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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.
Suggestion: Dungeon Creator
ViBunja
Member, Alpha Two
I would like to see a guild feature in Ashes of Creation that allows Guild Leaders to create an instanced dungeon.
This feature could tie into breeding and taming creatures from the Animal Husbandry System. Where tamed and bred creatures could be used in this dungeon as enemies.
The dungeon can be accessed by members of the guild. If a guild desires, they can invite others to try themselves on the dungeon or even make it publicly accessible. There would be no experience gain and no player death penalty for dying within the dungeon.
The dungeon can function as means to train players, give them the opportunity of trying out new builds and group compositions, without having to fear the player death penalty and not having to fear ridicule from other players.
Some elements of this feature would be linked to the economy. For instance if you don't have creatures to place in the Dungeon, you could buy them from other players. Some guilds could even choose to focus entirely on taming, breeding and selling creatures for profit.
To unlock and maintain this feature for a guild, there should be minimum requirements and monthly cost associated with it.
Edited: I have made some significant changes to my post, as I collected my thoughts much better, this is the result of the long thinking process, and outside help from my friends. I decided to go with this, as this is how I truly feel, and should be implemented into the game add more depth to it
This feature could tie into breeding and taming creatures from the Animal Husbandry System. Where tamed and bred creatures could be used in this dungeon as enemies.
The dungeon can be accessed by members of the guild. If a guild desires, they can invite others to try themselves on the dungeon or even make it publicly accessible. There would be no experience gain and no player death penalty for dying within the dungeon.
The dungeon can function as means to train players, give them the opportunity of trying out new builds and group compositions, without having to fear the player death penalty and not having to fear ridicule from other players.
Some elements of this feature would be linked to the economy. For instance if you don't have creatures to place in the Dungeon, you could buy them from other players. Some guilds could even choose to focus entirely on taming, breeding and selling creatures for profit.
To unlock and maintain this feature for a guild, there should be minimum requirements and monthly cost associated with it.
Edited: I have made some significant changes to my post, as I collected my thoughts much better, this is the result of the long thinking process, and outside help from my friends. I decided to go with this, as this is how I truly feel, and should be implemented into the game add more depth to it
2
Comments
Basically a game about building up a tower defense like dungeon with traps and monsters to protect your storage of loot from others. After you build up those defenses you have to beat your own dungeon and set a time to beat. Then when someone challenges your dungeon they have to complete the dungeon in the allotted time, destroy specific mines, and get to the end of the dungeon to gain 1 star each. The more stars you get the more loot steal at the end of the dungeon.
here's a goofy one someone made with just chickens.
https://youtu.be/Zkjv4Kl6Z14
But in all seriousness, might be hard to implement.
As long as these custom dungeons offer ZERO rewards and xp, not a bad idea.
At first they had experience rewards, and so people made dungeons with masses of very weak mobs that players could one shot, and people were using them to level up AE classes in a matter of hours (as opposed to weeks, at the time).
So the developers removed the experience reward.
While this is something that seems like a good idea in theory, in practise it is kind of pointless.
Adding this to the game will take up a LOT of developer time (we are talking about creating tools rather than content - as opposed to the theory that there is nothing to create), very few people will bother running these dungeons, and even fewer will ever bother creating one.
To me, after having played probably the only MMO that actually has this implemented, I have to say that I don't consider it to be worth it.
I wouldn't say it's hard to create, since Everquest did that, and guess who is in the dev team? People who helped created Everquest.
So this way would limit how many the community can make so that the company would not get overflowed with them so that the potential idea could work.
U.S. East
I agree, I'd say this would have to be endgame content. For serious guilds that look into beating hardcore games. Which is why I said it could be as an admission exam for recruits, and also why I said guild leaders instead of just any other player.
The guild leader idea simply has the problem of people making their own guild at the minimum size just to make dungeons. Even if it had prerequisites that are somewhat hard to get. It's a major flaw in it.
If it were tied to a node you could have the mayor appoint someone to make the dungeons. They could also have a system to remove the dungeon master if they don't like his dungeons without having to burn the entire city to the ground. xD
U.S. East
People that saw a whole lot of time and effort go in to it in EQ2, and then saw very few people actually use it (I wouldn't be surprised if more developer time went in to it than total player time spent with it).
What I don't see those develoeprs doing is saying "hey, you know what would make this thing that wasn't worth our time to implement even better? Restricting who could use it to less than 20% of the games population!".
Again, the idea is good in theory - it just isn't something that most MMO players consider to be the best use of their time in game and so would largely go under-used.
@Taleof2Cities said any genres except MMOs. I am a bit more lenient in my prospective than this chap. I think it is a fine idea for games that don't have open world PvX as a part of their main gameplay loop.
It would be a fantastic Idea for FFXIV,WOW,GW2, or ESO.
It would be a disaster for Crowfall ,Ashes, or Mortal Online 2.
This is my personal feedback, shared to help the game thrive in its niche.
I would prefer AoC to not "waste" time on this. They still have so much to do.
Definitely with Andy on this one. We don't need more systems that will just further clog the pipeline right now. Maybe in an expansion but not now.