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What features you dislike in MMOs and hope Ashes won't have?

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Comments

  • TaranissTaraniss Member, Alpha Two, Early Alpha Two
    edited August 2020
    Ravudha wrote: »
    Was just thinking about fears regarding enchanting the other day -

    When getting the max enchant becomes a months-long game of rng-fail-rinse-repeat for one item instead of a process where the player can feel tangible progress at each step.

    I personally don't mind a little RNG with something like enchants. I like it a whole lot more when that RNG has a progressive system. So if I have a 5% chance to get what I want but every time I fail it increases my next chance by 5% or something.

    Or items that increase my chance. So at the basic level it is 15% but depending on maybe some rarer craft materials I add they increase it up to something like 90 or even 100%.

    a34ad54277341e048554a1bf88ee6284.jpg

    Heroes Fade but Legends last forever

  • Bots, multi-box on script slaving main account, RMT, P2W (cosmetic is ok), hacker of any sort.

    Yea most of them aren't game features BUT those are the ones made me quit MMO.
  • I absolutely despise the abundance of premade vs pug matchups in arenas and battlegrounds.
    Either limit the size of premade groups that can enter an arena, or try to primarily match majority premade groups against other majority premade groups.
  • First time posting on here. Excited to meet everyone!

    What made me stop playing Destiny 2 is that I would spend hours grinding to get better gear and weapons only to realise that whatever the light level I was, overall it didn't even matter what weapons I was using as they were all viable. This made the game feel pointless to me as I figured there's no point putting the time in to get better gear when I could use anything anywhere.

    It would be nice for weapons and armour to be needed in some areas of the game. For example, you require a specific chestplate with a specific effect in order to battle a boss. Or a specific weapon with a specific ability that makes this boss vulnerable - something along these lines.

    If there is best in slot gear, I feel like the reasons why it is best in slot need to be obvious and visible to other players.
  • dailies, no version of them every improved the game.
  • XenotorXenotor Member, Alpha Two
    Escort missions where the person you are escorting moves slower than a snail and stops every few meters for some arbitrary reason.

    I'd also hate to see classes that are either gender or race-locked.

    Did someone say escort Quests?
    https://www.youtube.com/watch?v=Ug-DZM2bhmo
    https://www.youtube.com/watch?v=SMpFnlkMWuc
    https://www.youtube.com/watch?v=ykVOo1z0_gM

    Oh boy games are rare that do this right
    I really hate the fact that NPCS that walk, walk faster then you so you cant just walk beside them while running npcs are slower then you so you cant run as well.
    AAAAAAAAAAARGH

    Ah the hate came back. Please Intrepid. Do this right.

    Also Legendary items that are not Legendary as everyone has them.
    https://www.youtube.com/watch?v=0bAFr3lEvgE
    Intrepid thankfull is allready on the right path with Flying mounts so i hope they do the same for Weapons and Amor.


    Other then that people allready said dailys.
    Usally dailys mean you must do them if you want to keep up with people who do them.
    Its never an option to not do them.
    Its a Chore.
    Thats why i hated Arch Age unchained. The dam Dailys.


    And off course also like many said "Weak bosses"
    Oh look at that boss. He attacks with his massive hammer and does 20% health dmg. *Healers heal* Tank is full again repeat until boss is dead.
    Good Bosses have multiple phases. They change attack patterns and usally have some AoE to endanger the Raid / Group.
    Adds are good too to force you to have an off tank.
    There are so many mechanics to make bosses feel like bosses rather then meat balls.
    The game will have Legendary World boss and i hope they will be dam difficult.
    If only a small handfull of elite players can successfull kill legendary bosses then they did it just right.

    Also
    Danger music with no enemies
    https://www.youtube.com/watch?v=w8T7tyQHM88

    Stupid game tutorials - Training
    https://www.youtube.com/watch?v=qxwy8kpFwZ0

    Looting random chests in games
    https://www.youtube.com/watch?v=5EBn7Dk-4Cc
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  • Oh wow, someone necroed this thread......

    I absolutely hate how most "hubs" in MMOs are basically static. Sure you have a few bot villagers wandering around but for the most part they pretty much nothing. Especially those quest givers/rewarders that stand in the same place 24/7/365 to help you along the way. Really makes those places feel artificial.

