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.
Diverse Playerbase Playstyle Synergy
Haemosu
Member
In my experience in games there is some friction between playstyles (Casuals/Hardcore : PvP/PvE etc. )
I propose a system in which players within a Guild can augment other players within the Guild with certain benefits all based on their activities.
For instance, Players who focus more on "lifeskills" (for lack of AoC terminology), their Activities would grant a certain buff or benefit for, lets say, a Player whose Activities are focused on PvP orients and vice versa.
Maybe a Player is PvE farming for certain Materials that either benefit oneself and/or Guild and their Activities could garner some incentive for certain players to "protect or defend" them in OWPvP.
I just look for ways to unify the Playerbase and their Diverse Playstyles in a unit of friendship and not criticism.
I propose a system in which players within a Guild can augment other players within the Guild with certain benefits all based on their activities.
For instance, Players who focus more on "lifeskills" (for lack of AoC terminology), their Activities would grant a certain buff or benefit for, lets say, a Player whose Activities are focused on PvP orients and vice versa.
Maybe a Player is PvE farming for certain Materials that either benefit oneself and/or Guild and their Activities could garner some incentive for certain players to "protect or defend" them in OWPvP.
I just look for ways to unify the Playerbase and their Diverse Playstyles in a unit of friendship and not criticism.
1
Comments
All resources comes from the environment (pve and gathering). The best gear comes from a combination of endgame pve content and crafting as crafters have some control over the stats they put on there items. With so many things being in the open world, pvp is able to be used to fight over the resources.
If you are skeptical of this than look no further than L2, where it was common to see someone level. A main, a buffer, and a crafter. On three different accounts. This is already going to happen to some extent, but your idea would amplify it.
You are also missing out on a larger design goal that intrepid has stated is important to them. Which is incentivizing people to participate in all of the playstyles the game has to offer. Instead of having people that only PvP or PvE, they hope to get people participating in everything.
Your idea comes from the right place, but it would not be good for AOC. Intrepid seems to have a unified player base as a major design goal. The best advise I can give you is, when the game goes live. Don't expect to be able to avoid any content.
This is my personal feedback, shared to help the game thrive in its niche.
There will be a vast array of guilds and many many many of them will indeed be a diverse group of all types of players. Just have to find the right one for you.
I think requiring players to adhere to a "you must do this in order to play this game" could limit playerbase IF that is THEIR position, and maybe it is, i dont know and am not criticizing it to a large extent
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[172] – Steven Sharif
They know that they could limit the player base by making the game they want to make, and are okay with it. A lot of MMOs play it too safe and fail, some MMOs put things that no one ever asked for and fail. AOC is using a ton of proven systems from. Yes, failed, MMOs but ones that had a long standing legacy in the MMO genre. Most of which failed only due to mismanagement.
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[5] – Steven Sharif
For further information this is my favorite page on the whole WIKI.
https://ashesofcreation.wiki/Design_pillars
In some areas, on the WIKI yes they acknowledge that some players may never be interested in PvP or PvE, but they do want to make everything in the game enticing enough to get people to try everything. If they wanted crafters, PvPers, and PvEers to play in separate areas they would have used a Full loot pk system, and separate servers for each gameplay style.
This is my personal feedback, shared to help the game thrive in its niche.
What about multiclient/multibox? What is the Official position on this?
The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[140][141]
This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[142][143][144][145]
Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that kind of restrict the ability for abuses that we've seen in other games.[144] – Steven Sharif
It's just to unrealistic to do anything to prevent it. Even in Korea with KSN(Korean social security numbers), people just buy, and sell KSNs to get around this type of stuff. It just leads to more illegal activities.
This is my personal feedback, shared to help the game thrive in its niche.