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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.
Whats the future of the expansions in this game?
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What do you think expansions are going to be like?
What do you want to see?
-Add the ability to get a third class?
-More archetypes?
-Exploring new worlds/planets (like outland in WoW), technically that's possible considering the people are returning from another world back to theirs?
-More professions?
-More to do with nodes and castles content?
-More to do with sea content?
What do you want to see?
-Add the ability to get a third class?
-More archetypes?
-Exploring new worlds/planets (like outland in WoW), technically that's possible considering the people are returning from another world back to theirs?
-More professions?
-More to do with nodes and castles content?
-More to do with sea content?
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Don't think it should be in the game at launch, but a few years later to mix things up? Sure why not.
Jokes aside, I would love to see a new archetype every 2 or 3 years. I don't want it to be more regular than that as then the devs will be busy with constantly fixing classes.
Primarily though, I just want more content. Raids, dungeons, gear, mounts, nodes, lore, you name it. I want it all.
looks at exist g system of 64 "classes"
Yeah that would be....
Yeah
I would thi k in 2+yrs (post release and actually time to think of expanding) it would be traditional method of more dungeons and end game content with a possibility of expanding the known world.
I do not think increasing level cap or any sort of "power up" would be a good idea.
Dont agree with that at all. This game should be about journey to end game, not the end game it self. So after a while whilst everyone is at max lvl, i think new expansion with new lvl cap, new gear etc, should be introduced. I use lineage as very good example, it was fun to play from minute 5, and you didnt need to reach max lvl or endgame for the game to be fun and certain aspects of the game to unlock. Most modern mmo's lack this, so players just rush to max level and then the "game starts".
Specially since they have already said that the game has a lot of horizontal progression.
So using that as an example, I would love for ashes to make future expansions not at all dependent on an increase in level or ability. Instead just use the existing system and give us more stuff to explore.
You don't need a bigger fireball for that.
I dunno, maybe some people enjoy that, but i personally dont like pointless things. So running around new area and "exploring it" doesnt apeal to me. Why would i bother even killing new mobs there? I dont need exp, dont get better equipment whats the point?
I heard a bird ♫
I would much rather see them let us deep dive into our chosen class in a myriad of ways, and let us really tailor or characters how we want to play them or provide us new ways to play them. This of course would mean new abilities and spells, etc, and maybe even some new classes or archetypes along the way. There are many ways to become more powerful than by just a level increase.
Of course new content is a must, and I'm sure Steven alone has a notebook full of ideas, and then you throw in his team with their ideas as well.
The possibilities are endless, and I'm happy to see them break the mold that has had us stagnated for 10+ years.
Well, they do try to innovate, but not with everything, a lot of inspiration is taken from lineage 2. And new abilities? I agree, but do you just get them? Id rather you would earn them through higher lvls. And you get to higher lvls, by doing qiests, grinding mobs in new locations
Learning should be a journey with exploration, new mobs, new materials, etc.
What I mean by deep diving was lets say you are a mage and you want to specialize in nothing but electricity attacks, there would be a quest path or exploration path that would let you do that, all be it you have to search the world for the answers and knowledge to do so, and this could lead to instance content, open world content, new infiltrating nodes content, etc. This could equate to the trade skills as well, being new patterns, new objects to make, and new flora or fauna to be discovered in the new content as well. But nothing should just be given to you. As long as it's new content that adds entertainment or new ways to play I think all will be good.
Please no, do not raise the level cap every 2 years. This is what WoW did and it just makes thinks ridiculous after a while. That and the constant need to re-gear yourself every time an expansion comes out. This is one of the main reasons why I left WoW because i had experienced cap raising before in other MMOs and hated it.
IMHO, the only way to go it lateral progression. This can be seen in games like ESO, WAR, DAoC and I'm sure there are others.
I also disagree with the idea that the game should be all about the journey to cap level. While that journey should be still be fun, eventually you WILL reach cap level and then what? I have become attached to the character I created so I want to continue playing them but if there is nothing for me to do except roll alts I will be passing. The journey to cap is your training period and cap level is where you should, as a seasoned player, get to use everything you've learned for even greater challenges.
You missed my point by quite a lot. Wow is completely different game, its one of the games where you don't really play, you do chores until you supposedly reach lvl cap, then you go do some dungeons, get best gear, then a bit of pvp and then you wait for next expansion to do the same.
And btw, i was saying reaching endgame not Lvl cap.
In games like lineage was basically no end game, even though you reached the max lvl, got sp to learn all abilities, you would still need to gear up, and getting best gear and upgrading it with right augments and enchanting the weapons to +10, would be extremely hard, not even talking about epic juvelery, owning a castle etc etc. And yet even not achieving these things it was still fun playing and there was always something to strive for.
Well were not gonna agree on this because we have different outlook on why there is lvls and lvl cap. For me lvl cap is not when you can say you finished training and youre seasoned player, for me, reaching lvl cap should show that you're seasoned player and you know what you doing. It shouldn't be training excersize, it should be a challenge that you have to beat.
Well no, I didn't miss any point. I just chose to comment on the things I strongly disagreed with. You mentioned raising the cap level so casually, like it was a natural progression path for any MMO. I of course am completely against level cap raising for the reasons I stated above.
As for endgame vs level cap, now you are just arguing semantics and they are essentially the same. If, for example the games hard cap is say 50 (e.i. no one will progress past that) then 'endgame' will start at what the general population deems the 'softcap'. Again its pretty much the same.
For the record I have played games with no end game and frankly it sucked. Your only choice at that point was to either stand around in the main gathering place and look cool or to roll an alt. This is not how I want AoC to work.
Then I have also played games like DAoC and ESO where the real game does literally start once you hit the cap. Not that the journey to reach cap level wasn't enjoyable and there is no reason to rush to reach it. This is when you are really prepared however to go out and do the big boy stuff like the major raids and of course RvR.