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.
Game Design Developer Diaries - Submit Your Question Here!
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Thanks for the opportunity to ask questions.
Sorry if this has been asked. In combat will there be a block action? And does it use stamina?
What other activities so far do you see using stamina? For example sprinting, rolling, blocking, maybe swimming?
Thank you
Will I be able to craft my own items without needing the support of two other people just to have the resources required for anything?
1. If you decide to go with full action combat, will you have healers cast more AoE heals or go with smart healing that targets the lowest health ally in range or will healers have to aim at the ally needing heals?
2. How will threat or enmity system work in the game when in a tank role? Will they need to have DPS to back up their threat generation or will some attacks just generate more threat than damage to maintain mob(s) focus?
3. For all classes, how do you plan to balance DPS, CC, support, mobility and survival? Following a rock/paper/scissor philosophy and Steven (aka Sorcerer) having played ArcheAge, will some classes be stronger in certain areas giving them their own unique playstyles? How will you deal with cookie cutter builds or meta classes in a game that offers 64 different options?
4. Having played Dark Age of Camelot and enjoyed their armor resistances, is there any ideas floating around where we can see something like crushing or blunt weapons are strong vs heavy armor, weak vs medium armor and neutral vs light armor? i.e. https://darkageofcamelot.com/content/armor-resist-tables
5. Will spells damage type (fire, frost, lightning, etc...) also play a factor into doing more damage vs certain armor types? I'm worried about this mainly due to how ArcheAge made Plate armor weak to magic, leather was balanced between physical and magical damage and light was weak to physical. On that note, will it be feasible to mix and match all armor types together? i.e. Heavy chest and legs with medium boots, gloves and shoulders with a light helm.
6. How much RNG is going to be in the combat mechanics? If you decide to go for a full action combat style, will evasion/dodge passives and block passives be removed to give players control over their own survival?
Thanks!
Are you planing to make the abilities more visually stunning depending of the level of such ability?
For example
Fire spell: Spark--->Ignite--->Fireball--->Flameshock--->Dragon Breath
Each state representing a visual upgrade to the ability or its going to be the same VFX fireball at level 5 and at level 50?
Thanks for reading hoping for an answer
Great work everyone
One of the last Dev Diaries I believe Steven mentioned there will be a "best tank".
My question is will there be an absolute DPS class/dps build? Or will you guys try to balance the dps across a few dps classes?
If the first question has already been answered.
Will there be classes/builds that was have a buffer/mezzer that totally rely on noncombat specefic roles? My worry is I dont want my bard dying to a level 3 iron quill porcupine.
Fire / lightning / ice / death / bloodstealing etc?
Most MMOs focus too much on combat skills and it's a shame. For example arcane magic casting and divine classes should have all kinds of different useful spells, summons or miracles available.
That being said - Will classes have skills and abilities designed to always be used or always be implemented in a rotation, or will it be more selective and situational?
To be more specific, there's two main questions/observations related to that:
1. Are classes going to have abilities that don't get used all the time? Reasoning: I think that a Mage should have hundreds of spells, some that rarely ever get used, but perhaps a few "core" damaging spells, depending on the encounter or the target. If I'm going to fight an ice dragon, I want to prepare more fire-based spells, or spells that keep me from slipping on ice, and other unique/situational type spells. Or a Fighter: I think he should have a different set of abilities fighting humans than fighting against dragons. Or perhaps different weapon sets/enchantments or gear to fight a different type of opponent (don't want to wear metal fighting a rust monster.)
2. Will class design be focused around how many buttons you push and how quickly? I think there's always a few games that think you're not being "engaging" enough in a fight, regardless of role, unless you're pushing a button every 1-2 seconds or quicker; or somehow not complicated enough unless you're actively managing 8-10 buttons all the time per encounter. If I wanted to play a summoner and spend 10 minutes summoning my custom monster and then sit back for most of the real "fight", I should be able to. Or maybe I want to spend a full minute casting a monster meteor instead of flinging pea-shooter fireballs every 3 seconds. Trying to hide in a corner and avoid having your spell interrupted for that minute could potentially be more fun than a magical slap-fight.
What is the intent? How will we aquire new creatures to breed? Will there be a skill tree and we specialize in a certain type(unicorns vs wolves)?
Will we need to experiment to find hidden types or will we need to learn from books/scrolls the available combinations?
Thanks and keep up the good work!!
On a related note, what is the current view of the design team on cosmetic progression for harder content - i.e., are the fanciest skins/cosmetics available from the hardest content (e.g., raids, etc.)? If so, how is the team thinking about cosmetic progression for other types of content (e.g., how will we look interesting/engaging while leveling, or if we enjoy other content types at endgame)?
What is planed for the leveling systhem for combat and noncombat skills? is it a fix systhem of where you only get stronger by achiving specific levels, ore are you getting proggressivly stronger the more you do sth. ?
fore example, if you cast 1000 fire balls you get +10 dmg. added to that spell.
When you approach the current class list, how do you plan out abilities that not only feel unique to that class, but also the character with their subclasses? How will I be able to tell the difference between a Spellsword and a Battle-Mage?
For example: leeching, summons, absorbs, HoTs, area effects (runes or auras), potions/kits, redirection
I just want to know do we have a rough number of how many skills a player can expect to get by max level?
I have a question about the Guild System and Trading System of AoC. I know that this topic has been touched over a couple times throughout the announcement of AoC, however, I want to ask more in-depth questions about them. With the trading system, will we be able to freely trade stuff amongst other members? Say that I found an item in a dungeon, such as a weapon, but I didn't really need it. Would I be able to trade that item openly with a friend or Guildee that needed that item without having to go through a Marketplace?
With the Guild System, will there be more detail orientated on it? This game seems like it will be heavily focused on joining a Guild for Nodes and PvE/PvP content. Could you provide more detailed analysis on everything that will be included in Guilds, like ranking systems where some ranks aren't just name placements but actually have purposes. Like other MMO's just have ranks that really do nothing.
More details on these two topics would be greatly appreciated.
Thank you,
SynK