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.
Raids - bis and similar stuff
Tragnar
Member
Hello,
to start off I want to say that I am really looking forward to this game and my questions here are to help me draw a picture of the direction the game is about to embark on.
From what I understand:
- Raids will give better loot based on the performance
- Loot is material and pattern based (presence of master gatherer for the foe facing is required) with a small RNG chance to drop completed items
- Bis items are tied to the enemy that you face
- No DPS meters
- Leaderboards for dungeons, raids
So my questions/topics:
1 - Does the improved loot table mean increased power/quality of the loot or just higher quantity and higher chance of already completed items?
- In other words - Will playing better be rewarded by more power in the final item (either crafted or just looted) or more wealth (just more materials and more frequent drops of completed items)?
2 - How will the bis gear against enemies look? Will it be straight bonuses "against this type" or some kind of defenses/penetration stats?
3 - Will the gear have "stages" of power - What I mean will there be weaker and stronger versions of the same item?
4 - Will there be weaker "more universal" items and stronger specialized ones?
5 - How far the no DPS meters mentality will go? Since leaderboards are going to be an included feature what tools will players have to figure out what gear, skills, secondary archetypes are best to push their ranking?
to start off I want to say that I am really looking forward to this game and my questions here are to help me draw a picture of the direction the game is about to embark on.
From what I understand:
- Raids will give better loot based on the performance
- Loot is material and pattern based (presence of master gatherer for the foe facing is required) with a small RNG chance to drop completed items
- Bis items are tied to the enemy that you face
- No DPS meters
- Leaderboards for dungeons, raids
So my questions/topics:
1 - Does the improved loot table mean increased power/quality of the loot or just higher quantity and higher chance of already completed items?
- In other words - Will playing better be rewarded by more power in the final item (either crafted or just looted) or more wealth (just more materials and more frequent drops of completed items)?
2 - How will the bis gear against enemies look? Will it be straight bonuses "against this type" or some kind of defenses/penetration stats?
3 - Will the gear have "stages" of power - What I mean will there be weaker and stronger versions of the same item?
4 - Will there be weaker "more universal" items and stronger specialized ones?
5 - How far the no DPS meters mentality will go? Since leaderboards are going to be an included feature what tools will players have to figure out what gear, skills, secondary archetypes are best to push their ranking?
“Ignorance, the root and stem of all evil.”
― Plato
― Plato
1
Comments
2) Steven did mention, towards the end of his interview with Asmongold, that enchanting your gear with certain types of enchants, will make you stronger against diff types of enemies. Fire enchant will make you stronger against enemies in a volcano node.
3) Don't think so.
4) Items have set bonuses. Some of these bonuses will be better for PvP and some for PvE. Also, the stats of an item are determined by the crafter that crafts it.
5) Steven is not completely against dps meters. He merely gave his stance on it. If the community prefers one, then he will add it. Personally, I want some kind of personal dps meter. Something that only comes on when you're practicing on training dummies. But the vast majority of the AoC community, doesn't want there to be any type of dps meters in the game, as shown in this poll here: https://strawpoll.com/7hyq1vcz7
As for figuring out your secondary class, that shouldn't be something that you do for leader-boards/ranking. You should pick a secondary that you enjoy the flavor and play-style of. As for gear, you can allocate stats as you want. Obviously, diff types of gear will have limits on the amount of a certain stat you can gain from that type of gear. For example, heavy armor is primarily geared towards physical dmg mitigation. You can add some points of dmg and magic resistance to it, but it will be limited.
Theory-crafting is going to play a huge role in AoC.
2 - I forgot about that - thanks
3 - Item scarcity is good so i share your hope
4 - This was probably too specified question too early - can't wait for item update info
5 - I most sincerely hope that discussion about some kind of performance tools (dps meter) is held - all of this depends if players can buff another players in any way - as for the poll I don't think that data has any value because the amount of voters is extremely small (slightly larger guild size)
I sadly admit that topic about dps meters tends to get toxic rather quickly, because it is a clash of certain form of elitism (trying to be the best you can be) and giving out participation awards for joining. I just hope that this can be settled somewhere in the middle, where trying to be good at the game actually matters and at the same time not transforming players into dps values for guilds.
If the leaderboards and better rewards by clearing harder content are going to be a real thing - the dps meters are going to exist, it just depends if they are going to be entirely based on the internet/private discords or in some form inside the game
As for choosing secondary class - there will always be "best" choice - it just depends how often the bonuses of secondary classes are going to change and thus if it is going to be worth changing it
Theorycraft is definitely going to be a big thing, the question is in what areas the theorycrafting is going to be the most prominent
― Plato
StevenSharif
July 29 edited July 30
"Hello friends! I love reading all of the comments and opinions here. There was also a very large thread on dps meters A little while back, where I felt Noaani articulated the position in favor of DPS meters very well.
My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed ❤️"
From the "no damage meter" thread.
- "How far the no DPS meters mentality will go?"
It just matters if they will even hide damage numbers from screen or ban any screen recording software (which means the game will not able to be streamed). As long they show the damage and the rewards for doing good is there then players will figure out a way to measure that― Plato
I know this sounds ridiculous, but you can never truly stop people from smuggling alcohol and tobacco to places where it is banned
― Plato
― Plato
― Plato
Oh i forgot to mention, there will be combat logs in this game. Its not a dps meter, but its something.
― Plato
Again, there isn't much info on this topic on the wiki. It merely states that there will be combat logs in the game. We will have to wait and see.