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.
Comments
Troll reply.
Ergo, trolling is the main topic of this thread now, and I would thank you to keep this discussion on that topic.
It's interesting that the examples used for the "middle ground" "low-end" weren't MMORPGs,
I will address this further down.
Middle Ground for sure, luckly this is the ideal Steven is aiming for.
I also believe aiming for a very high gear disparity system is a bad idea, as it almost completely neglects the skill aspect in a combat between foes even with a reasonably small gear disparity. Directly experimented this in Archeage.
As for Low gear disparity system, here is were we might find disagreements. I definitely don't think low gear disparity system works for the overall balance of a MMORPG as it directly conflicts with the essencial Gear progression RPG/MMORPG concept, as i was personally able to experienced in Guild Wars 2.
Low/minimum or non-existent gear disparity would only work for a MMORPG in a isoleted, limited and controlled setting/sideshow such as arenas, which would also work as a pvp competitive medium.
I would also like to add that "luck" isn't necessarily a detractor from a games pro competitive scenario which can dictate its viability, even a moba game like LoL with a big pro scene and considered a skill-based game, Still has RNG in the form of critical strike chance which comes from gear (other than a single champion) and dragon buff RNG which can influence a lot in a game's outcome.
If you're interested in a more in-depth RNG vs No-RNG discussions as a matter of skill you can check those threads: https://forums.ashesofcreation.com/discussion/50899/crowd-control-should-not-be-based-on-rng
https://forums.ashesofcreation.com/discussion/50984/tab-vs-action-combat-philosphy/
Yes, and gear should also provide meaningfull gear progression and reasonable gear disparity in the context of the MMORPG genre.
Aren't we all sinners?
The main problem in archeage wasn't gear disparity, it was secondary stats.
Having the ability to not only utilize a crit damage/armor pen stat on top of the combo system, but how far you could stack those stats went far into the ridiculous end of the scale.
An arc lightning with an already 100%+ damage modifier from it's combo with lightning debuff, with a multiplicative 50-100% on top from crit damage secondary stat, 16% from songcraft bloody chanty, and a staff proc to ignore the users magic def.
Same applies to a precision strike with bleed combo, crit damage/def pen, old battle focus giving 30% crit damage BASE free for just using the ability, shortspear proc. etc
It's the whole reason aa turned into a game of one shots and building anything defensive unless you were FULL tank was absolutely pointless because it made no impact, and even a fully geared tank could still be one shot if they got songcraft debuffed.
Imagine on the old patch 2.0 or 2.5, a divine geared player vs an epic geared player, without the ramped up secondary stats would be a pretty even fight, the damage from the epic player wouldn't be so much that the fight was unwinnable but they would still be at an advantage, and so they should be.
The combo system and gear system in themselves were enough to create a gear/skill disparity between players, and secondary stats should of been hard capped at the lower percentages, maybe 25%, so you could refine your build to different damage types/play styles without the game ending up how it has, ever progressing damage ramp up rendering the combo system ultimately a side thought in general play, you'd have more than enough damage without properly "combo'ing".
WOTLK's ttk is a good example of a decent balance, ttk was low and all classes could burst but healing was also high, you couldnt stack enough resilience to be unkillable and proper cd utilization and positioning were factors in winning.
Instead of more current expansions where there is no kill potential outside of cd's and if the enemy trade's defensive cd's properly for your offensive, the game becomes a stalemate and very scripted in high level play.
AA 2.0/2.5 and mid-WOTLK would be my suggestions for a great starting point of gear disparity/ttk, especially considering we're going to have archeage-style mounts with skill's, if any of them have defensive abilities those are essentially used to avoid damage or reset a fight, same as they were in AA.
If TTK is too high people will be un killable if they utilize mechanics properly, alongside pots, kiting, cc etc.
But Secondary stats are directly correlated to the gear disparity, As higher tier gear provided more of the secondary stats and Gear Grade provided more lunagem slots which provide even more secondary stats.
Even on older patchs Lunagens were still a thing, Divine to epic wasn't a huge leap because gear would be of similar close tier and Gear score wasn't so far apart.
AA became a true one shot fiesta with the inclusion of hiram gear especially on fresh starts servers, as people would rush their weapons and neglect their armour to a certain extent, AA Alreary has a very low base TTK, combined with this on how powerful gear in AA is One-Shot fiesta was fated to happen.
AA Skills have insanely high Stats multipliers Arc lightning for example 1200 + 661% of Magic Attack + a 30% damage multiplier if the character is under burning. The higher the Stats multipliers of a skill is, the more powerful gear disparity becomes.
Aren't we all sinners?
Not really sure how to reply because it seems like you're agreeing with what I said but also trying to prove me wrong?
I guess we agree on what was said, was just putting my 2c in anyway.
"The main problem in archeage wasn't gear disparity, it was secondary stats."
Here is where we disagree, as secondary stats were only a small part of AA Insane Gear Disparity, the main culprits actually being big gear disparity, small HP and insane Skills Damage multipliers making TTK ultra low.
Other than that your comment was pretty on point
Aren't we all sinners?