Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
What I'm hoping in beta2 is for some streamer to start at the top and stream them traveling to the bottom of the map to give us a good look at the world.
Other than that I dont want to see the same old same old boss fights, stand here do this over there, predictable moves take a hit give a hit...Guidable walkthroughs that are identical every time you run the dungeon.
I want very difficult bosses and giant dungeons, epic adventures.
I liked hell levels ... I liked fares that were rare like camping the AC for jboots ... was so satisfying
If it's a dragon, it should leap/fly/ram things.
If it's an evil mage, it should teleport around.
Not enough character slots. There should be at least one for each race, preferably two for each race to have a male and female option, plus a few extra to try out different race/primary class combos.
I can still remember in the early days of Diablo 3, ppl will work out a certain build, dump time & gold (and sometimes $ on RM AH) to acquire gears for that build, only to have the build nerfed into oblivion. When the players complained, a staff will respond along the lines like "that's not how that skill's intended to be used".
I also recall the mobs' attack animation weren't necessarily in sync with the actual attack - in hell / inferno / forgot the name of the highest difficulty mode, if you weren't a tanky melee, and you made mistakes during the kite, got in range of the boss for even a split of a second and it begins its attack, you're dead. No amount of running away or teleporting will let you dodge the incoming attack.
And when players complained, the staff gave responses like "it's working as intended" or "you're supposed to kite it" etc., don't remember for sure.
I also hated the "Evade" mechanism in WoW - if a mob doesn't have ranged attacks, and I can get onto a nearby cliff where it can't reach, it deserves to be shot dead from that cliff. And if that cliff became a super ludicrous farming spot to the point of being "broken", patch it by removing the mobs (you can justify it as "the mobs have learnt that it's dangerous to wander near that cliff"), or give the mobs a strong ranged attack (the mobs have evolved in response to the selection pressure). But that "evade" should've never been the answer.
I mean even if the mob is of boss level, and if somehow there's a very hard-to-reach safe spot where a specialized ranged character can grind the boss to death solo in an hour or two (ok, I took this example from Sinon in SAO), please leave things that way. Finding this kind of tricky non-orthodox answers to the challenges presented by the devs is often where the fun is in an open world mmo. And the rare player who found it deserves to be rewarded. (But of coz, if a "trick" is too easy to execute, e.g. everyone can just jump on a certain rock where a boss can't reach due to a stupid pathing glitch, then just fix it asap)
Dude, what are you talking about? theres literaly no difference in coding pve mechanics for instance and open world. the only difference is instance is "safe space" for carebears to to hide away and just do PVE stuff, without any risk of being pushed out of the spot. Also when talking about PVE being hard, i dont really understand this, as unless they change the boss mechanics every week, you will know exactly what you need to do to clear the dungeon within 1st week of dungeon being available...
2. 100% agree with OP it will add nicely with the rest of the immersion in Ashes if theres raid boss pathing in the world. not having this feature will kinda seem off as the rest of Ashes is so immersive
well it will all depend on guild size as there will be limited castles, limited top tier nodes, so theres not much incentive for guilds who dont own a castle or are not in control of top tier node to ally with guilds who do. theres a lot more incentive, to fight against those guild over castles, nodes etc. of course if its 300 people guilds you will have, then yeah, few guilds team up together, take all castles, nodes and they will make up more than half of servers pvp capable population, so then there's no chance for anyone else.
That would be really cool. But its incredibly difficult to implement that in game, that's why next to no game has this feature.
New World came pretty close to everything being a resource.
I've been wondering about this. Wouldn't you have some sort of daily quest for the progression of the node though? It is a PC's actions that contribute to the XP of the node right? So there must be some sort of daily or recurring quest to do that. Or maybe not. Like I said, I've been wondering about that.
I agree with you though. Logging in every day to do 20 daily quests would seem more like a chore than fun game play.
What I don't like about MT is it being tradeable with other players because at that point it really does become pay to win. In BDO, you can buy a fancy outfit, sell it on the market for several million, and then go buy high quality gear. To me that is pay to win.
And like I said, I like being able to buy extra bag space, but I can even see that being pay to win too.