    I am really hoping that the villagers and city bots actually go through a complex routine and interaction. For instance the blacksmith could be a quest giver but he would be going about his tasks, making things, etc but when it comes 6pm he, like most other close up for the night. You might then have to catch them at the local tavern for a while but at say 11pm they go to BED. So if you want to start/complete that quest you will have to wait until 6am the next morning (probably like an hour real time) to do it. Maybe they even close up shop for 30 mins to run an errand or to have lunch.

    IDK, maybe I'm going a bit too far on the realism but something MORE than what current MMOs like WoW have please.
    isFikWd2_o.jpg
  • DummoDummo Member, Alpha Two
    PlagueMonk wrote: »
    Oh wow, someone necroed this thread......

    I absolutely hate how most "hubs" in MMOs are basically static. Sure you have a few bot villagers wandering around but for the most part they pretty much nothing. Especially those quest givers/rewarders that stand in the same place 24/7/365 to help you along the way. Really makes those places feel artificial.

    I am really hoping that the villagers and city bots actually go through a complex routine and interaction. For instance the blacksmith could be a quest giver but he would be going about his tasks, making things, etc but when it comes 6pm he, like most other close up for the night. You might then have to catch them at the local tavern for a while but at say 11pm they go to BED. So if you want to start/complete that quest you will have to wait until 6am the next morning (probably like an hour real time) to do it. Maybe they even close up shop for 30 mins to run an errand or to have lunch.

    IDK, maybe I'm going a bit too far on the realism but something MORE than what current MMOs like WoW have please.

    Thing is that the night cycle in Ashes takes a little bit so people who have limited time might never catch that blacksmith.
    Dark Knight
    ufuyomxeubws.gif
  • DummoDummo Member, Alpha Two
    Ravudha wrote: »
    Was just thinking about fears regarding enchanting the other day -

    When getting the max enchant becomes a months-long game of rng-fail-rinse-repeat for one item instead of a process where the player can feel tangible progress at each step.

    Agreed, hated this in every game where it was used.
    Dark Knight
    ufuyomxeubws.gif
  • KesarakkKesarakk Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    First: Daily Quests and Reputation Grinds. After years of WoW, there is nothing that irks me more than being forced into doing the same quest over and over for months in order to gain reputation for a faction to get something I will upgrade anyways. Reputation should be something that builds naturally and should spark new and exciting quests that propel stories forwards. I don't want to be stuck in a grind in order to unlock the next story questline.

    Second: Meaningless Power Farming. Another failing of WoW that has become a favorite of Blizzard for the past 3-5 years now. War Resources, Azerite, Corruption, and now Anima. While I dabble in Min-Maxing I don't want to be forced into spending hours gaining something that will barely give me an edge in any content, only to turn around and see that same grind I went through being given to new players to help catch them up.

    Third: Hero NPC Disappearance. This is more from a storytelling perspective and hopefully, I'm not the only one that feels this way, but I can't stand it when an NPC character joins you in a quest, especially one that shows off powerful abilities, and is useless. They are either trapped or incapacitated in some way, or they just fly off into the sunset only to reappear after the fight is over.
  • HiddenDaggerInnHiddenDaggerInn Member, Alpha One, Alpha Two, Early Alpha Two
    I don't want carebear easy mode for leveling, I don't need each class to be perfectly balanced so you can pick any class and win a 1 on 1. Focus on small group game play, avoid zergs because they destroy games.

    Don't make it easy for the players to be toxic, find a way to penalize that behaviour, and encourage teamwork and community building. And most of all with large scale PvP if you say you can do it , great, but for the love of gold don't say it if players won't render or it will be a lagfest, so many have tried and failed , really hoping and it seems like they have a handle on it will not be the case here.
  • Dummo wrote: »
    PlagueMonk wrote: »
    Oh wow, someone necroed this thread......

    I absolutely hate how most "hubs" in MMOs are basically static. Sure you have a few bot villagers wandering around but for the most part they pretty much nothing. Especially those quest givers/rewarders that stand in the same place 24/7/365 to help you along the way. Really makes those places feel artificial.

    I am really hoping that the villagers and city bots actually go through a complex routine and interaction. For instance the blacksmith could be a quest giver but he would be going about his tasks, making things, etc but when it comes 6pm he, like most other close up for the night. You might then have to catch them at the local tavern for a while but at say 11pm they go to BED. So if you want to start/complete that quest you will have to wait until 6am the next morning (probably like an hour real time) to do it. Maybe they even close up shop for 30 mins to run an errand or to have lunch.

    IDK, maybe I'm going a bit too far on the realism but something MORE than what current MMOs like WoW have please.

    Thing is that the night cycle in Ashes takes a little bit so people who have limited time might never catch that blacksmith.

