Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Then we'd hard counter the hard counter to match the hard counter. If the Hard Counter is a ranged class, then the Tank Line can be hit at max range and their ranged classes would be out of range.
If you've heard of The Battle of Hastings, then tank lines were drawn from the Shield Walls and slaughtered.
If Tanks are just going to stand in a line then they can be picked off, focussed down or simply avoided. If the tank wall is in a breach (No flanking abilities) then other tactics would have to be deployed. In PvP communication is required even more than in a PvE Raid. I cannot possibly explain every facet and every tactic deployed in such circumstances. A Tank Wall may elongate a battle but a Tank Wall may shrink some battle times. I appreciate your question, I love PvP and all PvP entails.
then we plan around their hard counter and hard counter their hard counter
Awesome sauce Nagash.
I like the more punishing system of ashes and from what we know, there are already respawn points so you already will need to run back to the boss. Yes, the cleric is able to rez in combat but it's on a decent cooldown like you would expect for a BR.
I would prefer 2 or more players opening portals over teleportation skills because that would delay people resurrecting at the respawning location and getting instant tp to the boss(in combat)
Also, it should be off combat skill.
Thank you, nice to know someone got it
There's plenty of death penalty already in place for AOC when it releases, the Resurrection at corpse feature you saw in the gameplay is most likely for testing convenience while it's in pre-alpha/alpha/beta. Could you imagine trying to test your game, being murdered by a moose then having to run/fly all the way back to the zone you're trying to debug/polish?
Player collisions isn't something which concerns me personally because they clearly know what the issues with having this enabled will be and I'm sure they have plans on how to combat these issues, there could even be something as simple as collision zones which enable/disable player collisions depending on the area they are in. About your point regarding collisions in PvP, in larger scale battlegrounds other than just arenas with smaller teams, the collisions will definitely matter because of the body count and there will most likely be root/fear/stun affects like you're requesting.
I'd be absolutely surprised if there weren't social interaction commands like the ones you mentioned too and I'm 90% sure they've already mentioned implementing these aswell as objects players could pull out such as chairs and instruments (Don't quote me on the objects part).
As for loot, I think with the world they're setting out with the idea of having limited materials then it will most likely be one group of loot which drop per monster rather than per player and without a looting management scheme I agree that could get messy. I'm not personally bias on any mob-drop scheme and could get behind loot per player or per group.
The combat is something that will definitely require a lot of work visually and mechanically as you'd expect for the game being in the state that it currently is and I don't think it's something that can be criticised too heavily as of right now but knowing that Steven came from Archage as a more recent MMO then the combat inspiration will most likely follow suit similar to that which personally I'd love because the combat in Archage looks and feels very satisfying. I would rather the combat be more flashy than not.
On the mounts, is there anything wrong with having a selection of high-fantasy mounts aswell as simpler ones like horses? It is a high-fantasy MMO afterall, having only the basics will be a disservice.
I am not a fan of stylized art and animations. I think they should tone it down.
Simplicity gives a lot of depth to the game.
You can have a good game without a full cluster of rainbow items in every corner.
It is fine to have high-fantasy mounts or items, but I would leave it to the end game and make them very rare.
Most of players/game citizens should wear simple man-made stuff.
Not every item should be forged of GOD in heavens and so on.
I think a player should start with simple peasant items and by playing, exploring, conquering the world, and socializing dictate what he becomes and what gear he wears.
Items and weapons should reflect that.
When everyone walks with insane and flashy gear, it loses its meaning in the world.
With a cosmetics store you can forget about nice and fancy being rare
Unless they buy a peasant rag cosmetic. I would.
If you are using Tanks to block then it is a waste of time. The Tanks should be hard countering whatever class they are a Hard Counter to. If you are stacked in lines then AoEs would obliterate you. I'm not sure if you mentioned the massed stacks of skills in other games but if the foes are stacked in a neat little area then what else do you expect?
You seem to forget, Glass Cannons might not be good at blocking but any class can block (In Terms of Collision). A battle could be stretched across a massive area, people flee from surges, people surge to block surges and people wait for the opportunity to surge.
You seem to think no other game has been capable of using Tank Walls. I can tell you in other games where Tank Walls are possible, the Tankiest Tanks are ignored because they do very little damage. In fact, the tankiest tanks are left until the end to be overwhelmed - Sometimes they are left to walk off as the rest of their raid has been wiped.
