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If ONE system of AoC would fail or be very bad, which would it be?

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Comments

  • Raids are my biggest concern. I could see a very complex raid going sideways because 3/4th of the way through a PvP guild jumps in and complicates the process to where absolutely no one wins.
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  • CaptnChuckCaptnChuck Member
    edited July 2020
    Alongside the corruption system, they have to nail end game PvE content. If there isn't sufficient end game PvE content, then this game won't succeed.
  • Marzzo wrote: »
    tugowar wrote: »
    Guys, it’s called critical failure points. It’s a very normal analysis.

    Fluid combat

    Yea, fluid combat is extremly hard to get right. The problem is making it feel engaging, fun and challenging while still not feeling clunky or restrictive.

    This. I left ESO because of the lack of fluid combat. WoW has mastered this and AoC will need to match it.
  • XenantayaXenantaya Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2020
    Here are three, maybe in some kind of order:

    1. One of the most interesting points of AOC is the dynamic content, but I'm concerned this presents the biggest challenge in execution with the potential for a lot of bugs or unexpected interactions. I'm concerned that a node levels and the dungeon that was supposed to level with it become buggy, or that destroying a metropolis node in a siege crashes the server, or that when the first raid spawns its causes all caravans to fly into outer space, etc.

    2. In the eternal casual PvE vs PvP player debate, I'm less concerned about corruption (which currently seems sufficiently harsh that I doubt PvPers will do a lot of open world ganking) than I am with caravans. Gathering, processing, crafting are all typical things for PvE-oriented solo players, and in AOC its sounds like caravans will be essential for those activities. My guess is that players who enjoy open world PvP will constantly hunt and destroy caravans as a way to get PvP and gold without being punished by corruption. I expect a lot of complaints by PvE players whose caravans are destroyed, hours of gathering goods lost, and threats to quit the game.

    3. Someone previously touched on this, but I'm concerned what players decided to do if/when their high level node is destroyed. This is especially important if (as many predict) causal players congregate around nodes near the divine gateways, causing them to become the first metropolises, but making them potentially prey for nodes with more hardcore players who want to destroy those metros to advance their own nodes. When those metros are burned to the ground, do the casual players try to rebuild or move to a nearby node, or do they just quit the game en masse?
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