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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.
What current planned feature or game design choice are you least happy with? (MMO)
Marzzo
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
AoC is an MMO with the goal of having tons of content for tons of different people. Is there a game design choice, feature or system that you currently don't like or hate? Something that you are worried about?
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Comments
Nice. Super cool.
Not enough information about classes (rogues, summoners, bards, fighter)
- Generic races.
- Too restrictive Artisan system.
I am a little bit concerned too, but at the same time interested to see how this primary/secondary class system works out.
My afraid is that those secondary class augments will be too cosmetic and does not have enough impact to actually feel different. i.e. that charge ability (what is used as an example), when augment with mage's blink you will not run your target, but instead teleport... vow..? Or more like who cares.
Well, if I were to do it I would do it like this (Ignore names haha):
Fighter/Fighter (Uses rage/focus as a resource, deals more dmg the more he saves up):
Charge=Gives resources and snares the enemy for 1 sec
Strike=Hits the enemy with your axe
Bleed=Puts a bleed on the target
Cleave= Strike all enemies in front of you
CC ability= Slows the target by 50% for 5 seconds, meele range
Cooldown ability: Increases crit chance by some amount
Fighter/Mage (uses mana as a resource, deals more damage the lower the health is):
Magic Charge=Magically fly forward, breaking all snares
Elemental Strike= Longer range than Strike and does magic damage
Lightning bleed= Deals damage, makes the enemy attack slower and move slower
Fire cleave: Jumps up and does an AOE fire smash on the ground around the character
Magic Slow aoe: spins around and deals frost damage around him, slowing stuff
Cooldown ability: Imbue yourself with power, making all your abilities deal cleave and magic damage
Obviously they would have more abilities but these are just examples of how the secondary class could change the main abilities of the fighter
This would basically be two different classes.
One would be a single target heavy meele character.
The other one would be some form of elemetal medium ranged aoe fighter.
I hope it is something like this and not just "skins" on abilities
Regarding the information we have my biggest issue is with the automatic vassal system. Why automatic why should not defeat the other node to make them vassal. If it is automatic why the can't rebel and attack the leader node. Maybe if we can see the whole system this would be OK, but currently I do not like it.
BGs for PvP
Dungeons and Raids for PvE.
I also dont like the endgame concept. "The game begins once you reach max lv"
Steven doesn't like this either.
Hm, guess action not coming out right? Or pure melee being at a disadvantage, like it is in APOC. The root animations make evasion incredibly difficult to do reactively, forcing players to trade. In this realm, ranged has an advantage due to no root while firing. Players with ranged weapons can back pedal while firing, and yes, they take some hits from the melee player, but they ultimately back pedal faster than the attacks step forward, so melee has to consume more stamina to keep the gap closed while ranged consumes none. It's also easy to hit a target moving in a straight line towards you.
https://www.youtube.com/watch?v=rF92wKNV8vE
This one exchange highlights the issue with range v melee dynamic. The enemy has 35 armor while I have 55, the enemy is using the shortbow, which is middle DPS for ranged weapons while I have the mace, which is highest DPS for melee. You can see root animations not only make me a sitting target, the enemy also leaves my range by the end of the chain just by back pedaling.
If melee attacks had a snare or free movement, this exchange would have heavily favored melee.
The Greatsword of Haste is also lacklustre because of the root, since the speed boost is moot while swinging, unlike how it was a year ago.
That is not a planned concept in the Ashes game design.
Ok boomer
TLDR: Some times when you try to reinvent the wheel, you just end up making a shitty wheel.
We are still testing the combat, and will probably continue until launch. That way, hopefully, the combat will feel balanced and smooth for all of us.
We haven't even seen the hybrid combat and you are already blaming it?
The undead gamer form Canada has spoken
Neither of those are responsible for the delays of the Divine Nodes article or the Nodes 3 video or only Humans being available in the BR or the lackluster character creation options in the BR.
It will be a miracle if Ashes launches before 2021... not that we have that as an official goal, but... that’s just based on assets and features that have nothing to do with combat or networking.