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Controversial: Augmentation might be a bad idea if set to 25 and later

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Comments

  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2021
    This is a total non-issue IMO. All we'd need is a short explanation at character creation that secondary archetypes exist, and very briefly what they do.

    There might be a few players that choose to completely ignore information given to them at the beginning and then get pissed enough to leave once they find out their choice to ignore it have consequences. I don't want those people in my life, nor in my game, so them leaving is a win/win for me.

    These are people who cannot be relied upon for anything, and certainly not dungeons/raids/pvp or anything else that requires a minimum amount of preparation and commitment in a game. Good riddance.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    So y'all's argument is basically:

    "We don't think that Intrepid can live up to what they said about augments actually being that effective or meaningful in terms of what they change, so there's too small a chance that the situation you're describing will happen."

    @Kesthely it sounds like you're wasting your time in this particular vein of responses, because the people you're talking to don't have the same base premises as you, at all.

    This is another situation where it's gonna be up to Intrepid to clarify whether or not the attitudes expressed here are the ones they are in line with, so that you'd know whether or not to engage on the topic. If you're not around, I'll probably ask it in the next Q&A for you, if it helps.

    As for generality of other posters.

    "I find your lack of empathy disturbing... but ultimately unsurprising."
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • BirthdayBirthday Member
    edited November 2021
    Intrepid is doing it right imo. This way it'll keep things fresh. It'll help keep the game interesting for players until they reach max level. Many players quit before max level because the game becomes too repetitive. They've been grinding boars for 55 levels and now they are called to grind Fel Boars. And they are forced to continue grinding boars for another 5 levels with the same rotation - fireball, fireball, fireball. Ashes will change this up for players by giving them the second archetype. And for players who don't want to change, they can just pick mage as their secondary and also get some small changes which will make the game more alive for them.

    Besides I doubt that a player won't learn from others or from YouTube videos or from the ingame mechanics about the second archetype at level 25. Even the most casual player will have learned about this by level 20.
  • Azherae wrote: »

    @Kesthely it sounds like you're wasting your time in this particular vein of responses, because the people you're talking to don't have the same base premises as you, at all.

    On the contrary, its actually valuable time spend. Each reply allows me to give counter arguments, and raise concerns or explain it in a different light. The topic itself will have more posts so it will have a higher chance to be noted by community managers / developers


    @Everyone else don't get me wrong i like the concept of secondary classes and augments. but i think you are underestimating the sever impacts it could have. If your satified with secondary classes just being a reskin of the standard abilities, then so be it, I for one have higher expectations of the augment system.


  • Taleof2CitiesTaleof2Cities Member, Alpha Two
    edited November 2021
    Kesthely wrote: »
    @Everyone else don't get me wrong i like the concept of secondary classes and augments. but i think you are underestimating the sever impacts it could have. If your satified with secondary classes just being a reskin of the standard abilities, then so be it, I for one have higher expectations of the augment system.

    We’ll have to let it play out during Beta testing, @Kesthely.

    Intrepid has already said they’re not creating 64 unique classes. On the other hand, the evidence so far points to something a bit more than “a reskin of standard abilities”.

    Either way, there isn’t going to be a new player exodus from being “unaware” or “unprepared” for their secondary archetype (augment) selection.

  • ConradConrad Member, Alpha One, Alpha Two, Early Alpha Two
    I find it hard not to agree with Kesthely, he makes a great point. Ppl are against play testing a class you want to play and just want us to go by class and augment blindly (based on previous threads) but problem is it serves no one. Honestly, I think the most optimal route for this would've been to allow all players to start with no class and play test a route they wish to go, that way, they know what will happen. Lowering augment threshold to 15 would also decrease a sudden change in gameplay. You shouldn't have all your spells yet so seeing some ability upgrades should feel natural like in other mmos. Honestly tho, I think allowing a way to test class combos etc would be a great solution overall as well
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Kesthely wrote: »
    The summoning might also change the summoning to an undead creature.
    ...

    all based on the standard summoner with a few augments

    To me, this seems like a summoner with a death motif.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Azherae wrote: »
    So y'all's argument is basically:

    "We don't think that Intrepid can live up to what they said about augments actually being that effective or meaningful in terms of what they change, so there's too small a chance that the situation you're describing will happen."
    Mine is more - every game introduces major mechanics as a part of the leveling process - that is WHY games have a leveling process in the first place.

