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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.
Comments
Do you happen to know if that includes skill shots or toggling into free fire mode for the archer class?
"Now in the pinned thread they ask how to protect gatherers against PvP because apparently is not protected enough."
It seems disproportional compared to the other professions for sure, I hope the bad boy debuff is strong enough to discourage non consensual pvp. Farming in rust on a 300 pop clan server will make your brain melt so I understand why they want to protect gatherers.
"What will happen is that gatherers will run back to the node before that protection fades."
Ya exactly, Ill just run back and get the protection buff again. So instead of spending time farming ill just be walking, which I think is less fun than gathering. I hope they do minigames like rust for hitting nodes. Wow's node farming system is so boring.
"Is not like we see the flaws, we post them in the forum and they blindly ignore them."
Honesty I have a lot of confidence they will fix most of the problems before launch. Blizzard has been saying "we hear you" for 15 years and the wow token is still in the game, loot is still irrelevant the next patch and nothing you achieve power wise is meaningful, there needs to be items that you use every expansion that are either percentage based or allow you to do something like a speed boost, they add 6 new systems every expansion and then fully trash them instead of iterating on them. Plus 2000 other problems. Ashes uses a lot twitch buzzwords and regularly meme in real time with content creators. So at the very least I know they have literally listened to the community even if they take a different creative direction with what the community wants. I feel like Stephen has been thinking about this game for 2 decades and he has a fantasy baby that he desperately wants to see come to life. I just hope that they all understand how disgustingly degenerate and psychopathic people can be and not let their systems empower that negativity. But instead empower cooperation and positivity.
Non-forced attacks (such as AoE) will not hit non-combatant players.[124]
I got it from https://ashesofcreation.wiki/Player_flagging
This is to prevent killing a green accidentally and becoming corrupted while doing damage to the proper target.
There is one more there
Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).[18]
Regarding free fire mode I see they work like AoE attacks
Attacking without a target (blind firing) is possible in action mode for templated abilities. If a target moves into the path of the projectile it can be struck.[15][16][7]
https://ashesofcreation.wiki/Combat_targeting
Templated abilities are skills that do not require a target, such as line attacks, AoE attacks, or cone attacks.[1]
https://ashesofcreation.wiki/Definition:Templated-abilities
So the intention is to make those arrows pass through you if you are a green neutral player who jumps in-between the fighters.
That sounds really well thought out. I hope they make it impossible to tab target to a green player. Big fights can be really chaotic and with so many different spells it can be easy to mistake who you are targeting and randomly cast a spell at them when you are spamming tab and your buttons. Thanks for explaining all that.
Ashes is not WoW.
Who said the server had a 200 pop?
The way people behave in games is basically the same regardless of the game.
https://en.wikipedia.org/wiki/Game_theory
It's not hyperbole when people say it constantly.
https://eu.forums.blizzard.com/en/wow/t/what-made-you-quit-classic/123423/7
"I have got to be honest I stopped playing on several alts when they released the honour system I was just being ganked left right and center lol I just didn’t see the fun in corpse running for most of my 4 available hours per night. Being lvl 51 I was an honourable kill to everyone. Making it impossible to even finish a quest."
"One sided pvp except in low lvl area"
"People abusing backdoors, roofs and exploits generally without any consequences"
"no action is being taken against bots, abusers, griefers"
https://www.youtube.com/watch?v=mflmj4KsmKA
https://www.youtube.com/watch?v=tZnfU5AbrM4
Griefing ruins games. Allowing people to have opportunities to grief makes people leave the game. The best tactic to defeat a clan in Rust isn't to raid them. It's to tc block their base and wall them in forcing them to ladder through wire to farm explosives to get their base back, let them rage quit to another server or for the wipe then wait for their base to decay inside a compound you control. Rust resets every week this game doesn't. So you know nothing you achieve besides blueprints will continue over to the next wipe. Making everything you lose have no meaning. If you have a world where you can put in hundreds of hours into farming and have it get destroyed after a single group wipe or death or even when you are offline, the majority of people won't play. People play mmos for longevity. If a significant amount of stuff you get isn't relevant in the future most people won't want to play. This is why people liked classic, tbc, and wrath better than shadowlands. Every piece of gear you get in shadowlands is irrelevant after 5 more raids or 10 more dungeons. I'm still using tbc pvp gear raiding nax in wrath. This is why people hated new world in the beta. If you can lose 100 inventories worth of loot because you think you're guild or mayor didn't do a good job and you died and lost everything you are less likely to put in a bunch of effort to refarm everything and more likely to play another game. People losing a bunch of their stuff is a larger de motivator and quit moment than losing your buffs or walking back to your corpse. The more you can lose the more likely you are to quit.
