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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.
Mob appearances and strength.
georgeblack
Member
Here is what I would like to see as monsters:
organized human(elf, d elf etc) soldiers/cultists/assassins/wildlings/bandits. Not very often
real animals (wolves lions bears). Often enough
fantasy monsters. Most of the time.
undead. Very often.
Vampires. Rarely
Demons, with or without weapons and armor. Often enough
Tribal communities: lesser orcs, ogres, trolls goblins. Often enough.
Mythical beasts. Not too often.
Dragons. Rare.
Elementals. Often.
Twisted divine powers (angels, holy warriors, monks). Rare.
Oh so many others...
Monster strengths:
Normal: 3-5 hit death. Low xp. Might be material farm source.
Decent: 10 hit death. Relaxed xp. Specific material source.
Strong: 15-20 hit death. Good xp. Chance to drop whole item. Quest related.
Very strong: not worth taking on solo. Maybe duo trio. Satisfying xp, materials.
Roaming Raid Boss: Needs a group of around 10 people to kill. Drops 1-2 good and usefull items for the players to share. Gold and matrrials.
Area Raid Boss: strongest on the zone. 2 groups of 7-10 ppl to kill. 1-2 good and very useful items. Gold materials. Quest related.
Legendary/Epic/World Boss: It would take A LOT of people to bring down. Best rewards.
All of which can happen while some other player might want to kill you or join you on your adventure.
Open world mmorpg.(that should be my forums name...)
organized human(elf, d elf etc) soldiers/cultists/assassins/wildlings/bandits. Not very often
real animals (wolves lions bears). Often enough
fantasy monsters. Most of the time.
undead. Very often.
Vampires. Rarely
Demons, with or without weapons and armor. Often enough
Tribal communities: lesser orcs, ogres, trolls goblins. Often enough.
Mythical beasts. Not too often.
Dragons. Rare.
Elementals. Often.
Twisted divine powers (angels, holy warriors, monks). Rare.
Oh so many others...
Monster strengths:
Normal: 3-5 hit death. Low xp. Might be material farm source.
Decent: 10 hit death. Relaxed xp. Specific material source.
Strong: 15-20 hit death. Good xp. Chance to drop whole item. Quest related.
Very strong: not worth taking on solo. Maybe duo trio. Satisfying xp, materials.
Roaming Raid Boss: Needs a group of around 10 people to kill. Drops 1-2 good and usefull items for the players to share. Gold and matrrials.
Area Raid Boss: strongest on the zone. 2 groups of 7-10 ppl to kill. 1-2 good and very useful items. Gold materials. Quest related.
Legendary/Epic/World Boss: It would take A LOT of people to bring down. Best rewards.
All of which can happen while some other player might want to kill you or join you on your adventure.
Open world mmorpg.(that should be my forums name...)
1
Comments
They could be the first kind of dungeons boss a low level group could encounter.
Slow, large and heavy hits, they are the perfect enemies to practice on xD
Be careful what you wish for buddy. That kind of interaction between mobs sounds great for immersion, but in practice it sucks if you are a solo player in the open world. There's a reason why Murlocs are one of the most hated enemy types in WoW, because they are some of the smartest enemies in the game. Using healing spells on their low health allies, running away when on low health, calling for help, snaring you and using ranged attacks, etc. They are a nightmare for any player to deal with.
Too often I see the concept where you have bears on this area, foxes on this one etc.
They should be spread out and maybe have that a little too high level solo wolf u have got to watch out for.
Other kind of monsters I think should be treated as normal. Rogue camps of races in difficult areas, Undeads only in gys or eery battlefields, etc.
Basically in places where ur imagination makes it plausible to believe in them.
For difficulty I would prefer hard damaging mobs that limit aoe grinding. I would also like to see thougher monsters in thougher areas, the kind u need a strategy to solo.
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther
Maybe having this systems in camps, castles, settlements where the make sense
I quite like the idea of slimes and jellies as opponents in dank swamps or deep underground, they could be resistant to some types of damage and you would need to work out the best way to kill them. I would like to see mobs that have some resistance to certain elements or some types of weapons blunt/crushing, slashing, piercing. This could make some opponents tough to fight in some situations.
Same as I posted, I like idea of intelegent mobs, maybe not everywhere
The same problems apply. It sounds great in theory but in practice it is a nightmare. It can work fine for group content like dungeons and raids, but not for open world solo play.
Mobs with certain resistances are tricky to manage because you could easily end up segregating the community by making certain classes unviable in certain areas. If you have an area where all the mobs resist physical attacks, any class that only has physical attacks would be useless in that area.
I'm expecting this kind of behavior from Ashes mobs.
Seems like it's pretty basic AI design for MMORPGs at this point in time.
It depends a lot on what class you play. Some classes had the tools to deal with the murlocs, other classes didn't.
*cough* dieing warriors everywhere *cough*
This type of system has been hinted at by Steven. Creatures probably will not be immune but just resistant you will do less damage.
With some of the power stones providing effect abilities and the ability to swap them out of your weapons need fire swap a fire stone into your weapon, fighting undead how about a holy stone.
This is a question from the DCN live stream that Steven answered.
Q: What are Runic power stones? Could you give us an example or comparison?
A: The stone system, whether power or enchantment stones, there are slots in armors and weapons that can be slotted with a number of stones. These stones range from damage bonuses, ancillary effects, providing buffs or passives and much more, all of these things that the stones can do for you, they exist in tiers of relevancy and power. As you increase the grade of the item that you own/craft using materials you can potentially increase the number of slots an item has. Runic power stones in particular are temporary stones that you can apply for a period of time and are situational which offer certain benefits. Enchantment stones can be unsocketed but they are permanenet.
This is why I think you will be able to change the damage effect of your weapons through this system well that my theory shoot me down if you like we are here to discuss the game.
Then the people who prefer slaughtering loads of easy mobs while watching a movie can do that, while those that prefer tough fights where you need to build smart and utilize your skills can do that. This requires, as you pointend out, balancing of rewards for the different difficulties. Risk vs reward!
In general I'd really love to have access to hard solo content and/or duo content.
I like thought fight and planing strategy also as they are more difficult to kill they can give more exp versus trash mobs like in BDO and give you little exp.
So you are farming bears but you would have to be on look out for tougher mob. Makes it a little bit interesting. And does not promote near afk playstyle.