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.
Player Hopes and Expectations
Griffin1
Member
Hello! I thought I'd drop a note detailing what I hope to be able to do with my character when the game goes live, because I'm someone who likes to engage in all the core activities of an MMO. I thought I'd make a short numbered list to express what I'm looking for:
1 - The ability to adjust my character's 'loadout' based on the activity I'm engaging in at the time (PvE vs PvP, Caravan guarding vs quasi-solo vs group).
2 - Being able to competently gather for my chosen profession. I'm happy to rely on an interconnected player economy but I do think the baseline materials of the profession (for example, herbs or meat for potions or food) should be able to be gathered by me in the world. I don't mind certain recipes needing components from other crafters, but the idea of not being able to gather top stuff unless I do ONLY gathering (which is boring without the using it part) does not feel great. Maybe this won't be as big an issue if there's little friction in ease of player economy pipeline?
3 - Estate/shop ownership upkeep that isn't completely uprooted if I have to take a month or two off from time to time (within reason, don't want to also make it easy for abandoned blight to ruin towns and cities). A nice degree of design and customization within the player housing/shop building, and functionality like NPC vendors when I'm offline.
4 - A fun RP toolkit that makes emoting and word bubbles smooth to use.
5 - I'm perfectly okay with there being only one "deed" per account but would like to be able to share that deed/house with any alts I make, and the ability to swap it to one of them should I realize I'm having way more fun with a different base class than the first one I start out with.
I like to engage in PvE content, PvP, RP and crafting, and don't want to feel like I'm forced into only one or two of those things based on character abilities. Some or most of these may already be good to go, I've tried to keep up with the game's updates and design philosophy. I certainly prefer opt-in for PvP typically too, and think that's more sustainable (very sad about Crowfall's population cratering in light of that), but am okay with the 'best' stuff being linked to the risk v. reward metric.
Cheers,
-Griffin
1 - The ability to adjust my character's 'loadout' based on the activity I'm engaging in at the time (PvE vs PvP, Caravan guarding vs quasi-solo vs group).
2 - Being able to competently gather for my chosen profession. I'm happy to rely on an interconnected player economy but I do think the baseline materials of the profession (for example, herbs or meat for potions or food) should be able to be gathered by me in the world. I don't mind certain recipes needing components from other crafters, but the idea of not being able to gather top stuff unless I do ONLY gathering (which is boring without the using it part) does not feel great. Maybe this won't be as big an issue if there's little friction in ease of player economy pipeline?
3 - Estate/shop ownership upkeep that isn't completely uprooted if I have to take a month or two off from time to time (within reason, don't want to also make it easy for abandoned blight to ruin towns and cities). A nice degree of design and customization within the player housing/shop building, and functionality like NPC vendors when I'm offline.
4 - A fun RP toolkit that makes emoting and word bubbles smooth to use.
5 - I'm perfectly okay with there being only one "deed" per account but would like to be able to share that deed/house with any alts I make, and the ability to swap it to one of them should I realize I'm having way more fun with a different base class than the first one I start out with.
I like to engage in PvE content, PvP, RP and crafting, and don't want to feel like I'm forced into only one or two of those things based on character abilities. Some or most of these may already be good to go, I've tried to keep up with the game's updates and design philosophy. I certainly prefer opt-in for PvP typically too, and think that's more sustainable (very sad about Crowfall's population cratering in light of that), but am okay with the 'best' stuff being linked to the risk v. reward metric.
Cheers,
-Griffin
0
Comments
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Opt-in PvP was one of the major decisions that contributed to New World's demise. It doesn't sound like Steven and the Intrepid Team aren't interested in doing opt-in anyway, though.
I expect changing loadouts to not be instantaneous becase Steven wants us to be conscientious of what our choices are, but... I don't think changing your gear will be as restricted as changing your augments.
Well I don't need instant loadout, but like going back to a city hub, let's say my current group needs me to focus more on CC than damage, for instance...
That must have changed then from something I remember him saying during a stream last year. Seems like there should be some sanctuary zones, it's not exactly useful to have windows open browsing an auction house listing in town and getting ganked by a bored rogue, for instance. That's not exactly what I'd call useful gameplay...
Seems as though it will be exceedingly rare to be attacked at an Auction House.
And, it may be that the vast majority of people prefer to trade at Player Stalls.
But on the off chance that someone hates someone else so much that they don't care about the consequences - they can kill another person.
I just read up on the Bounty Hunter system too and am getting warm memories of my SWG days too .