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.
Social-Group Play
Leukael
Member, Alpha One, Alpha Two, Early Alpha Two
Any ideas on how to support socializing in the game and supporting group play? A lot of innovations to support online gameplay usually cost the socializing aspect of mmos (ie group/raid finders, sharding technology, etc.)
I was wondering if there are ideas to support socializing in an mmo space people would like to share?
A few ideas I've heard or thought of are as follows;
* A board or other mechanism that works as a group finder functional only while you are in a tavern (play a mini game or hit a room for rested xp while you wait for that tank or healer.)
* An activity at a tavern that is triggered when a full group is formed that provides a minor buff (xp, loot drop chance, etc.) When the group is formed you answer a question about a randomly selected party member. This data would need to be thought of how it is gathered (probably at character creation or in their bio, etc.)
*Mechanical Synergies. Buffs/debuffs between archetypes and combos of abilities or cc for example. This promotes conversations between players and not just joining a group and start clicking. Good example would be interplay between elemental and other damage types. This would vary based on archetypes so would definitely prompt conversations too.
Have any thoughts, feedback, or ideas on this concept? Share it here!!
I was wondering if there are ideas to support socializing in an mmo space people would like to share?
A few ideas I've heard or thought of are as follows;
* A board or other mechanism that works as a group finder functional only while you are in a tavern (play a mini game or hit a room for rested xp while you wait for that tank or healer.)
* An activity at a tavern that is triggered when a full group is formed that provides a minor buff (xp, loot drop chance, etc.) When the group is formed you answer a question about a randomly selected party member. This data would need to be thought of how it is gathered (probably at character creation or in their bio, etc.)
*Mechanical Synergies. Buffs/debuffs between archetypes and combos of abilities or cc for example. This promotes conversations between players and not just joining a group and start clicking. Good example would be interplay between elemental and other damage types. This would vary based on archetypes so would definitely prompt conversations too.
Have any thoughts, feedback, or ideas on this concept? Share it here!!
0
Comments
1) Long as those boards are localized.
2) Flesh this out.
3) I think this is already going to be a thing to some varying degree.
—-
Just a proper need for every type of player in the game.
Advanced Group, Family, and Guild tools that are attached to the app they plan to make.
Solvryn,
1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc.
2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.)
3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though!
I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing.
Social orgs mentioned in the wiki:
Scholar's academy - Academy expeditions
- Lore objects located throughout the world, accessibility is linked to node/aoi development, seasons, other criteria.
- Could tie in interaction between nodes to compete for discovery of lore objects (cooperative? adversarial?)
Scholar's academy - Academy library
- Expedition results can be recorded here, for anyone to view. List of PCs/guilds involved in discovery.
- This might open it up to server-first stuff. Maybe records get wiped and need to be rediscovered after some time, like a discovery cycle. Some motivation to keep being involved in discovery cycles might include access to a special in-game supply shop or crafting recipes while that discovery cycle is active.
Buildings/tools that incentivize other specific activities:
Farming
- Hiring farmand PCs
- Farming activities are made more efficient by hiring farmhands and having them in proximity of the farm
Open-world gathering
- group members can contribute to gathering activities to make it more efficient (ie. faster, haul size/quality)
Seafaring
- Some ships will require multiple PCs anyways, but make it official by hiring deckhand PCs
- Might motivate the captain/owner of a ship to hire deckhands if certain functions of a ship are made more efficient by having hired deckhands
Bounty Hunting
- "Most Wanted" boards, by node/region/biome
- Bounty rewards might be used to incentivize group play
- Tracking targets more efficient in a group
It could be a variation of the standard 'run a dungeon with a newbie' quest. 'Hunt with a newbie' or 'Farm with a newbie' or 'Sail with a newbie etc. etc. quests.
Open World housing and Freeholds means we will know where to find our friends. We can visit with them in our homes or in Taverns and plan our excursions.
Since the world is dynamic, instead of static, we will be motivated to ask about the things that have changed since we were last online.
We’ll also ask around about what’s changed across the world as Cities rise and fall, and new Mayors and Monarchs gain and lose power.
In a static game, where everyone does the same quests, dungeons and raids, there’s not much incentive to communicate.
Yeah, my intent was for those hirelings to be PCs. Added the clarification.
I like the "do X activity with a newbie" bit as well. Was wondering if it'd require some sort of "sprout" (ie ff14) tracking
That would make it more social if social orgs aren't easily entered/leveled so people choose where to focus.
I like all three. ESP 1
Love the idea of some flair or achievement that lets people know that someone is a social person and to approach them. That is another simple and previously done mechanism that could really support socializing in the game. I think the trick there would be communicating it to others - especially new players early on.
Tavern boards would have a tab with time-based "guilds" that solo players are free to join. The time would indicate when the players in the guild play the most (pretty much player primetime). The players in that temp guild would be able to post invitational announcements on the board itself looking for other solo players who play during the same time.
And if some player decides to take more initiative and are ready for the responsibility, they can take over that temp guild, rename it and make it a permanent one. This would require some hard quest and probably some fairly high resource investment (which would probably depend on how many people have already signed for the guild).
Making and leading a guild is a difficult thing and joining a preestablished guild can be daunting to the less social people out there. But having a "super low investment guild" option in the game would allow the people, who still want to play with others but are super limited on time, to easily find people to play with. In time you'd have a somewhat constant party of people to play with each day (or however often you play) and, imo, that's the best social aspect of mmos. At least it was for me back in L2 days.
A temp guild system seems like an interesting idea. I suppose people can do this on their own, but having a game sort of hold your hand/guide you through that process might encourage people who would otherwise not jump into it.
The game will already be balanced towards party play, so that's gonna push quite a lot of people towards being more sociable, and I think having a "gateway drug" to joining a full-time guild would make the whole process not only better for the less sociable people, but would also make it better for the guilds themselves, because by the time a solo player decides to join a full guild - they might've already spent several weeks playing in a party and are now a much better party player than they would've been as a complete newcomer to the party dynamics.
I LOVE this idea ha ha it is such a great idea!!
Thank you so much!
I agree. I find this concept very interesting.
Interesting idea. I haven't heard their plans on this but there is such a robust list of choices I would be surprised if they developed this. I, however, could be very wrong.