    Saying Ashes should not introduce a major mechanic to players half way through the initial leveling process
    is to not understand MMO design at all.
  • overfitneuralnetoverfitneuralnet Member, Alpha Two
    I don't see an issue with having the augments later in the game - level 25 or even later to be honest. A LOT of games, especially some of the more hardcore and complex ARPGs have build realizations at end game or even past that - which personally annoys me a lot when it comes to PoE because I love that game.
    Yea, I know MMORPGs are not ARPGs and they are very different games. PoE for example has builds that you realize around level 70-80 and require comparatively the same grind to an MMO to be able to acquire certain items or skill points that make your build work.
    Furthermore, I think that throwing everything at the player all at once may be overwhelming for the more casual players and turn them off because of the perceived complexity.
    In Lineage 2 you got your second class upgrade after level 45, which is already 3+ weeks of game time if you play all day. Then you do super fucked up quests that take you another week. Then you need to level up to get points to spend on the extra new skills or upgrades.
  • key words is additional skills.

    Your primary archetype is set in stone, that is essentially the playstyle you chose. You'll have time to level up and understand those abilities as vertical progression can be seen as one long drawn out training tutorial. If those abilities had 4-5 different variations of them it's not that complicated. Think about diablo 3. You unlocked abilities and they had different runes you could augment the abilities with based on your playstyle. Many RPG's do this regardless of being an MMO or not. Even horizontal progression games have some abilities gated through progression/tiers. Augmentations are augmentations, they change the base ability relatively.

    A fighter/cleric will be different than a cleric/fighter because the primary archetypes foundational abilities will be the core of the classes mechanics for augmentations. The secondary archetype opens up possibilities for additional augmentation options based on which secondary archetype you choose etc. It's all based on sources. If they gave augments at level 1 or 25, it wouldn't matter to me but since it's vertical progression, there is more training and story behind the process of leveling up.
  • A lot of people are saying "gradual build up of abilities is part of an mmo" and i agree. Thats why in my opening post i advocate for allowing 1 or 2 augments -Racial- augments to start at lvl 1. so you can gradually see how augments will affect your gameplay. It will teach people how augments can modify your build, and at the same time it will make your elven fighter feel different then your dwarven fighter.

    Look at it this way, from what i understand most archtypes will have at least 4 different types of augments for their skills, so you hit lvl 25 and now suddenly you have 8*4*the number of active skills as altered abilities to think over. Lets say you have a build with 5 abilities, then your already talking 160 different altered abilities. combined with a new system you've never used before. This is a sure way to induce choice overload
  • I believe that is why they dont want to make switching your secondary archetype too easy. I'm not exactly sure what their plan is for them like the rest of us but you would essentially just be working a handful of augmentations for those base abilities. I would imagine there would be some quest line or something associated with hitting that stage in the game that explains a few things before making your choice. To be honest from my experience, the majority of players will cookie cut for the meta while the minority experiment with the combinations more. Personally, I would not get worked up about how many combinations without knowing what these augments actually do to the skills from different schools within the secondary archetype row. There could be some overlap with similarities with minor differences but also the opposite with major differences.
  • edited November 2021
    As an example using a melee attack

    Augment one could add a magic effect to it
    Augment two could add a physical effect to it
    Augment three could add a debuff to the target (could be a dot or proc precursor for synergy)
    Augment four could be CC orientated
    Augment five could be a double of the first four but different type?

    Maybe they'll do a bane and boon version of it where it gives something beneficial at the cost of something else?
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Kesthely wrote: »
    A lot of people are saying "gradual build up of abilities is part of an mmo" and i agree. Thats why in my opening post i advocate for allowing 1 or 2 augments -Racial- augments to start at lvl 1. so you can gradually see how augments will affect your gameplay. It will teach people how augments can modify your build, and at the same time it will make your elven fighter feel different then your dwarven fighter.

