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SUGGESTION: Group Leader System

The inviting player is set as Group Leader by default. The group lead can be passed by the group leader. Every Charakter is able to lead a group. The efficiency is linked to a passive skill called "Leadership" or some kind. As a group leader you can hover over group member names and have a little drop down icon. By pressing that, you open up a list of buffs or group skills you can give certain group members, e.g. +10 defense points or +5 Piercing damage, or e.g. a Skill called "Hands of Fire" which the chosen group member can cast once every 5 minutes to give everyone in the group an on hit burn dot of 3 Fire damage each sec, which doesnt stack.

You can level up Leadership by successfully turning in quests, finish dungeons and runs, or get knowledge about how to lead people in a proper way, may it be through reading books, finding old artifacts or talking to experienced NPC leaders in the world of this game.
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Comments

  • JahlonJahlon Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    There is absolutely no need for a system like this. This just creates another system that becomes mandatory for min-maxing.

    This would end up like Eve Online where "leaders" aren't the people best at leadership, they are the people with the best leadership skills who give the best buffs.
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    Make sure to check out Ashes 101
  • Jahlon wrote: »
    There is absolutely no need for a system like this. This just creates another system that becomes mandatory for min-maxing.

    This would end up like Eve Online where "leaders" aren't the people best at leadership, they are the people with the best leadership skills who give the best buffs.

    Wait a minute... isnt that the meaning of a good leader? Giving strong speeches to empower your soldiers -> buff them up for battle? Showing younger people how to master skills -> give them group skills?
    Also, I can see your point with the min-maxing, but I dont think it is a problem the game has. It is a problem a min-maxing player has. The average player will thankfully take that as a gift from more experienced players. It will not only strenghten the group but also the community spirit as such.

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  • Happymeal2415Happymeal2415 Member, Alpha One, Alpha Two, Early Alpha Two
    I may be wrong but I believe Jahlon meant the actual player being good at leadership not the players character
  • arsnnarsnn Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Jahlon wrote: »
    There is absolutely no need for a system like this. This just creates another system that becomes mandatory for min-maxing.

    This would end up like Eve Online where "leaders" aren't the people best at leadership, they are the people with the best leadership skills who give the best buffs.

    I entirely agree with your first point. Handing out buffs like that is non-sense.
    But if you would want to introduce such a system it needs to be entirely utility based.
    Something like gw2‘s commander tag could work, that shows your presence on your map.
    The more reputable the leader the bigger is the proximity maybe?
    Or some additional UI features, rare icons, more information displayed when recruiting and so on.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    I don't see a need for this.

    In Archeage, for every event that I participated in (which happened several times a day), leadership of the raid was always (as in. literally always) handed to someone that had proven them self a competent leader.

    If you start adding in tools of any kind to people that have proven them self a competent leader, all you are actually doing is taking away tools from people that are competent leaders, but have yet to have the opportunity to prove them self.

    Leave deciding who is and who isn't a good leader up to players. Any game system that is added to try and do this will just make things worse.
  • SylvanarSylvanar Member
    edited December 2021
    What even is this topic?? OP wants the buff or a good leader? Both are entirely different things.

    The entire system looks pointless if leadership can be leveled not by actual leading but by quests.
    "Suffer in silence"
  • CROW3CROW3 Member, Alpha Two
    Hm… I think I understand what you’re trying to incentivize (I.e. taking initiative), but the system above seems like it would complicate the group system with a false level of depth, where the game already has real depth.
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  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    This is an example of a skill that tries to simulate a human element, but that human element is already present in the game. Real human experience makes good leaders. It does not need to be an RPG stat when it's already a real thing. If you spend time leading parties and putting effort into being good at it, you will get better.

    I think it would be like giving your character a "reaction" stat. The stat would just make your character automatically move out of the way when he is standing in an AOE... It's not needed because you as a human have the skill to notice you should not be standing in something and move out of the way.
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    This is my personal feedback, shared to help the game thrive in its niche.
  • daveywaveydaveywavey Member, Alpha Two
    I'm agreeing with both Jahlon and Noaani on the same thread! Something strange is happening... :D:p
    This link may help you: https://ashesofcreation.wiki/


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  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Soon they will merge into Jahlaani, a horrid creature that will bring on the Apocalypse. (And nobody wants to go through that Battle Royale again.)
     
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