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
For example, let's say that I've invested 1000 hours into my only character in the game. I have a strong connection to my character and my investment is reflected in my gear, wealth, and crafting expertise. Most of my friends have moved on from AoC to other games, but I have some new friends that play AoC on another server. Will I be able to bring my character, gear, wealth, expertise, furnishings, etc. with me to join them, or will I spend my next 1000 hours in-game catching up to my first character?
Thanks for your time
This is my personal feedback, shared to help the game thrive in its niche.
Also is there possibility to make contracts between guilds for agreements and if it's not held x would happen?
Are you thinking of any of the archetypes or even classes having a cavalier from pathfinder kinda feel? Having banners to buff teammates and even mounted combat?
For example, effort to kill mobs is greatly different for a cleric vs a mage.
Are there any plans balance exp gain by class?
I was trying to find a way to prevent RMT but also keeping the game realistic.
So I came up with this.
Whenever someone trades gold with someone else, that gold will be taxed. The tax will depend on the node you're currently in. Gold will always be taxed even if the user trades an item for gold.
That might prevent people from selling huge amounts of gold due to taxes.
So my question is does intrepid consider making some cosmetics equipeable only in higher levels like level 20-30 so that there is a more apparant visual progression even for cash shop cosmetics?
Thank you for your work
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What i am not so sure about at the moment is IF Intrepid has given Story and Lore adequate focus.
Story and Lore are the part of a game that turn an MMO into an MMORPG that has the potential to hold the attention of a community for long periods of time. Without revealing to us the lore, can you expand on the size of and priority given to the Lore and quest line team and how they plan on making a world that develops so organically with so many potential differences feel cohesive on every server?
@psym3x The idea behind pets is that you sacrifice something so that they don't add anything extra to your power (so even if the combat pet somehow aids in your healing, you won't necessarily heal more but rather heal from 2 different sources - same logic applies to dps.
@Kashews Action combat is dependent on latency/ping to some extent as you need to be precise and reactive. If you go 75% tab, there shouldn't be an issue. Almost all online games are ping dependent sooo yeah.
@Creo Well the layout is saved even if it gets destroyed. And, Your progression is tied to your character - not your properties. By progression if you mean moving from a small house to a mansion etc - you have to do those again.
@Naylor They actually do this once a month in every livestream. An e-mail is also sent monthly to all registered intrepid account emails about what they've been working on etc. Sometimes new devs are introduced in livestreams as well. They talk about their work in detail including the challenges they've faced.
@Damokles Possibly. We do know that weapon skills will 'synergize' with active ones - ''The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills. This synergy also applies to active skills from other characters.These procs may reduce or reset cooldowns on other skills on the player's hotbar. Using a skill/ability will in general reset the combo. The developers are considering specific abilities might be able to be used without resetting the combo system.''.
@Banemorth Yes that is part of the sandbox environment the game will offer. Spies, moles and deception are a part of it. Robbery does not exist in player-player sense but there will be specific questlines of social organizations like the Thieves Guild that encourage sabotage, espionage, intrigue etc.
@Eques3n Small RNG in most of the game's features. The idea is that it isn't too much that your skill is ignored but also not too little that all skilled players can obtain everything.
@Rayhoyep Yes.
@Dreoh Yes that is the plan. There will be 3D vector projectiles and hitscans etc - all were tested during Apocalypse. 75% of your skills on your hotbar can be either action or tab oriented. I'd suggest asking a specific question about the action combat if you are interested - but just 1 question as per the rules.
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@Original Tuska To balance things, action abilities will deal more damage and all hard CCs will be action. Since they actually have to land their attacks (skillful gameplay), they are rewarded. Soft CCs will tab and it will deal less damage than action abilities as you are auto aimed to targets like missiles. All competitive players could be ''forced'' into using more action oriented skills tho they would have to actually land their attacks which requires mechanical skill. If they are able to...well I don't see anything wrong with that considering those with mostly tab targeted abilities just press a few buttons and the target takes damage : p
(I'm kinda tired so I'll pick random ones)
@theonegargoyle Secondary tank classes would be ''tanky'' but not as effective as an actual tank. Totally depends on your build tho - and the game has a lot of progression paths for it.
@NazguL777 It isn't too easy and there's a cooldown period of 2 weeks before you can change your citizenship.
@HokageofToads They are going for realism so you won't see very large shoulder cauldrons etc. Steven is very serious about that.
Quite in depth and yes, they will have stats and skills tied to them. There will be mounted combat as well with some mounts having combat abilities tho players can't use their class abilities while mounted. Great Ashes content btw loved your YouTube channel
@Hjerim its sustainability is dependent on the personal wealth of Steven which imo is better to be not discussed. Tho he did say, not too long ago that the cost will probably exceed 40m and he seemed to be fine with it soo. I wouldn't worry about if they will be fine financially.
@Lyon ew clicking things with the mouse like in top down games..smh. xd anyway. Yes you will be able to change the E hotkey.
@OkiFedora oh yes..no doubt about that. The plan is ''to have more things than player has time for''. I would read the wiki about all the non PvP stuff Ashes offers - https://ashesofcreation.wiki
@SHMIKE Yes and No. There will be 3v3, 5v5 and 8v8 tournaments but macros(/add-ons won't be allowed.
@PhoenixProject Yes, they will be visible.
@Sinjin By the end of this year is the plan.
@Fizzwingle Story and lore are literally one of the main focuses of the game. https://ashesofcreation.wiki/Lore https://ashesofcreation.wiki/Story_arcs
''All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game. – Jeffrey Bard
The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors"
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story. – Steven Sharif''
The lore is also apparently yuge - enough to become a franchise on its own according to Steven.
TLDR: Will there be a small tag for example PvP/PvE/RP focused servers? I understand that the servers will have the same content available.
@LazyHybrid Yes as Steven said some time ago, although all servers are the same (all PvX), some may be more PvE or PvP focused than the others + he definitely expects there to be RP focused servers