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.
Modular Fight Mechanics Discussion
Leviojima
Member, Alpha Two
Hello Again everyone
After a successful first discussion about what the community views as acceptable with 3rd party software. I thought I would continue to see what everyone thinks (Maybe we can make this a regular thing or make a game out of it). So thank you!
Today I want to see what you guys think about the changes that world development will bring to ashes. We know that they will have some slight changes to quests based on world progression and that some fights will get harder if conditions get met. Do you as a player have a limit to how far you want to see this modular system go? I know in many games walkthroughs and tutorials are popular (In some cases mandatory) to completing content. Do you want to see fights change every time making these harder? Do you want to see a base set of mechanics but the order or intensity change? Do you want concrete fights were your knowledge is more important than adaptability?
Let us know!
If you have requests for discussions or other ideas hit me up and we can bring the keep bringing the players to the table to hear your voices.
After a successful first discussion about what the community views as acceptable with 3rd party software. I thought I would continue to see what everyone thinks (Maybe we can make this a regular thing or make a game out of it). So thank you!
Today I want to see what you guys think about the changes that world development will bring to ashes. We know that they will have some slight changes to quests based on world progression and that some fights will get harder if conditions get met. Do you as a player have a limit to how far you want to see this modular system go? I know in many games walkthroughs and tutorials are popular (In some cases mandatory) to completing content. Do you want to see fights change every time making these harder? Do you want to see a base set of mechanics but the order or intensity change? Do you want concrete fights were your knowledge is more important than adaptability?
Let us know!
If you have requests for discussions or other ideas hit me up and we can bring the keep bringing the players to the table to hear your voices.
1
Comments
As for fights being dynamic and changing. This is an interesting idea but ultimately fights will need to be dumbed down if they are going to be open world. Intrepid has a tough battle ahead of them when it comes to balancing and mechanics. Too easy (without an enemy guild countering you) and the fights will be very boring. Too difficult (with an enemy guild countering) and the boss will never get killed (not to mention the exp debt balancing). Personally, I want things to be as difficult as possible.
You could die a lot or go red.
Randomized Mechanics:
~No set mechanics or rotation
~Creator videos will not represent the experiences of the players that would watch the video
~Potential to weigh different mechanics and ability rotations to node progressions so players can "Build their fights"
~Hardest on inexperienced players
Rotating Mechanics:
~Set Mechanics
~Creators can show how the mechanics work and just advise players that the order can / will be different for them
~Potential to weigh the frequency of mechanics based of nodes allowing players to learn the likely rotations and develop strategies for expected rotations
~Moderate difficulty
Cemented Mechanics:
~All Set Mechanics and rotations
~Videos address player's needs in a repeatable format
~No need to weigh encounters (Less need to develop systems so easier on Intrepid)
~Easiest for inexperienced players
~Might require hp gating to slow experienced players nuking bosses.