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.
Why and where will AoC fail
VekoKrava
Member
First I want to mention that it won't fail because of PvP system, but other open world system although it has very good design on paper it will fail realistically because other games failed in same way.
Take New World for example. It has great open world design. Corrupted branches to complete with 5 players in order to obtain shards that later on you can craft orbs to open dungeons, or elite areas full of chests, again take 5 friends and go lose yourself in an hour or more killing elites and world bosses / mini bosses and loot chests for rewards. It all sounds great, but what people really did? They were zerging with 30+ people and finishing everything within 10-15mins, there were multiple places like these elite areas and they would finish all 4 in an hour. Consider that you can do that once per day.
This will be main problem that I am afraid can happen just because MMOs had bad impact on many players. They treat games as business models and they will optimize everything for themselves. It's not problem of morality instead it's problem of reasoning. Why would you not play "properly" and have fun in a harder way, but to immerse yourself as well, instead these people will rush and look for instant gratification for their small and pity pleasures. They will turn this game upside down I am afraid.
What do you think, if there are going to be such PvE events, will players destroy immersion completely?
Take New World for example. It has great open world design. Corrupted branches to complete with 5 players in order to obtain shards that later on you can craft orbs to open dungeons, or elite areas full of chests, again take 5 friends and go lose yourself in an hour or more killing elites and world bosses / mini bosses and loot chests for rewards. It all sounds great, but what people really did? They were zerging with 30+ people and finishing everything within 10-15mins, there were multiple places like these elite areas and they would finish all 4 in an hour. Consider that you can do that once per day.
This will be main problem that I am afraid can happen just because MMOs had bad impact on many players. They treat games as business models and they will optimize everything for themselves. It's not problem of morality instead it's problem of reasoning. Why would you not play "properly" and have fun in a harder way, but to immerse yourself as well, instead these people will rush and look for instant gratification for their small and pity pleasures. They will turn this game upside down I am afraid.
What do you think, if there are going to be such PvE events, will players destroy immersion completely?
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Comments
Players will always ruin their own experience and then fucking complain about how the game is ruined and is now shit. Dumb people are dumb.
im not saying i want to see a zergfest but i also think you dont understand how large the map is and to constantly see zergs running 24/7 is unlikly. even if you are talking end game zones which will most likely be limited and not in abundance its safe to say we should be fighitng for these resources and privilege to farm them.
Ashes doesn't.
then they find ways to ruin the new stuff, rinse n repeat lol
The AoC map changes every time a node levels up. Six levels and 118 nodes = 708 potential maps of different dungeons.
Swarms of drastically new systems such as mayors, animal husbandry, bounty hunters and tavern boards.
64 archetypes with different enchantment routes, religions, guild skills, armor and weapon and jewelry enhancements plus the different races means every single person on your server will likely be playing a character different than anyone else.
I don't think we have to worry about AoC 'failing', we may well be playing it happily for a couple decades, or more.
As @xMrWoolf said before the AoC map is way bigger then the map in New World, same as the Server limits. In New world they where around 2200 p.P. Server In Ashes they aim for 8-10K slowly going up to 15K because of the queues which most likely will occur. And at a later stage they aim for 50K per server. Which makes the bigger map obsolete, since the density will be about the same like in NW. 50.000/1200km² = 42 People per km². While New World had 2200/40=55 people per km²
Edit : That would make AoC's map even 30 times bigger ! CRAZY !
But the crucial difference is that AoC enforces PvP whilst in NW it was toggleable as @Taleof2Cities mentioned. Zergs will occur less and will be only possible with a Raid, which can always be dissolved with the help of people who like slaying "rolling meatballs" or epic Raid vs. Raid slayings and at the end the Zerg should be way smaller
@tautau If I remember right they changed it to 85 Nodes + 5 Castles with each 3 specific Nodes attached to the Castle so 105 in total.
I've also never in my life seen such a disparity between boss encounters, lvl 20 and lvl 40 dungeons being enjoyable and one of the 60 dungeons being the most boring boss fight I've ever encountered in my life.
I don't understand how you can compare Ashes to New World.
Clickbait much?
Disrespectful and harmful title
Aren't we all sinners?
I can see this being a problem with open dungeons but I can also see many ways this could be fixed.
For example, if instead of 8 people you got 30 make the boss difficulty and elite mob spawn rate and trap damage and stuff like that so difficult it just becomes unfeasible.
I mean they did basically announce something in this spirit considering that the faster you clear out part of the dungeon, the harder the next part will be.
If they do it right you won't have such a problem.
Yeah man a lot of people are **** and will ruin their own experience.
Intrepid should make sure the game isn't analyzed to completion before it comes out, like what happened to New World but the fact is, imeciles will be imbeciles and will find ways to min-max the fun of their experience no matter what you do.
Such people won't have any fun because they don't deserve any fun and that's just fine.
At the end of the day tho, I feel that intrepid has made its systems solid enough to force even this type to play the game as intended --> taking on serious pvp risk to gather out there in the world, using caravans to transport stuff, defending your node to defend your own interests, etc
That's the best it can do.
The best we can do is be of good-faith and do our job well as testers and observers when Alpha 2 and the Beta come out.
Second - New world map might be smaller, but we all know that there will be some areas worth farming over some other areas and with that said there will be many problems. One of the problems is if it is area for 5men or 10men people won't go with 5men recommended instead they will ruin immersion and others will follow, just because how fast it will be to complete these areas for rewards.
I hope I am wrong, but when I ask now in NW to finish one elite area with 5men, people don't even whisper me to form group, they all are waiting for zergs that happen often and people go and clear these areas in matter of minutes.
Last thing - I compared New World because how that game is made, personally it is the closest MMO out there to fit my taste with good open world content and a lot of things to do and prepare yourself. Before they deleted orbs from game, you had to do corruption orbs with guild mates to make a key to open dungeon, that kind of system is what I want in every MMO, to work in order to enter ''main'' content such as dungeons / raids.
That kind of system was similar in vanilla WoW because we all were doing preparation before raids, collecting world buffs, doing professions and helping each other, even farming meat for tanks in our guilds during the day so that we can raid during the night and since that meat buff / food was expensive, we farmed it for our guild.
Again, New world open world seems perfect on paper, but what people are doing is crazy, they are literally abusing system for their fast progress, thats why I said they treat games as business model which means they want to progress faster, get more resources the fastest way and be strongest out there. When you think about it, its core point of MMOs, but it has a bigger impact on some then others, for me personally I don't look for easy way out and I enjoy grinding to immerse even if that means I will grind 2 hours longer then these type of MMO personas.
Ashes doesn't have personal loot.
Everything will drop a set amount of rewards which has to be distributed. The more people you bring, the more ways the rewards have to be split and the the less profitable the activity is.
This I did not think of, good of you to bring that into conversation because that will play big role indeed.
I have a feeling that steven will try his best to implement necessary changes if the game becomes a clusterfuck of "bussiness model" gaming as you mentón.
As Steven already said, everything can change. The development is still on ALPHA. I really don't know if you guys, who make this kind of trend, know what an ALPHA stage of development stands for.....
I'd put my money on the riot mmo being far closer to WoW than what AoC is shaping up to look like. So I guess it depends on the combat/feel of it but also as of today both games are pre any tangible metric to compare the two.