    In my first response to your question I agreed and gave the link showing this is the case and what they are doing.
    https://ashesofcreation.wiki/Augments

    Racial augments are based on a character's race and are available to each class.[33]

    These apply to abilities on a character's primary archetype.[34]
    They affect how the ability works and can also apply cosmetic effects.[35]

    Strong religions provide unique augments that can be applied to a player's primary skills.[37][38]

    Religious augments are considered top-tier achievements within a religion.[37]
    These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[37]

    Social organizations unlock augments.

    https://ashesofcreation.wiki/Guilds#Guild_progression

    Augments may apply at the upper tiers of guild progression.[7]

    The augments will come from many places and you will be picking them up as you go. It should give people a chance to learn the system so when they get to level 5 and pick a secondary it should not be a big culture shock. Hopefully they can do it right so we pick them up at a fair pace and new players that aren't all in on everything Ashes have an opportunity to learn.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • BaSkA_9x2BaSkA_9x2 Member, Alpha Two
    Kesthely wrote: »
    What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance there is a major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay.

    A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player.

    Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously.

    Switching a design philosophy at mid tier might result in a lot of player drop off at that point.

    ...

    So what can Ashes do to prevent this?
    In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype.

    First of all, nobody really knows how much the secondary archetype will influence the first archetype. Everybody has their own idea of how it's going to work, but I disagree with your understanding. I understand your concerns and don't think you're completely wrong, but your solutions to problems that don't exist yet and might not exist are unrealistic with the information we have today. I could be wrong and your concerns might turn out to be real, but having followed the game for a few years I would like to believe I'm not completely wrong about this.

    You also need to understand what a class means in Ashes. I believe you know the difference and it's mainly a nomenclature issue, but I think it's important so that everybody is talking about the same things. A class is the combination of the primary archetype and secondary archetype.

    Ashes_of_Creation_Class_List.jpg

    From my understanding, the primary archetype is what's going to define your character and the secondary archetype will "only" enhance your primary's skills.

    Steven often gives the example of a charge skill from the Tank turning into a charge with an instant blink if you choose Spellshield as your class (Tank + Mage). With that example, we may conclude that every skill from the primary archetype will usually keep the same concept, but it will be enhanced by the secondary archetype you chose, therefore resulting in your class skills. I can't say for sure it's gonna work like that, I don't think anyone can, again that's my understanding.

    If my premise is true, then your chosen primary archetype will always have the same X number of skills. When you choose your secondary archetype, then the same X skills will now be "enhanceable", but ultimately they won't become new skills. Instead of a "Charge" you'll now have a "Instant Charge" or a "Poisoning Charge" or a "Shadow Charge" or a "Shield Charge", etc.

    I believe it's also important to note that you will probably not be able to enhance every skill from your primary archetype: you'll have to choose which skills to augment because you won't have infinite "skill points" to be used. You'll probably have to choose between leveling up your primary archetype skills or enhancing them. Again, nobody knows how it will work, it's just how I imagine it'll work.

    I didn't see anyone mention something very important to help ease your concerns: AFAIK you will be able to change your secondary archetype, i.e. your class, at a cost. You'll also be able to reset your skill points at a cost. The only thing you cannot change is your primary archetype.

    One thing I do agree with you is the concern players might have regarding what their class (primary + secondary) skills will look like, since they'll only be able to choose their class and start augmenting their skills at level 25. I expect Ashes' Skills UI to show every primary skill AND, in a different tab or whatever, show how each skill can be augmented, textually or visually, depending on the secondary archetype choice. That will let you plan ahead which class you're going to choose, because you'll have an understanding of how your primary archetype's skills will potentially change before choosing your class.
    🎶Galo é Galo o resto é bosta🎶
  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    pyreal wrote: »
    Kesthely wrote: »
    First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly

    What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay.

    A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player.

    Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously.

    Switching a design philosophy at mid tier might result in a lot of player drop off at that point.