    I totally get it but I would rather be inconvenienced for at most an hour vs having the blacksmith still pounding away on the same horseshoe at 3am in game. I guess it's a personal thing. Maybe you could leave him a note with the quest item and he could mail it to you when he comes back on duty?
    isFikWd2_o.jpg
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    Fast travel everywhere, rushed and easy leveling and PVE in general and no open world pvp are the mmo killers for me.. I'm happy AoC checks all these things for me 😁
    img]
    Recrutamento aberto - Nosso Site: Clique aqui
  • DummoDummo Member, Alpha Two
    edited August 2020
    PlagueMonk wrote: »
    Dummo wrote: »
    PlagueMonk wrote: »
    Oh wow, someone necroed this thread......

    I absolutely hate how most "hubs" in MMOs are basically static. Sure you have a few bot villagers wandering around but for the most part they pretty much nothing. Especially those quest givers/rewarders that stand in the same place 24/7/365 to help you along the way. Really makes those places feel artificial.

    I am really hoping that the villagers and city bots actually go through a complex routine and interaction. For instance the blacksmith could be a quest giver but he would be going about his tasks, making things, etc but when it comes 6pm he, like most other close up for the night. You might then have to catch them at the local tavern for a while but at say 11pm they go to BED. So if you want to start/complete that quest you will have to wait until 6am the next morning (probably like an hour real time) to do it. Maybe they even close up shop for 30 mins to run an errand or to have lunch.

    IDK, maybe I'm going a bit too far on the realism but something MORE than what current MMOs like WoW have please.

    Thing is that the night cycle in Ashes takes a little bit so people who have limited time might never catch that blacksmith.

    I totally get it but I would rather be inconvenienced for at most an hour vs having the blacksmith still pounding away on the same horseshoe at 3am in game. I guess it's a personal thing. Maybe you could leave him a note with the quest item and he could mail it to you when he comes back on duty?

    An hour sounds alright, but I believe the night cycle in Ashes is 4 hours or so.

    Edit: it's 2 hours or so after checking the Wiki, so that's not too bad.
    Dark Knight
    ufuyomxeubws.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Damokles wrote: »
    Damokles wrote: »
    I just hope, that they wont make it too easy...
    That was the reason for WoW demise.

    Making the game easier is fine. WoW's problem was they made things really easy in wrath and then immediately made things a lot harder in Cata. Anyone who hadn't played during TBC wasn't prepared (pun intended) for the sudden increase in difficulty.

    Did you feel challenged leveling up? Did you remember in which region you leveled up in lvl50/80/90? Did you remember anything while leveling in the current build? I bet you dont, because to be honest... neither did i.
    They cut out half the entertainment of an MMORPG, the leveling, and thrust people into the max content and force feed them whatever is currently hip.
    I remember when I had to be resourcefull while levling. I remember when you had to think while dungeon diving, if you are tanking healing or dd doesnt matter... Currently you can go into a dungeon for your level while leveling as a dd and just run in and YOU WONT DIE. A few friends and me tried it. We all went damage, no healer and no tank, and we just started killing everything SO fast, that we didnt die or needed heals...
    They implemented LFR, and started to show people raids in betas, leading to guids already being uploaded BEFORE THE RAIDS COME OUT! Normal and Heroic gets cleared in a day by strong raiding guilds. There is no experimenting anymore in raids. They know what is comming, how to handle it and how much dps they have to do, when to use bloodlust/heroism before even entering the raid or starting the specific boss.

    tldr, I do none of the actual hard content and call the game easy.

    It's easy to not do the hard content when you play WoW.

    The game doesn't have any.
  • * Pay to win
    * RNG
  • noaani wrote: »
    It's easy to not do the hard content when you play WoW.

    The game doesn't have any.

    I don't know if to laugh or be just weirded out - it is so interesting to read such delusional post - i don't mind badmouthing wow, it is in dogshit state now, but don't conjure nonexistant facts
    “Ignorance, the root and stem of all evil.”

    ― Plato
  • Tragnar wrote: »

    I don't know if to laugh or be just weirded out - it is so interesting to read such delusional post - i don't mind badmouthing wow, it is in dogshit state now, but don't conjure nonexistant facts

    "hard" content in wow is usually hard because on an artificial brick wall. As it did in D3, pre-fix
    Mage tower was hard, if you had lower ilvl, at the end of it's patch it was trivial.
    Horrific visions were hard, if you had no corruption resistance and titan research, if you have it's trivial even on 5mask.
    Any party based content is "hard", because you have multiple people doing multiple mistakes harming the entire party - but that's in any party based game.
    Mythic wow content is "hard", because people enter it with lower gear. That's why every single mythic raid goes on farm/alt farm a couple of months after release.

