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.
Comments
I heard a rumour that when Blizzard were building Starcraft, they had Marine, Tyranid, and Eldar figures to copy.
I would not put it past them after all starcraft is just Warhammer lite
Yes, it would make it interesting.
Now comes the... but.
I believe that yes, hardcore players would learn all those specific abilities, but Intrepid has to think about casuals too. No one would freely learn the abilities and animations of every different enemy type.
A way to make this more appealing: give all kinds of enemies different and sometimes overlapping movesets.
Humanoids could have skills like: kick(interrupt or knockdown), cheap shot(low duration stun, only like .5sec), sprint, overpower, assault etc
Beasts could have: bite, claw, rend, track, charge, assault, leap, etc
Theye movesets would be accessible to all mobs of that specific category, and those mobs with higher levels would get more abilities with rising levels, that way people would slowly learn about those moves naturally while grindjng/questing.
And then every species has ONE specific ability if the creature has a higher level, like a breath attack for dragons, or other mythical creatures.
Facetanking is important btw, for later raid encounters or dungeons. A tank could just pull the boss all over the rokm, but that would make grouping and positioning pure hell. It is easy to talk about things like dodge tanking, if there are straight up stats that make you dodge.
yeah that's the thing really. I think they should make combat less stat based (parry, dodge, miss, hit etc ) If you want to dodge an attack, position yourself. You want to hit the target? Aim and hit it. We know tab target is essentially a math equation so 'active combat mechanics' isn't its thing which is why it'll be interesting to see how hybrid combat interaction with mobs will work
Agree that feeding the horse will just become boring fast. I do like how som mmo game have it so the horse dont vanish when you jump of it. It adds a litle to the game. Down the line mounts might be able to have armor, if we then will be able to color the armor, that would make for some awsome looking mounts.
I think your wrong. To be good in almost any game, the player needs to put down time and effort.
The world today have guids and information about everything. If a player fails today it will cost him nothing to do a litle bit of research to become better.
The prime example here is WoW classic. The reason it became popular in the first place was that you got in to a open world you had no idea about and it was hard. You as a player had to use you'r head to find a good build and to survive in the world, you made friends because the world was hard and a bad player in your group was better then no group. Then you learned by watching.
It was the same this time around, while I lvled my toon up to 60 I had been in many groups, some bad and some good. I cant remember 1 time anyone kicked another player for the reason of being bad. Those that didnt know what to do, simply asked if anyone else did.
Some of those players I played with for days and I could see the bad players becoming better and better.
I think it could be interesting for some class specs to be specific to races or genders for lore reasons (like a Kunoichi could only be female, as that makes sense). But in terms of the 8 base classes, I agree that they should not be race or gender locked at all.
Well, there will be race specific augments, but i dont like it, when a whole class is locked to one or two races.
Give me:
-Autowalk
-Outdoor open world pvp.
-Ways to farm and grind at the usual phase of tab target games.
- *I think most veterans will agree that sometimes you come from work and you don't feel like getting into super, intense fast paced combats. Sometimes you want to put some music in the background and chill while grinding.
-Battlegrounds.- *10vs10 is the perfect number, skirmishes are the highlights of MMOs.
-Arenas 2v2, 3v3, 5v5-Change daily quest to weekly quests.
- *Instead of forcing me to login every day for thirty minutes or I'll feel bad if I don't, give me the choice to do them all at once on weekends.
-Wide variety of things to do in the end game:- *Bgs, grinding materials, quests, dungeons, instances.
-Open world bosses-Five man dungeons.
Spare me:
-All across the world fast travel
--P2W
-Hectic and spammy combat system
-Ability to scan someone's stats or equipment (without permission?)
-LFG. Convenient, but it tends to take away the social part of the games.
- *LFG gives you, in a way, anonymity so you don't have to act as a decent human being to preserve your good name. LFG is similar to changing names. There is no consequences for toxicity and no social backlash.
-Empty cities.-Power creep
-Mobility creep. Specially with the action part of the system.
-Particle and spectacular effects scalation.
- *Sometimes MMOs look more like a Blade Runner city than a medieval setup. Particles should be used wisely. The over abundance of what I call "unnatural" colors takes the role playing away, and players start getting used to so many flashy colors in their screen that the only way to keep entertaining them is making bigger and more flashy things like a Michael Bay movie.
-Casino gear upgrade systems.-Holidays events.
-Bots.
-Homogenization.
Can we have something where veteran players offer knowledge and guidance for newbies? Maybe in exchange for temporary loyalty?
This sounds cool. Make actual exploration a thing.