    Example:
    You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go"

    And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours.

    So what can Ashes do to prevent this?
    There are numerous ways.
    Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype.

    With respect, I find your example far fetched or simply showing the course of action of a twit.

    1: If you want to play a bow-centric character, a Ranger should have been your first choice.
    2: Choosing a tank and then whining you can't heal is Snowflakism. Mix and match here.
    3: If not resubbing for this reason, which is the players fault for lacking common sense... well, bye. Quiters quit.
    4: This whole post rests on the premise that the 2nd archetype is going to "CHANGE THE FUNDAMENTAL GAME MECHANIC OF THE GAME".... /whipsers but its not!

    So lemme see if I get this...

    You're basically calling anyone who chooses an Archetype based on that list that we've had multiple threads about, and then the gameplay doesn't suit their style, a twit?

    Including all the Predators, Scouts, Necromancers, Falconers, etc?

    Why is this community like this?

    "Y'all are stupid, Intrepid should never change anything for you, gtfo with your (insert request for change here)."

    Even when nothing of value is being protected, even when the stuff people are poking about is stuff that Intrepid either explicitly said is possible (meaningful changes to Skills via Secondary for example) or would barely affect anything negatively...

    Seriously, why?


    I'm all for requesting changes based on sound reasoning, not examples showcasing ignorant choices.

    You didn't make a point out my no 4, namely the whole the thing rests on a false statement...
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    pyreal wrote: »
    Azherae wrote: »
    pyreal wrote: »
    Kesthely wrote: »
    First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly

    What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay.

    A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player.

    Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously.

    Switching a design philosophy at mid tier might result in a lot of player drop off at that point.

    Example:
    You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go"

    And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours.

    So what can Ashes do to prevent this?
    There are numerous ways.
    Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype.

    With respect, I find your example far fetched or simply showing the course of action of a twit.

    1: If you want to play a bow-centric character, a Ranger should have been your first choice.
    2: Choosing a tank and then whining you can't heal is Snowflakism. Mix and match here.
    3: If not resubbing for this reason, which is the players fault for lacking common sense... well, bye. Quiters quit.
    4: This whole post rests on the premise that the 2nd archetype is going to "CHANGE THE FUNDAMENTAL GAME MECHANIC OF THE GAME".... /whipsers but its not!

    So lemme see if I get this...

    You're basically calling anyone who chooses an Archetype based on that list that we've had multiple threads about, and then the gameplay doesn't suit their style, a twit?

    Including all the Predators, Scouts, Necromancers, Falconers, etc?

    Why is this community like this?

    "Y'all are stupid, Intrepid should never change anything for you, gtfo with your (insert request for change here)."

    Even when nothing of value is being protected, even when the stuff people are poking about is stuff that Intrepid either explicitly said is possible (meaningful changes to Skills via Secondary for example) or would barely affect anything negatively...

    Seriously, why?


    I'm all for requesting changes based on sound reasoning, not examples showcasing ignorant choices.

    You didn't make a point out my no 4, namely the whole the thing rests on a false statement...

    Are you also a person who believes that:

    1) Adding Summoner to Ranger will not result in meaningful changes to the player's ability mechanics
    2) Adding Fighter to Cleric will not result in meaningful changes to the player's ability mechanics

    Because if so, I can see how you consider it a false statement and I have nothing further to engage on.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Azherae wrote: »
    Are you also a person who believes that:

    1) Adding Summoner to Ranger will not result in meaningful changes to the player's ability mechanics
    2) Adding Fighter to Cleric will not result in meaningful changes to the player's ability mechanics

    Because if so, I can see how you consider it a false statement and I have nothing further to engage on.

    Here's a better question for you.

    You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game.

    So, are you suggesting that the developers should introduce these mechanics at level 1, and just throw everything at the player right at the start?

    Perhaps you would rather wait until the level cap?

    Or are you suggesting not even having these mechanics at all?

    Half way through the leveling process is literally the perfect time to introduce players to mechanics like this. The notion of "but it alters how the character is played" is a load of total shit, because it iw a players decision.

