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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Ideas
coldark
Member
Hey, lovely community of AoC!
I'm a long time fan of RPG and MMORPG genre and a hobbyist coder who tried his hands on gamedev in his time as well. Recently I've found out that I don't have much time left amongst the living and most likely won't be able to play AoC when it comes out which is a shame because hearing Steven talk about the game being inspired by my favorite MMORPG of all time - Lineage 2 really lift my hopes up for the game. Anyway...
As someone who's interested in game making I thought I might share something that came to me when I was thinking about what new can be done with the genre, as I won't be able to use any of that for myself. I guess what I was really looking towards is how MMORPG genre would evolve when BCIs would finally become a real thing, but that's a very distant and unsure future. Right now, I came to the conclusion that a lot of really great games are very flexible, they give people freedom to express themselves and be creative. I was thinking about games like Minecraft, Roblox or Rust which focus a lot on the user contribution to the world, so apart from the general "give people as much ability to influence the environment as it is possible" I think I came to the conclusion that there's something of that nature that can be applied to the lore itself.
I think there's no RPG game without some kind of basic plot. I believe a lot of us play these games because we want to experience a fresh start in a world with different rules, where we can be whatever we want, unlike in real life where our control is very limited. So firstly, not everyone wants to be a hero and yet it's industry standard at this point to put a player into a position of a Superman who's doing all these great astonishing things that move the plot forward. I say, give players more control over their fate and set up an environment in which (possibly the best) players can decide how the plot evolves. One practical way of doing that is to give some PCs sort of a NPC role i.e. by auctioning (or choosing by random) players that want to take these roles. These would be special accounts, with special perks and abilities. If a person abandons such role someone else can take over.
I carry more vague concepts but the general idea is as I stated above. This post is already long enough so I'll leave it up to the rest of you if you want to comment or express your own ideas. I'm sure Steven's vision for this game is really well thought-out but I also think that a bit more fantasizing about it won't hurt.
Wish y'all a fantastic day.
I'm a long time fan of RPG and MMORPG genre and a hobbyist coder who tried his hands on gamedev in his time as well. Recently I've found out that I don't have much time left amongst the living and most likely won't be able to play AoC when it comes out which is a shame because hearing Steven talk about the game being inspired by my favorite MMORPG of all time - Lineage 2 really lift my hopes up for the game. Anyway...
As someone who's interested in game making I thought I might share something that came to me when I was thinking about what new can be done with the genre, as I won't be able to use any of that for myself. I guess what I was really looking towards is how MMORPG genre would evolve when BCIs would finally become a real thing, but that's a very distant and unsure future. Right now, I came to the conclusion that a lot of really great games are very flexible, they give people freedom to express themselves and be creative. I was thinking about games like Minecraft, Roblox or Rust which focus a lot on the user contribution to the world, so apart from the general "give people as much ability to influence the environment as it is possible" I think I came to the conclusion that there's something of that nature that can be applied to the lore itself.
I think there's no RPG game without some kind of basic plot. I believe a lot of us play these games because we want to experience a fresh start in a world with different rules, where we can be whatever we want, unlike in real life where our control is very limited. So firstly, not everyone wants to be a hero and yet it's industry standard at this point to put a player into a position of a Superman who's doing all these great astonishing things that move the plot forward. I say, give players more control over their fate and set up an environment in which (possibly the best) players can decide how the plot evolves. One practical way of doing that is to give some PCs sort of a NPC role i.e. by auctioning (or choosing by random) players that want to take these roles. These would be special accounts, with special perks and abilities. If a person abandons such role someone else can take over.
I carry more vague concepts but the general idea is as I stated above. This post is already long enough so I'll leave it up to the rest of you if you want to comment or express your own ideas. I'm sure Steven's vision for this game is really well thought-out but I also think that a bit more fantasizing about it won't hurt.
Wish y'all a fantastic day.
3
Comments
A tool like BCI in combination with VR and a good voxel based game engine is likely to be the end game for many people.
What makes Minecraft good in my opinion is Mods. The ability to customize the game to the point that you have a fresh multiplayer world that is tailored to the experience you want to have. The problem is that Minecraft does not like to be modded.
I think the next BIG BIG game will be a voxel-based engine that is built to be highly mod-able and work in VR with BCI as an input method.
When we have tools like this at our disposal, I don't think people will care much for scripted narratives. I think you are just going to see communities of people fighting it out in custom sandboxs.
Ashes may not be that, but it will have many people ignoring the scripted narratives in favor of the sandbox drama that comes out of the node system.
This is my personal feedback, shared to help the game thrive in its niche.
Even though Ashes is a Themebox, everyone will play it like a sandbox.
I'd rather there wasn't one, so other people can't tell I'm trying to log out and come to attack me to prevent it.
section with new ideas is already exist
I feel like aliens in UFO's breaks the high fantasy genre?
Howabout the corrupted open Weave Gates and abduct people?
Not necessarily.
One of the "gods" in EQ was an alien. Had a spaceship and all, though that had been converted in to a temple.
If it was played up as OMG, ALIENS! it wouldn't work. If it just so happens that this really powerful being is from another planet and came here in a spaceship, and that it just is what it is, then it works really well.
Star Ocean and Phantasy Star Online would like a word with you >.>
Hell even Thundercats is a good example of blending the two. I love me some undead space mummies driving cars and piloting starships.
I think the problem with using traditionally sci fi elements in high fantasty is more so about execution and meaningfulness to the world build. Your example is better because it fits the known lore. But maybe elder gods from outerspace are integral to the existence of corruption and we just don't know it yet.
All hail Nyarlathotep.
Feel free to give us more of youre Ideas.
Greetings
Not sure about Weave Gates; but i didn't say "add a flying saucer" for a reason. Just hinting that they might exist somewhere in AoC's universe is good enough.
If you really want to make this game unique; maybe having one of the capital cities with a dinosaur skeleton on display would work better?
Is there a link to it, or are you actually saying this thread was moved there?
Strucktrough for having been answered.
The thread "new ideas" was posted in Community Creations, so I moved it to General Discussion. Since these 2 threads were merged, my comment may seem a bit confusing ¯\_(ツ)_/¯
It was super clear to me, maybe just confusing to new people the first time they see it
Rules of Acquisition #33 It never hurts to suck up to the boss.
Onto your idea - allow players to take on positions of responsibility within the game. The mayor does this, the Monarch / guild holding a castle does this, but you are right, this could be applied to a lot more positions. It could be that an NPC provides a function (armorer, potion seller, etc.) within a "more developed" node unless a player steps in to take over. "Stepping in" could be objective based, like becoming a mayor or monarch, but with the requirements being scaled down to the importance of the role. That said, players can already set up a shop/market stall to sell goods and services, so maybe there is something "premium" about being the "Mayor approved" weaponsmith (or the "Monarch Approved" armorer?), where you get extra guaranteed trade from arming the NPC guards or other civic provisions?
There is definitely scope for good things to come from your idea. Nice.
There's an expansion idea: a hidden utopia where a bunch of dinosaurs managed to hide from the apocalypse.
... Why does that sounds so familiar?
I mean given the expansiveness of the Underealm is it really that far a step for Verra to have hollow earth theory?
You Tulnar are, in fact, dinosaurs.
Well, I'm sure I can assist your swift return to the correct era.