aoe works the same way in every game. You do small amounts of damage to many targets. When you have many aoe spells overlapping it does huge damage to many things. If you have enough people using aoe the location becomes impassable. You need to enter the aoe in order to be in range to counter the aoe. You die instantly. This can range from 1 player in dorms in tarkov spamming grenades to a lesser extent, to 10-20 players in wow choking brm. If you have mandatory or semi mandatory locations that people feel they need to access and they can't get there due to aoe walling or just solo griefing. The alternative is to not do the content, and for a majority of players if they can't do the content they will think why am I paying money for this. Aoe itself isn't an issue, it's just a way of doing damage. Being able to use it to block people and grief people is the issue.
https://www.youtube.com/watch?v=uYbe69Iebcc
https://www.youtube.com/watch?v=DNi-jWYeVQM
https://www.youtube.com/watch?v=w0v2YeVufSg
https://www.youtube.com/watch?v=9-2863soxrI
https://youtu.be/SgMZEykCyk4?t=1354
https://en.wikipedia.org/wiki/Barrage_(artillery)#Standing_and_box_barrages
Do you happen to know if he was talking about a multiplier for when it reached its destination or that was an estimate for what they think the market value would be?
while everything you said its true, you can still beat the aoe spam in a choke point, depending on the game.
not sure if archers will have more range than mages in aoc, but i suspect they will. you could your have archers kill their mages.
also, tanks have ultimate defense and it affects their party, makeing them not take damage, they can use that window to go in. we dont know if classes like bard will have a similar ability that will give their party reduced damage or invulnerability.
you also cant have an infinite amount of mages spamming in one spot, because they cant occupy the exact same spot in the world map T_T
he said when you hunt monsters, they dont drop money, they drop certificates or pelts and if you sell them in another region using the caravan system to transport them, you get 4x-5x the reward based on distance traveled
When I replied, "You won't last long against an entire server..."
You responded with, " Yes you can hold off 200 people with 20 at a choke point because 20 people spamming aoe in 1 location is enough to create an instant vaporization barrier that nothing can cross."
Hyperbole and moving goalposts...
Which is fine, but... apparently, you literally don't now what you're talking about.
So no one said the server has a 200 pop. Glad we clarified that.
That's interesting, does he means the vendor you turn them into will give you 4-5x the reward as a local one? Did he happen to mention if that is only applied to items that were transported through the caravans or also items you personally carry over?
i think its only through the caravan system. also, how many items of the same type have been sold in that region will affect your rewards, if i remember correctly.
Ooooh I see. That's cool. I guess that is data from turn ins for the node upgrades? And you need a bunch of resources from all over the world to upgrade it? And like if one node has too few of a certain kind of resource due to player turn ins, the game decides that this is the resource that needs the 4/5x multiplier while a more local/turned in recourse doesn't? Will be interesting to see if you can use the caravan from an economic node to another economic node if they are both vassals to nodes that are hostile too each other. Cause vassals can't declare independence so it would be beneficial if you wanted to overthrow the higher node to just do caravans to the enemy to buff them up. To try and convince them to attack the lvl 6 so you can become the lvl 6. Would definitely be beneficial for players in lvl 3+ vassals to attack the caravans of their masters to weaken them so you can upgrade. I still feel like it's going to be more beneficial to walk around the world with a group to kill caravans than it is to do caravans, but I hope i'm wrong. I'm also worried people will feel the need to use their resources immediately as there are a lot of ways to lose them. I hope they have enough methods to collect resources faster after your caravan gets destroyed while also having lots of high cost currency sinks for things that don't really matter, but look cool. So there is at least some incentive to save your resources rather than just immediately craft everything into the best currency to resource ratio item to just vendor them or market them so the work you put in isn't destroyed if you log out and you get raided. Cause the only thing that creates inflation is increasing the currency supply and if you have an incentive to hold wealth in currency rather than resources people will be incentivized to vendor items whenever they log out so they never log back on and have all their stuff missing.