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
So .. anyway, everyone is saying the same xD :" we don't know how the game is and it will be jet .. why are you judging/criticizing it?"
It's simple, we have some imformation and i'm judging what i know from the wiki and videos, not what we don't know. Everything i said is related to things we can see in the wiki .. i'm not saying it will be bad/broken when it release, i'm saying that the features i see now are a bit broken.
Anyway i didn't complained, i asked to come here , that's is more important for the future and the develop of the game. I speak about the core aspects of the game , for the most . The mushroom is a casa appart xD just for fun .
I expressed my-self a big badly here, and you probably misunderstood me, then ..
What those mini-games are? xD
I don't get it ... Ashes has many features that are different gaming aspects, they designed the Monster Coin event .. why is the comunity? The dev team is doing this.
Usually big games are made by smaller minigames inside of it, the difference is how to link them in the proper way to feel one them as one unique Game Ashes of Creation.
The professions, the raids and the dungeons are all different videogames that toghether build a bigger one called MMORPG lol
Nobody want to break it, trust me.
Why must a build work for one situation but not another? I actually said that a player must work for all situation, included his class ... but the definition of Build is to be more viable in certain situations and less in others, and that's another aspect of the Game
Life is not fair? We speak about Videogames!!! xD Not life haha , just kidding. Yea life isn't fair becouse it's Fair.
I added some *(with numbers)* in your text to take track of them and make it easier to adress my answers.
Again , Static fights are boring. Being forced to make a choice on how your class plays and putting the choise on YOU the player is a good thing.[/quote]
So .. sry if in this text i was a bit tired and ti was messy, my english drop rapidly in those situations.. as i'm not an english native, and i don't know anyone that speak english, so nevermind, i'm sorry for that.
First.. why you copied all this text of mine without replying to it, for the most
Then ..
*1-I explained myself in the post xD i'm pretty sure. It i don't then i will do it now .. The choise of having many spells or less but powerful is Great, but the way they done this is by locking the other option, then you cannot get some or many of the basic skills of the class, or some powerfull if you go for the "pro" choise, with many spells (but weaker). I already said, i remember that, this is unbalanced becouse having more spells will be more powerfull, to counterbalance the fact that it's harder ... same thing of the skillshots. Then .. sure if you choose to get many spells to maximaze your skill potential you need a reward, but this come at some cost. So if you use the Stronger/Augmented spells, and then get less of them in the board, you will be weaker of the guy who choose to get many of weaker ones. So this create an unbalance problem and diversity, and then everyone will try to avoid the Augmented spells. Or in the opposite way if the Augmented are better to take or with the same power, everyone will prefer them, becouse it's easier pressing less buttons. Right now you can choose to be a more "few keys player" or a "many key player", or something in the middle,, but permanently until you Respec. Then into a fight you have way less choise... anyway i'm tired and i spoke too much. So i let to you figure out the rest.
*2-Sure choise matters, picking a class is rly Important. Each class has his unique set of skills. I meant of giving to the class all his skills, and not a small part like AoC is trying to do right now. Building unnamed specs. Or that's what i understood
3*Yes this add strategy to the game, but usually it's the equipment that plays this rule in the game, not the skills. Of course there are some spells in the game that act like "armor" so you can prepare them before leaving the town... buffs. So limiting the spells to that is an unecessary restriction, that will impact the fights and the action.
*4-Yes , the respec need to cost something and be time consuming, but not artificially. Usually the limitation of having to speak to an npc for the Respec to happen is enough, plus some money... but adding artificial time to the game it has no sense, and it feel like a punition. Adding disconnected feature to the game is generally bad.
If a game is balance then you can use skills that people don't use often (becouse rated low), and then get a lot of success. But some games have just many bad or good skills that are onedirectional, bad/good in all situation.
Static fights are boring, it's exactly what i'm saying here at the end, with few words it's this the problem for the most. As you said.
There is no need of Forcing the player to make a choise haha, a choise is such when you don't "force" him ... if you put the choise on ME , the player, then you must not force me xD or it's your choise at this point not mine.
