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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
People don't say that minigames will make things easier for bots. They are saying that specific minigames make things easy (not 'easier') for bots. A lot of things that are hard for humans are easy for bots. Many (but not all) things that are easy for humans are also easy for bots. If you pick the wrong minigames, it doesn't help prevent bots. But it can discourage humans and make "using a bot" more attractive than doing it yourself. End result? More bots.
Here's an example. He's right that minigames can keep bots from leveling professions, but the thing that Lineager actually described is super easy to write a bot for. (I've done it.) You'd need some other separate aspect to make it difficult for the bot to know which of those many possible things thing it is supposed to do.
Perhaps target audience is for the twitch player. Who knows.
https://www.youtube.com/watch?v=folC4jip7AQ&ab_channel=goofyann
I like this DQ example!
Even better if it had an extra layer of depth - something like:
Something that has a 2-minute time limit, but if played blazingly fast and perfectly only takes 30s to complete
I am hard set against difficult skill checks as described in the OP, requiring very precise timing or mouse precision in order to get the best result. That would completely miss the point of what makes crafting engaging for a large majority of crafters. Please don't make the actual process stressful.
I am ok with complex and deep crafting systems, where gameplay layers are knowledge based rather than twitch skill based. IMO, crafting should be a more cerebral experience, combined with the social aspects of interacting with customers and other crafters.
Tiny window pops up and it shows a tree trunk with a cut on the side and there's an axe already in movement... but the axe will hit far away from where the cut it is, so the player just has to move the mouse up or down a little bit so the axe hits the cut
That's all
I am very much not a fan of minigames. If I am trying to craft something I prefer having the mats and hitting the craft button.
That said I do agree with the people that we need to see some iteration of what they have in mind first before fully writing it off. Anything in a game, and I do mean anything, can be made fun even if every version of that idea in every other game has been a disaster. The possibility of it being fun is there.
Your point of not being tedious after the 100th time is very valid. I have been a craftaholic in the games I have played. What about the 500th time? Or the 1000th time? I just don't see how these minigames can remain fun, engaging or beneficial, which is why I just prefer not having those types of games.
The other point that can't be expressed enough is if you lose or waste high level, hard to get mats because of some ridiculous minigame, how is that in any way fun, engaging, useful, warranted? When you are a professional at the top of your field you have learned how to mitigate the variables to eliminate any outcome other than the one you desire. Maybe in the beginning you have minigames you need to work through but at the highest levels it should just be a click of a button and the item is made.
Bring the materials to the station/building, one click in what I want and then come back a few hours later when everything is complete
I uterly hate clicky grinds, I would not have in AoC any of the traditional RPG crafting systems where you gotta to stay there grinding the profession for hours and on top of that doing minigames
Grind 100 daggers... now grind 100 short swords
No God, Please No!