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
We don't need "maths" to help us in combat. And, I don't know that people want those "maths".
Some people don't want Health bars at all.
Numerical Health and Damage numbers are just a quick and easy way to indicate the amount of damage occurring in an encounter because we lack a considerable amount of sensory info that would allow us to understand what's happening.
It should be the least amount of "maths" calculations by the players as possible.
Combat analysis should be happening in real time, rather than "maths" analysis by players occuring after the encounter ends.
Which is why Steven is against DPS Meters and Combat Trackers.
Ashes will have a personal combat log, so... you can have that open if you wish to do some "maths" during combat.
Just because you or I dont know a group of people interested in x or y topic, doesnt mean they dont exist.
Just because Im going to be doing maths does nothing for my skill at a game. It just gives me context and understanding of how my skills work, not something you learn without math.
I am a researcher IRL, its a lifestyle that has invaded even my hobbies haha, but I take real world data for whatever I am looking to, break it down into the most basic components, and it gives me insight into how the pieces interact, and more importantly how I can apply those same pieces to other pieces or situations. The same principle applies in video games, and its fun for me.
To save time for anyone reading this or planning to respond, could you briefly remind us how you plan to play?
Ignoring the fact that the game can't tell me what I did wrong because it doesn't know how I was trying to beat the encounter (combat trackers are less useful if there is just one way to take on an encounter), if the instanced content in the game in question is only offering cosmetics (titles are cosmetics as far as I am concerned), that tells me enough about the developers motives to not be interested in the game.
Content is supposed to reward players in character progression that unlocks the next set of that content type. This applies to leveling, to questing and to raiding. People look at the gear as being the reward, but they are doing it wrong - the gear is the key to the next content.
A game with instanced raids that reward cosmetics clearly doesn't understand this concept, and so I wouldn't be interested. Yes. Perhaps I worded the point I was making there poorly.
I don't want things like cast bars to be a thing in the game because then they are a thing all the time. Anything built in to the games core systems is built in to every encounter by default. I don't want the game itself to have that complexity, because then that complexity is the same in every encounter.
Rather, I want the game itself to be more basic, that way complexity can be built in to each encounter individually - and thus differently
An examples of this could be that some games decide to save development time for encounters by creating a simple formula for working out HP of encounters. Mob level * mob difficulty (ie, solo, group, raid). The problem is, this means every mob at the level cap now has the same number of HP, meaning all other mechanics need to be tuned to the encounter having that many HP.
If you decouple the mobs HP from the game system, and set it to where you want it for that specific encounter, it allows you to create a greater variety of encounters.
This applies to every single thing that is a part of the core game.
To me, the less there is in that core, the more variation and complexity there can be in the games content.
To me, it seems you are keen on a more complex game, either accepting or unaware that this means individual encounters will by necessity be mroe similar. I am the opposite - I want a more simple core game, allowing for far greater variation between individual encounters.
ACT in EQ2 has no access to a mobs HP total, nor remaining HP.
This clearly has not stopped people from using combat trackers - I fail to see why that same restriction would result in a different outcome in Ashes.
This is why I said that I'd want cast bars to be more environmental than purely a UI thing.
A "cast bar" where the specific mob in question channels in to an orb, the orb gets brighter and then when it hits peak brightness explodes or what ever - sure.
I wouldn't call that a cast bar though - because the channel is the spell that you would want to stop, not the orb.
You can still have several different mechanics linked to stopping this process. One mechanic I mentioned in my discussion with Azherae was "land a certain amount of hits within a period of time" would fit this perfectly. It'd be a personal mechanic for someone and they'd be the ones looking out for that "cast bar". Ideally (imo that is) they'd be the only ones who could even see that cast bar.
Either way, all of this would not be a thing that literally every mob has and always uses. It would all be variables across the board. So I think this was just another misunderstanding.
Edit: I referred to kick backs, not group kicks.
Not really it just means we both have different reasons for what we want. Gameplay where the expectation is to use logs for planning knowing what the encounter does in detail and using exact confirmed information to make a build that preforms better based on that knowledge is boring gameplay with that being the challenge.
Challenge should be about skill, numbers will always be a thing but reducing how people care about it is what is important. While having the overall difficulty of fights be a challenge that takes skill. Even if you were to do the same challenge a second time it still can be a struggle.
Over ok we have logs and adjusted our builds so now its easier to approach the challenge since we know all the mechs as well. And you just since and repeat what you normally do without actual challenge that needs skill.
There is a reason why that was a little voice saying they just need a bunch of content out for raiders constantly even if it is lower quality to keep up with the content they will be completing.
Pretty much I rather have skill and ability be a focus, over math. Math means when you have a solution you have a pathway to the end. Skill means you might see the pathway but the obstacles will interfere from just walking down the path.
This is one of my main points.
Knowledge isn't the same thing is skill.
Knowing a mob is going to use a specific ability in 3 seconds doesn't mean you are able to deal with that ability. Dealing with the ability is the skill people like Mag want - and is in itself totally unconnected to gaining the information that the ability is about to happen.
The main thing people that say "I want the game to require skill, but don't want trackers" are actually saying is that they don't understand what a tracker does and does not do.
Steven is very much in this group of people, which imo given his influence on this game should have us all somewhat worried (what else is he making uninformed decisions on?).
And even if you know how to deal with them on their own, there's still a ton of combinations that could trip up your entire raid.
The skill requirement is still there and is still super high. Even if people have the correct numbers it would mean nothing if they don't have the raid-wide coordination required to pull those numbers off.
This is also why I say that this should only apply to instanced stuff. People can attempt it and hone their skill way more times than with ow bosses.
I thought after 200 people would go back to their lives, but here we are.
It's like watching all those pub "pundits" talking about what their sports team needs to get better, while the rest of the gamers are the talented ones, performing successfully ingame without all the pseudo-science.
Shot-caller's online, let's start the run.
We're in the shallow part right now, so as always we gotta go for Max Deeps.
Should be easier this time since we got NiKr's class change.
They will get the FHs while you try to tinker your builds at lv10 with your data and meters.
All while having a monitor clean of all the clutter, enjoying the looks of AoC.
Not sure if bait or I should join in a laugh
There's no harm in a good laugh 😆
I am one of those pub dudes for majority of sports, but don't sport teams have meetings about their games (both pre- and post-game)? Don't they discuss strats during breaks? Don't their trainers go over data to account for anything unexpected?
If anything, you seem exactly like one of those pundits who sit on the sidelines and yell at players "to do it in a better way".
I read the smaller posts. The back and forth not so much 😒
🤣
This you is better lol