Sure .. choise matter, that's a focal point that i keep in my mind everytime.
Right on what? Can you explain? ... random words like, he is right, he is bad, he is gay .. are not usefull hehe . Try to be more clear and precise. He said some right things sure.
This guy ...ataulfos was probablt a bit unclear and i maybe misunderstood him a bit, i don't remember exacly his post. When i identify something i'm usually clear on what i'm refering too. Usually xD
Thank you a lot for the Info about the video! thz! i already know this, but now i have the original source.
No, i said that a skill/spell that require precision and action skill should get the same chance to hit and same damage of an autolocked spell, that also require tactical skill. This is the best way to balance a game with both, skillshot and autolocks. Becouse you need to introduce all the mechanics of the two different game style.
Said with few words maybe it's more clear .
Yes, i already know this but thz
but they shown just few, almost nothing, of the spells and the tab-tageting aspect for the most. I also know that they will try to balance damage and other not directly related stats, to balance the two sistems ... i will make a post about this too.
Your suggestion would make it completely unviable to run skill based builds. Why bother with an ability that can miss when it has no advantage over an ability that cannot miss?
By saying I see it the other way, I did mean that skillshots should be avoidable as you thought.
The reason for that statement was that I misunderstood this, I thought you were saying that characters should not be able to dodge skillshots. Your actual meaning was, ensure that a dodge or stat to avoid unavoidable spells is implemented; and, that you cannot dodge once a skillshot ability has impacted. I guess unavoidable spells means tab targeted. So, it seems you are describing how once the graphic of a tab target ability hits, there is a calculation for factors such as block and automatic dodge based on stats; and, this is opposed to skillshots where you are suggesting that such stats should not apply.
Your suggestion will increase average damage per hit for skillshots which is effectively a damage boost that has implications for the defensive portion of builds.
Ignoring defensive stats specifically counters a lot of what tanks rely on for defense. The effect is that all classes can become far more effective against tanks simply by choosing to focus on skillshots if your system were implemented. I doubt that making all classes into something that is most likely a tank counter will happen.
Are you illiterate? .. I clearly said the opposite, and i said that both ability can miss the target!
You also quoted my text xD , reread it, you probably were distracted and misunderstood it.
I think exactly like you, if i said something like that it would have been unviable and bad.
But this is how AoC is going to design it probably. Making the tab unavoidable (it cannot miss), and the skillshot can miss (action skill).
So complain to AoC and say them that this is not viable xD not to me
Why are you insulting @Caeryl . He is interpreting what you said:
Based on your comments. Both action and tab should/have the same effects. This is idiotic, when one skill can clearly miss, and needs compensation, for that miss.
Amazing how you insult people, and say the game is broken and unbalanced, when you clearly have no idea how the game (and forums) work.
yes, sure, and i simply pointed that it's not possible to do that with precision in a game so complicated xD . It's not L-o-L (the old one) or some sort of easy and onedirectional 2D Game in Singleplayer mode.
Yes thank you for this reply, i actually didn't thought about this, so thz, but at the end it will not work in a such huge and complicated world . If it does work it needs a lot of processing and heavy stuff to take track of everything, and for a mmo the optimization is rly rly important.
But yes, if they decide to put a lot of work in that is possible to get a good tracker for an mmorpg, but the problem stil... some player are going to play in the bad Meta and some in the Good Meta. As i already explained is not possible to balance that with just a damage buff. Like wow and also lol usually do, for simplicity.
ya, thank you xD ..
ps. sometimes i feel a bit assaulted/attacked by other peoples for those comments, that's my little confession to you xD
anyway i know you didn't mean to do it on purpose, i also misunderstand peoples like you do, a lot xP , probably becouse i'm italian and i do a lot of mistakes in the syntax, then let's continue..
Exactly! You are more precise here than me. When i write a lot i miss some points and it becomes maybe easly misunderstood.
The most difficult thing for italian peoples is to use the english while being precise at refering to objects and subjects, becouse we use more complicated words to do that, and then less of them. ^^
Amiamoci means "let's love each other" haha , Amiamoli, Amatissimo , Amoraccio etc.