I expected it with WoW given it’s the oldest survivor, but when I got to FFXIV and started playing, I legitimately though my game was bugged because there was no spoken dialogue after the initial cut scenes. It was so jarring and ruined any chance I could have had to be immersed in that world.
yes that is a major concern
I have played Warhammer and Warcraft based games since 90's, I am quite familiar with both franchises and their background stories. However, I have not seen refenrences between these two or seen any kind of connection. I would like to know where these copy paste comments are based on? Or are these more like opinions?
Many people are of the opinion, that the early starcraft concepts are based on warhammer.
Eldar = Protoss (highly evolved aliens, with way better technology and portals that let them bring troops directly on the battlefield, think they are better than others because they are an older race, and are pretty decadent)
Tyranid = Zerg (always hungry monstrous aliens, that have a hivemind and need someone to lead them, or they fall back to their base instincts, always on the hunt to consume other races)
Space Marines = Humans (use power armour, giant robots and vehicles, fight with massive oversized guns that are actually bolt-throwers)
I can't speak for the later years of warcraft but I can talk about the lore in the first years.
Both have greenskin hoards which have strong barbaric orks, smart and cunning goblins and trolls
Both have deamon hordes that want to controll the world
both have had undead invasion that almost killed everyone
The fight between Tirion Fordring and arthus is the same as the fight between nagash and Alcadizaar
Azhag the Slaughterer is Orgrim Doomhammer
Grimgor IronhideWurrzag is Thrall
Wurrzag is gul'dan
Karl franz is Anduin Wrynn
These are the ones of the top of my head. If you really look into the lore of both, you will see a lot of similarities. I'm not saying WoW is a Warhammer clone in this day and age but when it first came out it was a shock to see
If we think that first Warcraft: Orcs & Humans, which was published 1994, I guess all those similarities are not coincidence IF the game was supposted to base on Warhammer at first place. However, after the first game, Warcraft took more and more its own path with lore and gamedesigning. The genre, RTS, in other hand was started maybe by Dune 2 and Warhammer came a year later than Warcraft with Warhammer: Shadow of the Horned Rat in 1995. I also played Warcraft 2, Warhammer: Dark Omen and Warhammer Fantasy tabletop later that decade. Even the fantasy settings had similarities, they still felt different concept, and I guess, because the focus was in different things and goals. In addition, in these Warhammer games the focus were more in improving and gearing your units/army and Warcraft games focused more to base building. I never got the feeling I was playing same kind of games, and with later games and expansions these two concepts separated even more of each other.
I am not so much worry about orcs, demons, undeads and their wars/invasions. Those are so widely used in so many games and will be still used in the future. But it might be, that for example the idea of Horde in Warcraft may be from Warhammer (Greenskins) with some flavours, I do not know, just guessing. What it comes to those special characters, I do not have enough knowledge to say much, but you can be right, I do not doubt that.
If I summarize my thoughts shortly, I like both concepts, I have played a lot of games related for both, I can see the similarities especially from the beginning, but to me these two are very different concepts at the same time. And maybe Warcraft was not the only one who copied stuff, Warhammer most likely copied something related for gamedesigning and RTS.
All that I have heard and read so far is wonderful.
I do love how dark some of it is
General speaking (because I do not have knowledge of Steven's skills), working long time with lore and creating detailed world gives a really good base, but still it does not guarantee a great result. You still need creative writing skills and great storytellers to make those ideas alive. I have not seen much anything special and I am a little bit disapointed to all those generic races, simple class names and how all these can create a believable package. However, I kind of like, that we are going back to the Verra and settle again all those ruined lands. That gives nice possibilities if we think of landscapes and background stories. Anyhow, a lot of stuff is still coming so I am kind of hopeful anyway.
Generic races? Have you read any of the information of the races? That is just a teaser of what we will find out over time (and exploration).
https://ashesofcreation.wiki/Races
Please remember that this game is not even in Alpha 1 yet. There is still a ways to go. I don't doubt that everyone will be happy with the lore based on what we have seen so far.
I am pretty sure Steven is a pretty good lore writer as he is a GM that has been going for years. You either write some great stuff, or you don't last that long (my GMing is the second one...). Not to mention the number of developers who have worked on lore for games.
It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh*
The most used (and worst) argument in these forums for everything. *facepalm*
I do wish games would expand into other races or at least have their own unique races
Yeah that could be one option and will hopefully also happen with future expansions. Still it would be nice to have something less used or unique, and straight from the start, but I understand it may be too late to demand such a thing. I guess you had something like skaven or undead in your mind?
not many games let you play as undead but what I had in mind was races like naga or demons you know something you only see as npcs