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Dev Discussion #40 - Enemy Indicators
Glorious Ashes community - it's time for another Dev Discussion! Dev Discussion topics are kind of like a "reverse Q&A" - rather than you asking us questions about Ashes of Creation, we want to ask YOU what your thoughts are.
Our design team has compiled a list of burning questions we'd love to get your feedback on regarding gameplay, your past MMO experiences, and more. Join in on the Dev Discussion and share what makes gaming special to you!
Dev Discussion - Enemy Indicators
When it comes to enemy “conning” (indication) systems in-game, what features do you like? If you do like indicators, to what extent or delineation?
Below are some examples of these systems, what they mean, and how they work. Let us know which you prefer, or if you have any new ideas!
When you target an enemy, which option below do you prefer:
Old School Style: You see only the level of the enemy, and the colors indicator if they are below, at the same, or above your level. If you are in a party or raid, the indicators logically conclude that you can take on higher-level enemies.
Intended Audience Style: You see the level of the enemy, color indicators, and intended audience indicators for solo players, parties, or raids - stars, triangles, borders, skulls, etc.
Keeping 8 player party sizes in mind, would you prefer solo, party, raid, or more precise solo, small party, medium party, large party, small raid, and or full raid indicators?
Hard Core No Indicators (TTRPG) Style: You do not know the power of the enemy, nor it's intended audience until you encounter and learn about it through your combat experience.
Are there alternative features and systems you don’t see listed above that you like? If so, what are they?
Keep an eye out for our next Dev Discussion topic regarding RNG!