Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Solo Player Experience
Scalelytics
Member, Alpha Two
How good is the player experience for solo players? Do we have some indications on that?
1
Comments
Yeah to clarify, it all depends on how you define solo vs group play. For example participating in a castle siege without being in a party beforehand is something I would still consider group play, but you are not at all forced to join comms for the siege or to follow anyone's directions so in a sense you can be 'solo'. Probably a relevant link: https://ashesofcreation.wiki/Group_dynamics
Thank you a lot. The information in the wiki answears all my questions.
The OP said that a boost in xp would be a good way to balance solo play. This isnt reasonable.
A group of people in the same party let's say 6 get the xp from the mob split equally between them.
Some games give a tiny bonus for a full capacity party.
If a player kills that mob alone, that player will get 100% of the xp but it will take a lot longer to take it down than if a group would.
If a player, that doesnt belong to the group of 6 mentioned above, attacks the same mob, the xp given by that mob will be less for the group that surely did the vast majority of the work. That is a cause for PK.
If a group of 24 ppl, most likely from the same guild, split in 3 parties and occupy an area, they will kill all the mobs and others will have to move away or PvP for the area.
Now...... why should a solo player get a special boost in XP?
Also, do you think that 40 ppl, unrelated to each other, would peacefuly Lv up in the same area? What purpose does your comment serve?
Mid-high to high lv gaming will have tough mobs that requires people to form parties, in order to take down for a food Lving progress.
If solo players choose to fight alone, then they should find a place to kill easy, high lv mobs, alone. But why give them a boost?
Why shouldnt the solo player take A LOT MORE time to reach what real mmo players seek from a meaningful mmo?
Arent there games for solo people? Arent there even MMOs for solo people?
Some were a little annoyed with that unexpected change of requirement. If implemented correctly it could be a good method to encourage players (with largely solo play experiences and expectations - MMO solo play? LOL) to work together on some tasks.
Sure you can, but what's the point? All the best stuff in game and the stories after come from group play.
As with the real everyday, if you set your own goals with realistic constraints Ashes will be an amazing experience. Most of my play will most likely be solo, even belonging to a guild. It's just the nature of balancing my life.
I totally disagree with the notion that a solo player should be able to do content a group does just at a slower rate. Sorry, I know people love the lone wolf playstyle but as I said before, there are plenty of games out there that support that.
You’re going to have to establish rapport with players at some point if you want to really take on all the game’s content, that’s just how MMOs are, and Ashes especially is doubling down on that, hopefully for the better.
Also, solo is not synonymous with non-social.