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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.
QOTD: What minigames would you like to see in AoC?
Yuquiyu
Member, Alpha Two
sorry for the massive delay on the QOTD daily post, thought i posted it yesterday but it seems my page had frozen when i had pressed post discussion and i never noticed.... my bad!
today i would love to know what minigames YOU would like to see in AoC.
would you like to see minigames that enhance the overall experience of the game? or would you like a minigame thats completely different and gives you a break from the main game to prevent burnout?
today i would love to know what minigames YOU would like to see in AoC.
would you like to see minigames that enhance the overall experience of the game? or would you like a minigame thats completely different and gives you a break from the main game to prevent burnout?
2
Comments
My favorite mini-game was this thing I had on my lawn in Wildstar with a bunch of dodge challenges on it. It was like having a mini-boss on my lawn I could play with while waiting to get in a group. Not really something I think would fit ashes, but damn did I love that thing.
This is my personal feedback, shared to help the game thrive in its niche.
Pickpocket: distract NPC's or incite an argument between NPC's to steal from them. (on Random Places, only specific NPC's can played as Team of 2)
Hide and seek: in a limited area with a limited time with other players.
Chess
Such as
Player Horse Racing
- around town or between towns
Player Marco / Polo- section of town
- around the markets
Player King of the HillHolocrons in SWTOR had the hard to get to part right. Platforming puzzle in a mmo. Rift made it to with its...
Collections. EQ2 and Rift had those. I think that's what I enjoyed the most for the little time I spent on both of these games.
Take me on if you dare!
Why not both? I enjoy jump puzzles a lot
Humans have been able to jump for so long and I've never seen it as a worthwhile attraction bar perhaps Basketball. Baffles me, I get people want to discover and perhaps have an added activity with their exploration but is a jumping puzzle really one of the best ideas thought up? yikes
I mean anything can be simplified to sound boring, but its more about the gameplay itself and how its designed- sure it can be badly designed to be boring and frustrating, but it can also be designed to be very fun and satisfying. Its supposed to be a puzzle that you figure out how to get from point A to point B through having the ability to judge different levels of terrain and their distances from each other, and clever ways to climb what normally seems impossible at first glance, in order to figure out hidden links between routes, and ultimately a route to your destination. All that, along with some fun obstacles/challeneges/mysteries thrown in along the way and a nice reward at the end, and maybe some group cooperation/strategy required in some cases too.
You also have to option to require more technical skill in terms of executing tight jumps to add more to the gameplay, but I personally prefer a focus on the above aspects instead.
So there is fun to be had for some people depending on the kind of gameplay enjoyed- its not just about an oversimplified "jumping=fun" concept.
Roulette: same as above about the odds.
Rock/paper/scissors
@Vaknar wink wink nudge nudge
This is actually a much needed feature, specifically because:
admittedly, it's not a high priority feature though.
I second that, would be very cool to spectate in real time, and wager on different mini-games/events. I think its more immersive to be able to spectate from you actual character's point if view (like watching the tiny pieces on the board move while the characters are next to it) but there are also benefits to having an instanced camera view of the action as well.
So maybe have the option to both view from an instanced or in-game perspective would be neat for different mini-games and events like arena duels. Like you said though, probably not high-priority, but would be cool.
Further Suggestion: These cards cannot be sold or traded in person or at auction houses.
- Each player is encouraged to travel and find these cards at their own peril.
- If a level node 4 is scheduled to be sieged and may lose its tavern or inn, there will be an influx of players visiting that node to not miss the unique card from the tavern/inn in that node.
- Balancing the cards so no unique card is too overpowered carries a bigger importance if this suggestion is followed.
(Edit: fixed "Verra")Has Veera given you her permission to come all across her?
1. A mini-game around potion effects, where the player can makd drastic changes to themselves (growth potions, transformations, floating, etc.) In order to accomplish wacky tasks or fight each other in a battle full of tricky suprises.
2. Love the idea of a labyrinths/mazes
3. Love the idea of races, I think their should be a massive race with different obstacles and challenges across a variety of terrains, and lots of tools to deal with them and other players, like mounts or potion effects.
4. I offered the idea in the past about an "arena fantasy league" where its about managing your squad of real players to get the best results in arena pvp tournaments, so you would draft other pvp players, kind of like a "fantasy football" league, and compete against other players fantasy teams for rewards or being able to wager on different teams, and for a spot on a ranked leaderboard. This could extend beyond players killing other players, and be available for any kind of player competitions, including ranked pve.
The drafting process could be more involved than just picking from a pool of players who entered the tournament. Maybe you have to convince other players to join your fantasy team, to add a political/social layer on top of the management aspects.
5. Artisan challenges would be cool, where artisan masters can come together to compete or do cooperative tasks, maybe to the benefit of the node/guild in the area.
6. "Hidden role" social mini-games- like maybe the benefit of owning a mansion is access to a murder mystery mini game if you have a group of players, and there are different trap doors, secret routes depending on how the owner sets it up- kind of like "among us"- or even a PVE based one where you have to work cooperatively to solve the mystery that changes each time you play it.
7. an escape room mini game, similar to the above, in that it could be a designated person/or auto generated- where the stage is set with hidden clues for the other players in a room, and they have to work together to figure out how to get out
8. Archery games using the action targeting projectile system
9. A "parkour" type mini-game using jumps/climbing/timing/spacial reasoning/etc.
10. A race to hunt down hidden treasure- this sounds like it could be really fun if there are secret treasures placed by real players/auto-generated, and players are in a race to hunt around verra to discover the treasures and bring it back to a location.
11. Jousting
12. Hide and seek
13. "Coralling" mini-game- to make use of the complex npc behaviors, where players have to manipulate the npc animals into an area like a herd of cattle