Yes, of course the end result of a fighting spell is to do more damage to the enemy, usually each type of spell/effect at the end does the same damage related to his cost in resources. But this doesn't mean that the only important number to fix for a balance is the Raw Damage.
By having a dodge stat you can easly measure and build an equation related to the moviment of the player... for example you can calculate that a skillshot can hit the target only if it moves at less than 100 speed, if he moves faster the skillshot will miss. Then you add 100 dodge to him (or any number will rappresent the 100 speed) , so each tab-targeting version of the skillshot will miss if the player have more that 100 dodge. It works in the same way of the speed. Also the projectile needs a hit stat and/or a speed stat.
If you add just damage you balance it just for some limited circumstances.. the way to balance it properly is by balancing the circumstances. A powerfull skillshot will be much better if the enemy is slow but much weaker if the enemy is fast.
I thought about this aspect a bit more and i found that those 2 things and type of skill can work pretty well togheter, and them alone can build a rly skill based game and also fun.
With this balanced feature you can dodge "unavoidable" missiles by increasing your dodge skill, instead of just taking the damage everytime. And it will add 2 more stats and then more spells that will affect "spell hit" and dodge. Otherwise the old tab-targeting style will be boring, if it misses features.
Having both it's great, becouse at the end a dodge it still a dodge and a speed buff is somehow different. Same for the 2 type of spells (action and tab), are similar (with the same purpose) but also different.
This can lead to build spells like FireBalls that will have high hit-chance but low speed ... same for the Asteroids xD ... you cannot dodge an explosion by a lot when you are inside it but you can move away from it. But also spells like Magic Arrows, that are easy to dodge but almost impossible to escape from.
Do you like this? Or not?
As for the tank defense there are no problems. A tank rely on raw defense and Block, not dodge. So a spell will still do less damage to tanks, just they will have an hard time trying to dodge them (they usually are slow).
So a tank has no problems fighting skillshot , rather he can counter the skillshots to by beeing a cover for the weaker teammates. A living schield. But he cannot do this if .. the skillshot are op :
-The problem you are refering to is for the type of balance that AoC is planning to do. If a skillshot does just more damage and is stronger, then the skillshots are the way to counter the tank becouse he cannot move too much (tanks are slow), so he will get oneshotted.
"The effect is that all classes can become far more effective against tanks simply by choosing to focus on skillshots".
My proposal fix this problem, it does not create it.
Anyway i never said that skillshot will totally ignore damage reduction and defenses xD . Again .. do you know the difference of dodge and resistence?
What do you think? do you have other questions?
I pretty much like a design such as the one i wrote about
Where? sry for that then, what are you refering to? I don't see any insult.
Can you quote it?
Do you mean the illiterate thing? It's not an insult lol.
If i write :" the sheep is white" and someone reply to me that i wrote :" the sheep is a frog" , then he is an illiterate xD or he was just distracted , who knows xD alcohol?
Do you think illiterate peoples are bad? I don't think so, i just asked to him.
If he was just distracted it can happen, i just invited him to read one more time xD ... Nothing against you @Caeryl sry .
Illeterate peoples are fine i was just joking... then, are you illiterate Caeryl?
Are you angry about me Kneczhevo? can I ask you to apologize to me? For the insult you made ... but i know you just had an oversight or you misunderstood me, but if you don't think so then you are free to prove that what you said is true xD if i really don't know anything about the game and the forum, you are right.
Otherwise you have to say sorry to me .. for your unjustified offense/distraction.
What do i don't know then?
...
I never said that only skillshots can easly miss and the other one will never miss. So yes, as i said in my comments this is idiotic, exactly what i'm saying xD why you understand the opposite?
Are you illiterate too? xD (joking) .. I said that both can miss and hit in a balance way, then they will have the same damage scaling, then everything will be balance and fair.
Reread it you too , if you want .
Now i understand why you took it personally xD the illiterate """insult""" . There is no shame in having such difficulty/handicap in the reading , everyone is unique. Like the Warriors , they have huge handicaps and huge strengths. Same for the illiterate peoples. Peace
I can say that your arguments are the best , rly, sincere and in-depth xD .. and i'm being rly ignorant sure.
