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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
I think a question was raised in the lore of how rocks form from the ground. The cool rock dudes we saw in the basic melee showcase - can they crawl from the ground and set as stone?
Im well into herbalism in most games. I'd be keen to hear if you would consider adding mini game in harvesting (or any other gathering). Rather than just harvest and watch the petals fly off after my plant massacre, can you present the plant anatomy and I need to pick and choose whether I'm going to harvest the roots, stem, leaves, flower, thorns etc. Seasonally the gain of each could differ, and each species could have different drop tables, but only a master can extract a few parts of the plant before it fades to ashes...
Essentially, I feel like the see a thing and pick it up has been done enough and I'm keen to see what you come up with.
It means we need more people to turn up
I think I've only made it to 1. Always happens when I'm at work
As far as fidelity, I don't think that a giant tree should take the same amount of time as a smaller one, but you kind of get into that, I think, in the video. Obviously this system isn't complete.
And of course there will be the players' Profession level, tools, etc. to determine task time, but bigger things should take more time. Our brains get that intuitively.
I think my most important feedback comes from discussion about the surveys, but applies to any other game element (esp. nodes and crafting, though). If you're going to overload us with data and information--which can be great, but doesn't suit everyone; it possibly doesn't even suit many--you must provide that data in layers.*
The main information layer should be: Here's info about X, Y, and Z. For example: this area has berries, iron, and rabbits.
It should be easily decipherable by a casual player--or an advanced player who wants to reduce their cognitive or chronological load--AT A GLANCE
Then the player can click (or set a default for their preferred layers/information categories) to lift that veil and drill down to see X1, X2, X3, X4 etc, which would be all the info about the berries, iron, and rabbits, such as renewal times, how to grow those resources, etc.
* Look at some 4X strategy games as examples. Some have provided WAY too much detail and too many interactive systems and of course the result is micromanagement, information overload, or both.
Or imagine a database or spreadsheet where you can select or hide/unhide the columns of data that you want to see, that are relevant to you.
Instead, higher level players should benefit everyone. For example, higher level players could be able to identify what rocks to mine and tell that to lower level players and so on. Also, it would be fine that higher level players are faster to mine.
I personally like surveying. In short, I like that there is plenty or too many nodes to gather and player would need to do something to identify what is actually good. Thus, skipping the survey step or being lower level player would mean you are blind. You would gather a node and would get basically random content (as you didn't know the content before hand).
Thus, in short, as long as it's good to do things in group, but doable solo and there is no reason to tell someone that they can not join the gathering trip.