    Using your example, if a player is playing a ranger and they like how it plays, when they get to level 25 they aren't going to pick summoner - they would pick ranger again.

    In order for your point to be even remotely valid, there would need to be randomization in what secondary class people get, rather than a choice.

    The other thing that would need to happen is the secondary class choice would need to come as a surprise to the player, which I would opine would happen to less than 1% of the player base.

    Almost all players are going to look at the classes available, and pick a primary class based on what they want to eventually play.

    The entire concept of this not being an appropriate time to introduce secondary classes to players makes no sense at all.
  • Gaul_Gaul_ Member, Alpha Two
    edited November 2021
    This debate is moot since you can change your secondary archetype if you don't like your initial choice. It's a solution that addresses OP's concern and he didn't mention this so he probably didn't know.
  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    pyreal wrote: »
    Azherae wrote: »
    pyreal wrote: »
    Kesthely wrote: »
    First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly

    What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay.

    A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player.

    Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously.

    Switching a design philosophy at mid tier might result in a lot of player drop off at that point.

    Example:
    You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go"

    And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours.

    So what can Ashes do to prevent this?
    There are numerous ways.
    Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype.

    With respect, I find your example far fetched or simply showing the course of action of a twit.

    1: If you want to play a bow-centric character, a Ranger should have been your first choice.
    2: Choosing a tank and then whining you can't heal is Snowflakism. Mix and match here.
    3: If not resubbing for this reason, which is the players fault for lacking common sense... well, bye. Quiters quit.
    4: This whole post rests on the premise that the 2nd archetype is going to "CHANGE THE FUNDAMENTAL GAME MECHANIC OF THE GAME".... /whipsers but its not!

    So lemme see if I get this...

    You're basically calling anyone who chooses an Archetype based on that list that we've had multiple threads about, and then the gameplay doesn't suit their style, a twit?

    Including all the Predators, Scouts, Necromancers, Falconers, etc?

    Why is this community like this?

    "Y'all are stupid, Intrepid should never change anything for you, gtfo with your (insert request for change here)."

    Even when nothing of value is being protected, even when the stuff people are poking about is stuff that Intrepid either explicitly said is possible (meaningful changes to Skills via Secondary for example) or would barely affect anything negatively...

    Seriously, why?


    I'm all for requesting changes based on sound reasoning, not examples showcasing ignorant choices.

    You didn't make a point out my no 4, namely the whole the thing rests on a false statement...

    Are you also a person who believes that:

    1) Adding Summoner to Ranger will not result in meaningful changes to the player's ability mechanics
    2) Adding Fighter to Cleric will not result in meaningful changes to the player's ability mechanics

    Because if so, I can see how you consider it a false statement and I have nothing further to engage on.

    OP claims that 2nd archetype will "change the fundamental game mechanic" for the player. It will not.

    Examples from Devs have been on this line: Warrior Charge changes from a running charge to a teleport. 'Fundamental change'? No. Same mechanic (distance closer), same reqs (likely distance to target), same outcome. Different animation and/or casting/channeling time are the differences here. Hardly 'fundamental'.

    Might as well sell Green and Red hats and call them 'fundamentally different'.

    The sky is not falling, no matter how many rocks are thrown into the air. The system ISN'T EVEN TESTABLE yet, why the drama? How can the bread be burnt before it even goes in the oven, eh?
  • exactly, could have magical augmentation to it, physical augmentation etc. It augments the abilities based off the primary archetype. We've only seen/read evidence of a few examples for a few primary archetypes and their abilities.
  • MerekMerek Member
    edited November 2021
    Your concerns are rather odd, for me, players are always a problem to themselves. They'll change their mind on a whim and it isn't the games fault, it's theirs, especially if they don't take time to learn about the mechanics of the game. On the sub-class topic, I was originally excited by the idea of a sub-class until I realized it was only an augment to the main class, not an additional toolset. Thus making it nothing more than a gimmick. That alone completely killed my hype for the system until I see otherwise.
  • Noaani wrote: »

    You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game.

