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
You are absolutelly right, i was a little bit drunk when i wrote that commet xD it was late. Nevermind ...
Having overpowered classes is exacly the problem i have right now with the game Idea. Actually overpowered and weaker at the same time ... depending on the class you fight.
I didn't understood that:
"Theoretically if the devs do the balancing correctly here, every class is going to run into X class with X ability that counters that playstyle.";
what playstyle?
Having a broken class doesn't mean a "balanced" game... i don't get why correctly balancing the game will lead into a unbalanced one xD .
You are absolutelly right ... broken classes are terrible, but the devs already said they think about that, using a rock-paper-scissor dynamic in teams... but the problem still that certain classes will be overpowered against some classes.
At the end there will be a small difference of power ... they said. we will see .
Yea balance need to not fail, of course. You got the point at the start your comment was messy but i got your thoughts.
If a disadvantage is actually "playing the game" i will ask to close the discussion, but fighting without a leg is not a fair game When you have a disadvantage you have less choice and less fun. usually it imply that you cannot play that much when a game is not fair. A permanent disadvantage is a problem in games.
If your fighting a mob and someone jumps you from an opposing faction when your already half dead is a big disadvantage. Even if you have the stronger class. I don't think most open world fights will take place in a vacuum. There will be a lot of other factors involved be it terrain , monsters or other players.
@CaptnChuck Exactly, Blizzard's dynamic is demonstrated again in Overwatch where a player can choose a counter hero but the outcome of the matchup may be skill based (this is muddled during certain patch cycles). They seem to be returning to some semblance of their former philosophy in Shadowlands and I'm excited to play that as we continue to iterate on AoC.
If you are telling us you found a way to do this you deserve a job at intrepid, otherwise if you have no clue how to do any of that, you should just let the devs do their jobs because in reality, you can't give a true all around balance without giving every class the same skill set, and that takes away the point of there even being a class system. And that sounds absolutely awful.
We don't know how fair the game will be yet, no point sweating over it. You also describe it like you will have a disadvantage with no possible alternative situations where you would have advantage akin to having you monitor turned off. Seems like your are thinking in the extremes..
I would say another factor may be consumables, crafted items, buffs received from other classes and all gear being made available available to all classes. My contention with this is that I don't believe they're heading towards a balance of hard counters; rather, this rock-paper-scissors dynamic will be focused around how one would play a class or base archetype 'conventionally'. The nerf hammer may also come down on outlying 'unconventional' builds but, if I'm understanding it correctly, the sheer agency a player has to shape their character is so wonderfully convoluted that it would make such balancing soft counters at best.
Take this with a grain of salt, I'm the kind of person that would love to have the build potential of something as monstrous as PoE in his MMO. AoC's projected class design would be grounded by comparison.
Absolutelly, when you farm a mob you need to take some risk and precautions, if you play it well there isn't a disadvantage , even better, it can become a bait for the enemy. In games usually it's pretty random, you cannot influence your actions that much or build strategic scenarious.
Disadvantage is an important mechanic in video games, i didn't say i don't like it, i just said that is needed counterplay and strategy that comes with your skill.
In classic wow if you fight a mob you just prey and farm ... there is no tactic or any other solution that gives to the player a choice, that involve skill.
if you win a fight it's not unfair for you usually, of course in wow skill matters sure, for that reason he actually killed him . I don't see pleasure in killing noobs ... some of the best fights xD . But usually they will kill you , if the are not noobs. Becouse the game have such a railroaded machanics that gives to the player less skill required and strategy.
So my idea is to reward a skilled player and make the game in general less boring for smart people and mmorpg expert.
How many times in classic you end up doing the same thing everytime, go .. try and then die, and there is anything you can do ... or you try to farm (probably dying) or you do nothing .
Yes, i thought about this and many other games when i was young, how to fix them and make them better. I had a lot of ideas , but i gave up ... the idea of making a game just becouse it's too hard alone .
i have a general idea now , a little fogged of my thoughts and fix.
Actully i have an idea where 100+ unique class can be unique, balanced and fun. I don't know how much possible is to implement a system like this, maybe it will be too heavy for a pc, but it will not be that heavy for just 8 classes i suppose.
I will try to expose some in the "Community creations" ... maybe?
I'm good at thinking but horrible in "concretizing" xD
yes i'm thinking in the extremes a little bit to make it more clear. Of course we actually don't know how much of a disadvantage it will be, but the problem remain that into a system like AoC .. and other mmorpgs, if you make each class with less disadvantages and advantage it will be boring in every 1vs1, becouse it's going to be just a damage output, without counterplay. Maybe they built a rly good set of skills, who knows, i actually don't know, maybe it will be awesome ... i just reacted to the Dev on the wiki to make clear that a railroaded 1vs1 is not fun or "strategic".