Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Raid : Sense of Achievement
Deliasz
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
The Intrepid Studios released a new Alpha Two boss information for their upcoming Alpha 2 test phase.
Last night, before bed, I was thinking about how to make Raid boss encounters even more “Fun” for the players. I will try to define Fun in a few points:
Above you can see some general characteristics of Fun Raid. I do know that for all of the players it will be a bit different but on a grand scale, I believe it could be a core experience expectation. How could any game developer try to make it even more awesome?
Let’s start from the beginning. Raids are repeatable events due to the nature of the design. If we remove items left after slaying a monster we are left only with pure combat/tactics challenge.
I would like to see developers introduce a system for the Algorithm/s responsible for handling the Raid event.
Developers could also design either fully AI-based voice acting or hire people to do voice acting for the Raid monsters.
Just imagine a situation where you are going to challenge the Raid and the Dragon speaks to you “It’s you again you filthy human(player name written in the chat), this time I will not be Slain by you”
It will give players a sense of achievement.
With current technology, we just need to dream big and the rest will be achieved.
Last night, before bed, I was thinking about how to make Raid boss encounters even more “Fun” for the players. I will try to define Fun in a few points:
- Sense of Achievement
- Memorable moments
- Mechanics of the Boss and the whole raid environment
- Scale of it
- Drops
- Social engagement
Above you can see some general characteristics of Fun Raid. I do know that for all of the players it will be a bit different but on a grand scale, I believe it could be a core experience expectation. How could any game developer try to make it even more awesome?
Let’s start from the beginning. Raids are repeatable events due to the nature of the design. If we remove items left after slaying a monster we are left only with pure combat/tactics challenge.
I would like to see developers introduce a system for the Algorithm/s responsible for handling the Raid event.
- The system would recognize players by their unique game ID
- The system will evaluate the player's level/items/skills etc.
- The system would check how many times a player with that ID was able to complete this raid
- The system would have different types of mechanics depending on the overall game progress and players challenging the raid
- The system will adapt to the players and world and trigger the level of difficulty
- The system would have special extra mechanics
Developers could also design either fully AI-based voice acting or hire people to do voice acting for the Raid monsters.
Just imagine a situation where you are going to challenge the Raid and the Dragon speaks to you “It’s you again you filthy human(player name written in the chat), this time I will not be Slain by you”
It will give players a sense of achievement.
With current technology, we just need to dream big and the rest will be achieved.
Time goes fast. Time is a speed freak
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Comments
Anecdotal Source: Yagudo Campaign General Vee Qiqa the Decreer. (finally, years later, she no longer heads for me first).
Deliasz: The system would recognize players by their unique game ID -
Seems like that's probaby already in the design.
---Dygz
Deliasz: The system will evaluate the player's level/items/skills etc. -
I disagree. Encounters, including raids, should be generic, rather than assessing details like items and skill point distribution. I'd rather the devs develop AI in other ways... closer to StoryBricks.
---Dygz
Deliasz: The system would check how many times a player with that ID was able to complete this raid. -
Seems like that's probaby already in the design.
---Dygz
Deliasz: The system will adapt to the players and world and trigger the level of difficulty. -
Seems like that's probaby already in the design.
---Dygz
Deliasz: The system would have different types of mechanics depending on the overall game progress and players challenging the raid. -
One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.
---Steven
While they may not be exactly the same, the bulk of each encounter will be. If the bulk of the encounter can change, then the last part of the above statement wont be true.
As such, even with a little variation present, encounters will be repeatable.
I'm not a mind reader, I have no idea why it is in quotes. Usually people clarify what they mean if the words they use are not the ones they mean.
There is a lot of "probably" in your statement. Still, I hope you are right!
Deliasz: The system would check how many times a player with that ID was able to complete this raid. -
Seems like that's probaby already in the design.
---Dygz
I still believe there could be some special type of Raids where all those can be implemented.
Thanks for the valuable response.