    In my experiance they don't. They like building up on the systems, getting more skills more talent points etc, new mechanics are similar to getting the azunite system or the legion legendary weapon (both from World of warcraft) Thus i advocate to already have a limited form of augmenting from the start so it builds up on that with the secondary classes, instead of becomming a new mechanic
    Noaani wrote: »
    So, are you suggesting that the developers should introduce these mechanics at level 1, and just throw everything at the player right at the start?

    having 2 passives, 2 actives, 2 weaponskills and 1 or2 augments isn't trowing everything at them. as far as i've seen you start with 3 skill points and gain 1 skill point per level. so at 25 you would have 28 skill points to spend. if you devide that by 2 for a balanced active and passive build, you have 14 points in active abilites, enough to max out 4 abilities and have 1 at 2 points. Now if each class has 4 augments, at that point you are looking at 5*8*4 or 160 potential variations for your abilties to choose from. for me thats a concerning amount of things to consider

    Overthrow wrote: »
    This debate is moot since you can change your secondary archetype if you don't like your initial choice. It's a solution that addresses OP's concern and he didn't mention this so he probably didn't know.

    I do know, my concern is not that you can change your secondary archtype or change the augments, but that the playstyles you can create because of the augments is so different you might have wanted to pick a different PRIMARY archtype (Something you CAN'T change)


    pyreal wrote: »
    OP claims that 2nd archetype will "change the fundamental game mechanic" for the player. It will not.

    Examples from Devs have been on this line: Warrior Charge changes from a running charge to a teleport. 'Fundamental change'? No. Same mechanic (distance closer), same reqs (likely distance to target), same outcome. Different animation and/or casting/channeling time are the differences here. Hardly 'fundamental'.

    I'll clarify it for you how fundamentally different it is. Your participating on a castle siege. You stand on a wall shooting down. Fighter A comes towards the wall and is a Fighter/Fighter. He has to go trough the chokepoint , then up a stairs, and can only then charge you due to charge range / line of sight limitations.
    Fighter B is a Fighter/Mage with Teleportation on his charge. He runs up to the wall, and teleports in your face, he bypasses the chokepoint or the stairs and is their instantly before you can even slow or crowdcontrol or damage him. And this is a funamentally different playstyle.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Honestly, until we actually see how much secondary archtype augments can change abilities and effect the classes we shouldn't be worried about this.

    Maybe the augments don't change it that much, so 25 would be fine.
    Maybe they can change up a class a lot, so we should ask to see it earlier in our characters.

    Personal opinion. Most people who've read my posts know I hope augments can shift a class a lot, for bigger effects on their playstyle. With that in mind I would hope it be earlier in my leveling, maybe around lvl 15?
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Honestly, until we actually see how much secondary archtype augments can change abilities and effect the classes we shouldn't be worried about this.

    Maybe the augments don't change it that much, so 25 would be fine.
    Maybe they can change up a class a lot, so we should ask to see it earlier in our characters.

    Personal opinion. Most people who've read my posts know I hope augments can shift a class a lot, for bigger effects on their playstyle. With that in mind I would hope it be earlier in my leveling, maybe around lvl 15?

    There are other good reasons for this too, and why I would also request that it was at 15 if the changes are meaningful.

    Level 15 is relatively easy to reach on an alt 'just to check'. It's also the point where you probably haven't randomly found any gear that seriously starts to shift the balance of it.

    If a gearpiece enhances a Templar's DPS ability more than it enhances a Highsword's DPS ability...
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Honestly, until we actually see how much secondary archtype augments can change abilities and effect the classes we shouldn't be worried about this.

    I disagree, now is the best time to worry / ask questions about it. because now the game is still at the stage that changes to the system are a lot less work then waiting till the "balancing" phase.

    If the changes due to augments are minor, then it ultimatly doesn't matter at wich level we get them, but if they are as intresting as i hope they are, then it will be one of the most important aspects of the game.


  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Kesthely wrote: »
    Noaani wrote: »

    You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game.