Thz for your apologies you are such a kind and open person
Anyway sorry if i hurted your feelings, i didn't ment to. Cya
Most people are aware that being illiterate is a negative thing. I’ve since read that you’re not very familiar with English. I read what you wrote completely accurately. No one should be expected to be able to assume your thoughts based on anything but what you wrote.
You wrote that tab target and aimed abilities should have the same chance to be dodged and do the same damage.
More carefully parse what you’re saying if you mean something wildly different like you claim.
I mean, it's not even live yet, so who knows how well it'll work?
Sorry this post isn't really long like all the others.
There you go.
A man after my own soul
Most people are aware that being illiterate is a negative thing. I’ve since read that you’re not very familiar with English. I read what you wrote completely accurately. No one should be expected to be able to assume your thoughts based on anything but what you wrote.
You wrote that tab target and aimed abilities should have the same chance to be dodged and do the same damage.
More carefully parse what you’re saying if you mean something wildly different like you claim.[/quote]
Sure that being illiterate is a negative thing, like not beeing able to fly is a negative things also.
Hey you , human ... you cannot fly! Take this insult!
Illiterate is not an insult, means not knowing how to read or wrote. If you are not you have nothing to worry about then.
Of course i exagerated a bit, you know how to read and write .. so yes, maybe was my bad. Sry, i had to use the word dyslexia xD . Peace?
So you are saying that if i'm writing something i should not assume that the people will get my thoughts, that i badly expressed in that writing.
I think the only mistake i've made is some phrase that is interpretable and not 100% clear, but i never wrote the opposite of what i was thinking.
If you can quote where i've done this mistake i will appreciate.
You also said this:
"Your suggestion would make it completely unviable to run skill based builds. Why bother with an ability that can miss when it has no advantage over an ability that cannot miss?"
You clearly said that an ability is going to be unavoidable, and you selled it as one of my "suggestions". Did i ever said or suggested that in my comments?
You also now said this:
"You wrote that tab target and aimed abilities should have the same chance to be dodged and do the same damage."
That is a compleate contraddiction of what you said in your older post , for that reason i was a bit perplexed.
So i said that both the type of targeting need to have a chance to miss, and at the same time that only one of the two can be missed.
Anyway i probably wrote a bit badly sure. With dodge i ment the stat anyway, not when the skillshot misses
It's fine, Medrash. Clearly English isn't your first language, and I think it's commendable that you're not letting that constrain your ideas. I guarantee I don't speak your native language and would be lost in my attempts to find basic needs, let alone talk about game mechanics. It may take a couple read-throughs to get some of the finer points, but that's okay.
Keep the ideas coming, that's the point of a community discussion.
Thank you i like your support, is not something i get so often
and you wonder why
I believe most people don’t support you purely because of the language barrier, you come across arrogant, standoffish, and rude sometimes. I put it down to English being your second language at least, it’s why I haven’t stopped reading your posts despite not agreeing with any of your points... especially the mushrooms... that and it’s funny seeing what problem you think the game has this month
Regardless, any estimation of the accuracy of a human will just be a hit rate that the developers choose. That hit rate will either be impossible for humans to reach making tab target the only method used; or, the hit rate will be exceeded by good skillshot players. Since it seems apparent that the developers won't make tab target impossible to equal, then players that are good at skillshots are going to do more damage than tab target unless the skillshot abilities literally do less damage per hit.
I guess you mean that skillshots will be better better against slow enemies because they hit more?
You know, an attack can hit anywhere and harm is generally related to what the attack is and where it hit. Movement generally doesn't cause the harm. I don't know. I'll just see how things go. I never played WOW, but since you referenced it earlier I will use it. I had a friend around 2010 that loved his evasion tank in WOW. Tanks make use of all defensive stats and choose to emphasize whatever they prefer.
Also, the fact that it is tank being hit does not matter much. I was simply pointing out that the way you are designing skillshots nerfs a category of defensive stats which actually impacts the defenses of all classes. I just used to tanks to emphasize the importance of such a nerf.