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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Visibility of monster levels and HP
kwakx
Member
The visibility of the levels of monsters we encounter will make exploring the world a little more boring?
Hiding the levels would make many players have to take risks first and see if the fight is worth it and some encounters could be a surprise.
In my opinion, the visibility of levels as well as the number of life points will make players avoid certain locations and the whole unraveling of the game will proceed faster by more hardcore players. If I see a monster for the first time I should judge it by its appearance and not by its level or amount of health.
How do you feel about it? Do you like it when MMOs are so transparent about it?
Hiding the levels would make many players have to take risks first and see if the fight is worth it and some encounters could be a surprise.
In my opinion, the visibility of levels as well as the number of life points will make players avoid certain locations and the whole unraveling of the game will proceed faster by more hardcore players. If I see a monster for the first time I should judge it by its appearance and not by its level or amount of health.
How do you feel about it? Do you like it when MMOs are so transparent about it?
1
Comments
So as much as I like the mystery and excitement of trying on a new unknown enemy, I'd prefer if the game didn't waste my time for just going a bit further into the woods.
And as for visuals presentation of mobs being able to tell you how dangerous the mob is, I feel like it could limit mob design. I'd like if a tiny flower-looking mob could be as dangerous as a hugeass red orc with a blade sharper than a blade of grass. But no one would see that flower as dangerous, which would lead to them dying and wasting their time.
Now yes, there's the concept of "risk vs reward" in Ashes, but I'd rather have the mobs' AI and fighting mechanics be very difficult rather than just having a random generator of "will I die or not if I attack this mob instead of that one?" There's no risk when you don't know what you're even risking.
As for HP, sure they can do the same system they have for other players, where you don't see the exact health but only show a degrading nameplate. For me it doesn't matter much though. I am ok either way. I like not seeing the HP numbers for players, because that ties well into the corruption system. For monsters, eh, it's not super important I think.
Is interesting.
But also, i want the game to come out, so if its not already on the table, its not that important.
I agree, though I prefer almost no indicators. You might find this Dev Topic thread interesting: https://forums.ashesofcreation.com/discussion/52092/dev-discussion-40-enemy-indicators/p1