A tank wall could be useable in specific circumstances, but, if you expect a tank wall to hold a Node - or worse, a Castle, you will get the biggest shock of your life. As I have said, I haven't tested the combat in the MMO, I'm not sure how the pull works, but if you think you'll never be pulled then there's another problem. Even the tanks in the tank wall could be pulled by counter-tanks, isolated and massacred.
Edit: I recall you saying yesterday that Flying Mounts can do fire attacks, nicely stacked enemies would make a lovely target for a Flying Mount to scorch.
Well, you can do cosmetics stores the right way by letting to buy only specific pets and mounts, but these items should look like a poorer version of OG stuff you get by griding and playing the game the right way.
how would you call the world of warcraft? it is a fantasy magical game, but you need to grind to become a top-notch big dick Beast player respected in a whole server.
Well, cosmetics can be based on specific events and you buy them to show respect to the game and game devs and community. POE did it right. WoW has specific event-based mounts when you preorder the game and so on.
Like oh damn, that dude bought that event mount I respect him.
Or that dude bought 50 dollars game supporter mount or cosmetic gear to support the game.
Or these items could be only for Role Play, but ofc not over the top.
I agree on most of this, but i again said if a guild (or group of randoms for node siege lol) just watch their tank wall die then thats on the players for being apes lol.
Of course you'd spike a shield wall or try to, however we have NO knowledge on how tanky a tank truly is, how impactful the actual blocking will be and also the blocking will make it very hard to spike all the players. In exchange they still block a path using their sturdier body.
Never ever said anything about tank walls being unique or new, I've enjoyed my fair share of mount and blade, mordehau and similar titles playing with this exact method in pug matches before using ingame emotes to scream and setting fire to everything
Regarding pulls, thats a reach about me thinking I'll never get pulled lol. I literally said 1 point about the impact on blocking for things like pulls. Especially since we know the harder CCs like pulls are most likely going to be skill shots == first hit = pulled. Thus we get blocking for hard CCs. Though i wont deny that whoever does get pulled is pretty ****ed
Having an NPC standing around with a giant marker over their head is kind of stupid. The game has it's own system instead of simple mob tagging.
Also, mob attack radius will differ with mob type. The death penalty that sees players lose HP, mana and stats on death will put a stop to players respawning to rejoin the encounter again too frequently.
Also, the best mechanic to prevent this sort of thing is your placement of respawn locations. The game has these. Collision is key to Ashes.
This isn't a bad thing in any way. It prevents a lot of somewhat rediculous PvP tactics, and opens up some far more interesting ones to then be used.
It will be an issue in raid level PvE, but this is an acceptable compromise and the game is better with it than without. The game has a loot disrtribution system. The game has interrupts. We haven't seen much in the way of low level weapons - these tend to not be overly exciting to players, so developers tend to not show them off pre-launch.
The problem with many new games is so many people try and get things catered to their playstyle personally but this is the first mmo in a long while that has the potential to please so many different playstyles.
Are you talking about it?
Can you go deeper into the tagging system?
By watching 4k video I realized that you can teleport players back.
I think they should scrap that, or create portal teleportation system where you have to open a portal with a couple of players. Or make teleportation to non-combat skill.
But I think whoever does the most damage to a mob is the person/party that gets to loot it. I think that is the tagging system we might have.
Also, the teleporting in the videos you saw was just for testing purposes so the devs can get back to showing the game off as quickly as possible. In the actual game if you die and aren't ressed, you're probably not going to just be able to show up back at the fight anytime soon without significant travel time.
Can someone confirm or give more information?
That would suck to be a tank healer or buffer then.
Yeah, good point. A solo tank/healer/support will do less damage than a solo DPS, so that solo DPS could steal your kills I suppose.
Not sure how they'll deal with that, but those seem to be the systems they're fleshing out this year so we'll probably find out soon!
I feel like they could make come up with a compromise. I like the idea of having collisions and griefing could potentially be solved by either allowing players to push each other slightly (might be worse, idk) or to allow for a second long ability to noclip which can only be used in cities. Or maybe, if the character keeps walking at a blocking character, they eventually teleport through after, like, 3 seconds of pushing or something.
Give classes a good old Fus Ro Dah ability to to knock their asses out of the way. Problem solved.