    I understand it's hard for a wow player, after years and years of mental abuse, to just agree on some general points.

    On the features:

    -dps meters.
    -cliff fall scaling
  • LeiloniLeiloni Member, Alpha Two
    Ravudha wrote: »
    Was just thinking about fears regarding enchanting the other day -

    When getting the max enchant becomes a months-long game of rng-fail-rinse-repeat for one item instead of a process where the player can feel tangible progress at each step.

    The vertical enchanting system definitely worries me. I've never seen it work well in any game so I'm doubtful it can here.
    awq wrote: »
    Sprint.
    Summon mounts in combat.
    Auto party finders.

    If by Sprint you mean the "Hold down Shift to sprint" stuff then I agree. I don't want Sprint at all. Either I'm running or walking, that's it. I'd like to be able to hit my auto run key if I want and be going at max speed. Sprinting just makes whatever finger is on that keybind hurt after a while and it's annoying. It doesn't add anything to gameplay.
  • EMTEMT Member
    Group finders and QoLs that destroy server communities. Flight. Massive changes to the very game going from one xpac to another. In game meters. Multiboxers. Theme parkish landscape that herds you to locations. Unchanging landscapes (in real life trees fall, roads get washed out, fauna moves (if I log in to find a tree down in an area I like to farm I will pee my pants). Endgame centric content. Raidcentric content. Devs that ignore the community and lie.
  • A few things in relation to economy/trade:

    Getting items you could craft or farm from monster drops - To drive professions, people need an incentive to actually do them. If we can get all of the items we need from a monster or a dungeon/raid, then we can skip the mat farming/crafting. Most MMO's don't actually do this but a few do and it defeats the purpose of having professions altogether.

    Stackable Items - Only a few items should be stackable and even then, they should have a limit. Players should also have a limit of weight they can carry. This is especially important in a game where caravans and trade are going to be one of the focal points. There would be little point in using a caravan if I can load up a million herbs into my bag and go to the next town to sell them.

    Inflation - There needs to be a way for the game to get rid of currency and it needs to keep up with the market. Player driven economies are great...but what happens when more and more gold is added to the game without a relief function? Real item value is decreased and everything becomes too affordable. WoW does this with armor repairing, auction house tax, and WoW Tokens and seeing how AoC will not have the latter 2, other ways need to be devised.

    Auction House - The death of fun in trading.

  • Leiloni wrote: »
    Ravudha wrote: »
    Was just thinking about fears regarding enchanting the other day -

    When getting the max enchant becomes a months-long game of rng-fail-rinse-repeat for one item instead of a process where the player can feel tangible progress at each step.

    The vertical enchanting system definitely worries me. I've never seen it work well in any game so I'm doubtful it can here.
    awq wrote: »
    Sprint.
    Summon mounts in combat.
    Auto party finders.

    If by Sprint you mean the "Hold down Shift to sprint" stuff then I agree. I don't want Sprint at all. Either I'm running or walking, that's it. I'd like to be able to hit my auto run key if I want and be going at max speed. Sprinting just makes whatever finger is on that keybind hurt after a while and it's annoying. It doesn't add anything to gameplay.

    Agreed, I'm not a fan of sprint by pressing shift as well.
    EMT wrote: »
    Group finders and QoLs that destroy server communities. Flight. Massive changes to the very game going from one xpac to another. In game meters. Multiboxers. Theme parkish landscape that herds you to locations. Unchanging landscapes (in real life trees fall, roads get washed out, fauna moves (if I log in to find a tree down in an area I like to farm I will pee my pants). Endgame centric content. Raidcentric content. Devs that ignore the community and lie.

    1- No group finders in ashes
    2- Very limited flying available for certain individuals
    3- No meters
    4- Multiboxing is still yet to be decided but leaning towards allowing it
    5- I hate themeparkish landscape as well - prob won't be a thing in ashes
    6- Landscape will change through node development but das it
    7- Yes endgame centric content sucks. Ashes plans to change that.
    8- Raids are just a part of Ashes content available soo that's gud i guess
    9- Ashes devs so far have been pretty good but ye no one likes liars



    Also...this was a quite old thread. Interesting to see people revived it xd I got 33 notifications so just came to check c:
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