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.
Can you compare moba to mmo pvp?
Baers
Member, Alpha Two
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Comments
You shouldn't as the base premises of both are inherently different.
I guess if you break it down into second to second gameplay you could compare them. Interactions with CC and teamwork are pretty close to what you would get in an MMO.
The game type of moba is part of mmo pvp in short, but Ashes won't do that kind of contents as I know.
Combat mechanic/gameplay?
Item utility/optimization?
Skill floor/ceiling?
Personal player objectives/goals?
Balance updates?
Entertainment value?
There's a lot of specific aspects you can try and directly compare but I don't think many of them would be fair comparisons since the scope and aims of the games are quite different.
It's like comparing films of 2 different genres. Yeah you can compare quality of acting but there's a lot which might just come down to preference from the genre rather than being objectively better.
Well it's also a fairly PvX genre where map design is a key pillar for encounter balance, something I think Ashes is going to need to study and refine quite a lot, especially when it comes to siege design so I'd add that to the list as well.
Here’s a better question: why? What are you hoping to advocate for or against by comparing them?
I could see that for battlegrounds and arenas, but honestly the way MOBAs are designed, the only thing the maps can be relative to are Arena/Objective PvP maps
I know I dont like the lack of abilities on my hotbar in a MOBA.
Dont like the isometric view when compared to 3rd person.
Not a fan of continual/endless click move click attack
Lots to think of really. Have to really know yourself and the games out there to provide a detailed opinion.
There are a couple action combat mobas. And 6-12 action buttons is on brand with an MMO too.
I think you misunderstand kind of. Sieges will be effected by the terrain of the node being sieged as well as the layout of the node's structures. So in order to understand the effects of these things they can use the principles found in other PvX games map design to help inform them.
Caravan's are a weaker example but are also going to essentially be 'payloads that need to be pushed from point a to point b' and the design of the routes between those two points are going to have a large impact on PvP over the course of the games lifespan. Other games with PvX especially a moving payload style PvX are certainly games I think IS could find useful to discuss amongst themselves.
Yeah my mistake for singling out MOBAs for a lack of abilities on my bar... MMOs have had, what I personally consider to be, a lack of abilities, like New World. I should have said I dont like a lack of abilities in any game. Moba or mmorpg.
The other 2 criticisms I made were not directly singling out MOBAs, though I can see how that could be inferred.
This is why I started off my reply the way I did. Moba or not, theyve probably both shared the same aspects of combat by now, with all the different games that have been created. So unless youve played absolutely every single moba and mmorpg out there, then its hard to call out a specific genre for having or lacking something, as someone will always have a reply to say well this game has that too and thats a moba, or that game has that too and thats an mmorpg.
So really, its a secret sauce of various aspects that make or break the combat, which depends on what players find most appealing and fun.
Tailoring those aspects for what is trying to be accomplished, I suppose, is why we see the differences we do.