is also to fact of forced world pvp combat. If the game is pvx, then why make even non-combatants be the target of pvp in non-pvp zones?
This fits in with AoC's ideals of giving players as many degrees of freedom as possible when it comes to what you can do in-game, as well as having more rewarding gameplay by there being risk of PvP. Killing mobs can get quite monotonous if the world is just a safe-zone where you don't have to look out for other players. Open world PvP (with limits on how often it occurs through the corruption system), can break up the monotony and reward those who are aware of their surroundings.
I'm not sure why you "feel" that the corruption system can't work. If you decentivize something enough, sure some people might still do it and gimp themselves, but most people won't bother if the penalties heavily outweigh the rewards.
There could be ways to jump through hoops in order to cause mass griefing, but if the corruption system is even reasonably well made, most people will only try to steal things if the reward outweighs the risk.
If someone notices that you've been farming an area for 5 hours and storing all the drops on your mule, then yeah that person might think the reward of killing you and your mule outweighs the resulting corruption penalty. This creates exciting gameplay. Think about how much adrenaline you'd be pumping trying to defend yourself and the mule you've packed with 5 hours of drops. And if you die and lose that work, it's your fault for taking that risk, and you just have to be smarter next time about managing that risk.
Implementing safe zones waters down gameplay and basically removes all risk. Player theft is okay as long as it doesn't turn into griefing where players are just killing others for the sake of killing without consequences. I'd rather have the risk, because it creates deeper gameplay than just the carebear mentality of flagging for PvE and not ever worrying about world PvP.
no, player theft is never ok. at all, I have 0 tolerance for it, and frankly I'm sure allot of ppl feels the same way. For a game that wants to try to bring mass players into it with all the possible role-play and replayability in it, allowing player theft is a giant turn-off of it.
Can you give some examples of the master of death side to clerics and what their place in AoC will be?
You realize that you can fight back against player theft and mitigate it by taking less risks, right? A lot of this game involves taking resources from other players, because this creates the risk/rewards of a PvX game. Most of this game has an element of player theft (e.g. caravan theft, castle sieges, node wars, mule looting, etc...), and if you have zero tolerance for player theft, then I really don't know if you will like a PvX game.
They all can be done without having player having to steal from another. What your asking for is for something like a gangwar game.
I would actually agree with you that a player flagging as a combatant and attacking an unflagged player should result in corruption whether or not the unflagged player dies or not.
Actual resources being on the line gives more of an adrenaline rush to defend your resources from being stolen for the defender, and more of a sense of satisfaction if you're the thief. I know that some carebears will be devastated, but my stance is that risking things that you are invested in, rather than just making everything a participation trophy, makes for more compelling gameplay.
AKA dirty fighting, not new to me in the mmo world.
Although I would prefer player corpse looting not to be a thing in case a player does get into trouble and another troublemaker takes advantage of it. If there is no carrot on the stick besides node rivalry, greifing would not be bad.
Unknown at this time. We don't know enough to know this answer
1-Do you have any information on the possible creation of a PNJ within the guild for its defense or its management?
2- Will it be possible to create quests to gather resources or information or even combat and objectives for the members of the guild with rewards?
3- Do you know if it will be possible to build a guild hall or a fortress on a particular land (in catacombs, dungeon, cave, mountain or underground galleries)?
And finally, are we going to keep our progress in game and character between each test phase and the release of the game or will there be a reboot at each stage?
Or a topic with the title "Got a question. Look here first". Then answers to certain questions and a link to the webpage.
F.x. Where can i get the game. When is the game released. Classe and race questions. etc. And make it a sticky so it stays in the front page and in the top. Maybe i should make a new topic for this
1: No information
2: No information for the guild specifically, but this feature exists at taverns
3: No, they follow the same rules as freeholds
4: A2 is persistent and becomes the PTR. Nothing carries over through to launch
I try to provide that function at https://www.ashes101.com/
they are ranged
They have not mentioned a definitive answer to this yet
I see that we're having two cosmetics systems in place: full outfit that won't enable mix 'n match (like GW2) and per gear piece cosmetic "slot". I'd like to know how IS intends to address having too short space to "save" items whose only purpose is to transmogify/use as base to apply its skin to an actual gear slot. Have they talked about this? In GW2 there's no such thing because skins work as unlockables so the amount you can have is 100% infinite, requiring a Transmutation Charge to apply an unlocked skin onto an item. Anyone knows to it will work? Searched the wiki and only found few info at this moment, so not sure if they talked about this before.
https://forums.ashesofcreation.com/discussion/46610/cosmetic-systems#latest
Thanks in advance. Your videos are highly informative.
I tried to link a Ashed 101 section on Player death but i could not find it.
Still the site explains so much stuff.
You have a cosmetic storage wardrobe, so this won't be an issue.
https://ashesofcreation.wiki/Underrealm
Very little
I have a quick question about the world size. 480 square km. Is that just 21.9 km by 21.9 km? Fitting 100+ nodes in this space seems small. Riding a horse at a canter is 16-28 km/h. A large part of the world is water areas. Therefore, it takes well under an hour(15 mins) to travel any continent?
No
Not all the nodes can develop.
And the player move speed is 3.2 m/s sprinting is 6.4 so horses will probably not be that much.