How will the players power level be handled in the overworld at max level? If I have decent gear will it be more akin to WoW where you can basically steamroll every mob and even solo elites/bosses (as a tank usually) or more like Guild Wars 2 where you can still get beaten by single mob even with full exotic gear?
When a player goes to hire NPC's to guard their caravan, do they hire generic NPC titles like Warrior/Archer/Mage/cleric, get a random assortment of NPC's or actually get to hire Archetyped NPC's like Tank/Summoner/Cleric?
As a crafting main can we get more details on the actual mechanics of this? Ex: step by step process to make items/equipment.
The best crafting system I've seen so far in a game is new world's.
Q1: will there be an explorer profession? I see cartographer mentioned. Can this be combined?
Q: Is it possible to implement a way to take in-game screenshots that becomes a sketch in-game I can mail as an item to a friend in game? Like exploration correspondence? By bird maybe?
Q: is it possible to add a library in my home so I can store books and images of my travels? Would these be destroyed when lost land due to node changes?
Q: can explorers make a physical, temporary camp? This can leave traces for PVPers to track me down, or in middle of night a weary traveler can join my camp for safety and share a meal.
Will the freehold cosmetic be able to be applied to any building, or just specific building types?
Last update on this was Feb 2021; it's been over a year and the last we got was from LieutenantToast "I shared an update on this for folks back in December's reply, and we're continuing to work with the design team to provide you updates on which types of freehold buildings each of the previously-available cosmetics can be applied to!"
Would there be any chance to get a project plan alike status towards alpha-2, but without dates ?
i.e. What was planned, what is done, what is ongoing, what is remaining. Without any timeline nor expected effort, but just to give a sense of progress ? Possibly with a notice explaining that the list of remaining items may evolve over time as development progresses.
Did you guys think about mob scaling system like in silkroad ?. It's about random mob spawns with improved stats(party, giant, etc...) if players were in party or even without it. For example, if mob spawns that has party icon/prefix it had improved stats based on party size. Giant variant could also spawn, they were just scalled mob model that will look 200/300% bigger with also improved stats. Maybe it will be good idea to do something like that too?.
How will you manage the chaos of having mostly open-world story content with PvP and grief mechanics while everyone attempts to progress? Will there be incentive to work with other groups as opposed to against them? Thanks as always for everything you guys do!
Are there any plans to have places of power that a player needs to be present at in order to craft/enchant items? E.G a Rune Forge or an Ancient Temple?
One of the character hair colors I use fairly often is a relatively light pink. Will this hair color be restricted to a particular dye or race in ashes?
Other than the Corruption System in Ashes of Creation which is an inspiration from Lineage 2 Karma system and possible enchanting system, what other system or concepts present in Lineage 2, we may expect as inspirations in Ashes of Creation?
How are you going to control an ability, class or any other meta from being absolute "Best In Slot" that makes playing other classes or using other sub-optimal skills considered a meme?
Example: In WoW Vanilla/Classic, going Retribution Paladin or Feral Druid was considered a meme so everyone laughed at people who went those classes.
You stop this by building proper classes and not memes of a strategy game. How can you balance a fight between two identical classes with 2 different skill trees active? This is 2 classes in one framework, not one class with 2 options.
You should not have cookie cutting because the class should be functional and viable in pvx from base.
In a climate of "Min-Maxing" amongst gamers, how will you keep "Fresh discovery" on the table when all of the content will have been tested, revealed, and already player optimized for launch day?
Just a friendly reminder for those coming to leave their questions (and perhaps those who already have!)
In order to accommodate a variety of questions from our community, please only post ONE question below, and the more direct and succinct the better (think one to two sentences)
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Will we have amphibious mounts? For example a sea turtle that can swim and walk on land?
p.s. Please make a sea turtle.
My name rhymes with "Feather"
The best crafting system I've seen so far in a game is new world's.
They confirmed this yes 👍
Nope.
Q1: will there be an explorer profession? I see cartographer mentioned. Can this be combined?
Q: Is it possible to implement a way to take in-game screenshots that becomes a sketch in-game I can mail as an item to a friend in game? Like exploration correspondence? By bird maybe?
Q: is it possible to add a library in my home so I can store books and images of my travels? Would these be destroyed when lost land due to node changes?
Q: can explorers make a physical, temporary camp? This can leave traces for PVPers to track me down, or in middle of night a weary traveler can join my camp for safety and share a meal.
Q: Can I have a tent for bad weather?
Many thanks.
Will the freehold cosmetic be able to be applied to any building, or just specific building types?
Last update on this was Feb 2021; it's been over a year and the last we got was from LieutenantToast "I shared an update on this for folks back in December's reply, and we're continuing to work with the design team to provide you updates on which types of freehold buildings each of the previously-available cosmetics can be applied to!"
2) What planet did the Ancients originally come from?
3) Will we ever be able to revisit Sanctus?
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i.e. What was planned, what is done, what is ongoing, what is remaining. Without any timeline nor expected effort, but just to give a sense of progress ? Possibly with a notice explaining that the list of remaining items may evolve over time as development progresses.
Aren't we all sinners?
You stop this by building proper classes and not memes of a strategy game. How can you balance a fight between two identical classes with 2 different skill trees active? This is 2 classes in one framework, not one class with 2 options.
You should not have cookie cutting because the class should be functional and viable in pvx from base.
In order to accommodate a variety of questions from our community, please only post ONE question below, and the more direct and succinct the better (think one to two sentences)
^_^