    In my experiance they don't. They like building up on the systems, getting more skills more talent points etc, new mechanics are similar to getting the azunite system or the legion legendary weapon (both from World of warcraft) Thus i advocate to already have a limited form of augmenting from the start so it builds up on that with the secondary classes, instead of becomming a new mechanic

    My understanding of WoW is that you start getting talent point at level 10.

    So, they are introducing new systems to players during the leveling process in that game as well, just as you are complaining about here.

    I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come.

    In Ashes, you need to first of all learn about the node, PvP and caravan systems. These are likely what we will spend the first 20 or so levels doing, and each of them is more important than secondary classes and augments.

    Then, when people understand those systems (or when they should understand them), it is time to introduce a new system.

    If Intrepid were to move teaching about augments to level 10 instead of level 25, do you propose they teach about the node, PvP and caravan systems in that first 10 levels, leaving players with no real time to let the information sink in, teach about them after augments and such, leaving players exposed to people that already understand these systems, or teach them all at the same time so players have no idea what is going on at all?

    Because, believe it or not, the point at which you introduce a mechanic to players is not decided in a vacuum. You need to consider the pace at which new information is given to players, and you need to prioritize that information and order it in a way that makes sense to players.

    When it comes to prioritizing information to players in Ashes, nodes come first. This is not uo for debate.

    After that, ensuring players have a good understanding of the PvP system is critical. This won't take long, but this is good - teaching an easy, fast concept after teaching a more complex concept (nodes, in this case) makes it easier for both to sink in.

    Caravans may well be introduced after level 25, but honestly, I could see it taking 20 levels to teach the basics of gameplay and nodes.
  • Gaul_Gaul_ Member, Alpha Two
    Noaani wrote: »
    I do know, my concern is not that you can change your secondary archetype or change the augments, but that the playstyles you can create because of the augments is so different you might have wanted to pick a different PRIMARY archtype (Something you CAN'T change)

    Oh okay, well sure that's possible but we can't accurately debate it at this point because we haven't seen the secondary augment system yet or even how long it takes to get to level 25. Another possibility is that the method of changing your secondary archetype will be a huge pain.

    I'd bear in mind though, as an example: if you pick Mage and then hate your initial pick of Bard as your second archetype then you have 7 more to choose from. That includes doubling down on Mage for your second archetype as well. Presumably between all 8 options your character will still feel like a Mage on several of them.

    I don't doubt there will be a lot of players who want to experiment with different archetype combinations but I think it's fine to have character rerolling be a significant time commitment. Pretty much every other game with classes works that way--you don't get the full feel of the class until later in the leveling process.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Kesthely wrote: »
    If the changes due to augments are minor, then it ultimatly doesn't matter at wich level we get them, but if they are as intresting as i hope they are, then it will be one of the most important aspects of the game.


    Ok, what I'm saying is we should wait until we know something before asking them to change something.
    Right now we know very little about the scale of augments.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Kesthely wrote: »
    If the changes due to augments are minor, then it ultimatly doesn't matter at wich level we get them, but if they are as intresting as i hope they are, then it will be one of the most important aspects of the game.


    Ok, what I'm saying is we should wait until we know something before asking them to change something.
    Right now we know very little about the scale of augments.

    While this is valid, there's a sorta Pascal's Wager going on here.

    Since we don't know, it could be either big changes or small. If someone was only interested in this game under the condition that the changes were large, then they would want to give feedback in that direction early, because what's the point of doing anything else?

    There's no need to wait and see, for that sort of person, because they don't intend to play the game if the augments are just random small changes. We've already seen multiple such threads on these forums.

    Intrepid still hasn't provided certain pieces of information about how specific things will work, but the same way there are some people who won't play the game if the open world PvP gets diluted, there are many who won't play if the class identities are diluted. So they don't really need the information, their position is 'If this is the path you choose I no longer care so you never needed my feedback'.

    And therefore they give feedback because 'the only Ashes they can see that they care about, is the one in which the problem exists', and they want to address it early (making no claims about what @Kesthely actually feels here, but you've seen enough other posters and threads on the matter to know what I mean)
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
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