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My feedback, what I would like to be changed

13»

Comments

  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people
  • GreatThodricGreatThodric Member, Alpha Two, Early Alpha Two
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.
  • FathymFathym Member
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    My guess would be yes. Especially since in the interview with Asmon, Steven mentioned that a major upgrade to the fighter "Charge" ability was to make it a teleport. It wouldn't be much of an upgrade if it was stopped by collision the same as the standard charge.
  • HazardNumberSevenHazardNumberSeven Member, Alpha Two
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.

    Agreed on the class identity.

    Someone mentioned the collision is momentum based though, so if they are trying to block a door and you run at them you will move them more .. You could also mount up and charge through.

    Hopefully there's a simple 'push' command that doesn't flag you, and is animation locked to prevent it from being spammed in PvP.
  • GreatThodricGreatThodric Member, Alpha Two, Early Alpha Two
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.

    Agreed on the class identity.

    Someone mentioned the collision is momentum based though, so if they are trying to block a door and you run at them you will move them more .. You could also mount up and charge through.

    Hopefully there's a simple 'push' command that doesn't flag you, and is animation locked to prevent it from being spammed in PvP.

    The "push" command seems like a really good idea tbh. It's just difficult to gather how it could be abused atm. But I like it waaay more than noclip.
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2020
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.

    Agreed on the class identity.

    Someone mentioned the collision is momentum based though, so if they are trying to block a door and you run at them you will move them more .. You could also mount up and charge through.

    Hopefully there's a simple 'push' command that doesn't flag you, and is animation locked to prevent it from being spammed in PvP.

    The "push" command seems like a really good idea tbh. It's just difficult to gather how it could be abused atm. But I like it waaay more than noclip.

    push has issues...everytime the person is trying to turn in a quest push them out of range of the NPC
  • FathymFathym Member
    Aardvark wrote: »
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.

    Agreed on the class identity.

    Someone mentioned the collision is momentum based though, so if they are trying to block a door and you run at them you will move them more .. You could also mount up and charge through.

    Hopefully there's a simple 'push' command that doesn't flag you, and is animation locked to prevent it from being spammed in PvP.

    The "push" command seems like a really good idea tbh. It's just difficult to gather how it could be abused atm. But I like it waaay more than noclip.

    push has issues...everytime the person is trying to turn in a quest push them out of range of the NPC

    You could easily just add a cooldown to the command to fix that issue.
  • GreatThodricGreatThodric Member, Alpha Two, Early Alpha Two
    Aardvark wrote: »
    Aardvark wrote: »
    Healawin wrote: »
    Aardvark wrote: »
    Noclip is out, collision is in, as far as I recall. Something I support.

    A lot of the other suggestions sound like you've come fresh from World of Warcraft. Welcome, I play that game too. AoC is a vastly different type of game, trying to cater to the more traditional MMO crowd who hasn't had a game for them in a very long time. A lot of things from WoW will not be present in this game because the entirety of the game is different.
    Aardvark wrote: »
    They have already said multiple groups for some which makes me wonder how scaleing will work. If one group is stomping the dungeon and one is barly getting though what will the scaling do? Get harder or easier?

    I don't think there is any scaling in the game, not in that way.

    The scaling mentioned (that I've seen) was in reference to things deeper in dungeons spawning at higher levels than things near the entrance/exit to dungeons. Things won't be changing levels based on your level, to the best of my knowledge.

    So if more than one group are in the same dungeon, nothing will be getting harder or easier, you will simply both be sharing the same space. The dungeons are more open, and less linear/on-tracks like, for example, a WoW dungeon where you go through in a straight line until the end. The way it was described I pictured more of an old Everquest or Ultima Online dungeon, where you sort of just go to the big dangerous area and fight something somewhere in it until it's home time, and sometimes you attempt the or a boss if your group feels up for it.

    The other AoC age of conan had to take out collision as its griefing waiting to happen. They devs even showed how to use it as griefing in the video when they physically blocked the door to go vote...the only way people could get in was by attacking them in mass. Am I the only one that remembers people getting on their elephant mount and telling it to sit side by side blocking the auction house and if you dared to attack them the guards would 1 shot you...

    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.

    Wonder if a mage can teleport through a doorway being blocked by people

    That seemed to be possible from the livestream. But I doubt all classes have such movement abilities. And I don't want them to have it either for the class identity aspect.

    Agreed on the class identity.

    Someone mentioned the collision is momentum based though, so if they are trying to block a door and you run at them you will move them more .. You could also mount up and charge through.

    Hopefully there's a simple 'push' command that doesn't flag you, and is animation locked to prevent it from being spammed in PvP.

    The "push" command seems like a really good idea tbh. It's just difficult to gather how it could be abused atm. But I like it waaay more than noclip.

    push has issues...everytime the person is trying to turn in a quest push them out of range of the NPC

    Good point. Still hilarious ^^. So I revert to my first idea to allow teleport through blocking characters if you run at them for long enough. It just needs to be tested enough so you can't use it to glitch through the world and stuff.
  • AardvarkAardvark Member, Alpha One, Alpha Two, Early Alpha Two
    go to youtube and look up "AoC good times with a horse" for unintended methods of blocking example
    its age of conan pvp
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Aardvark wrote: »
    I'm just parroting what I've heard in videos and on forums, so take with a grain of salt...

    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.

    .

    That would suck to be a tank healer or buffer then.

    There are two points to make in regards to this.

    First of all, if you are soloing as a tank, your second class should be something to give you some DPS.

    Second, Steven is quite ok with the notion that some classes won't solo as well as others. If you are likely to level up in a way where you won't usually have people to group with, a tank or healer would be a bad idea.

    It is also worth pointing out that you don't always need to have a system in game to prevent things.

    Archeage had an issue with players blocking bridges, preventing players running trade routes which essentially broke the games economy (and the game as a whole, as a result). Trion got sick of waiting for XL to fix it (because XL didn't believe that there would be people petty enough to waste their time doing this), and so they simply implmented a policy - if you are blocking another characters path, they can report you and your character will be despawned, and any vehicle you are using to block will be destroyed (they were able to be repaired, but it cost a bit).

    This put an end to blocking over night.

    It is worth noting that this was the game that Steven was playing when he decided to create this game - he is well aware of this.

    Now, something like pushing players off a cliff seems to be to be a valid game mechanic - though in Ashes, that player should gain corruption.
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