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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.
Biome and party gameplay shown. A few more points.
George_Black
Member, Intrepid Pack, Alpha Two
Great adventuring feeling.
Your showcased that you are successfully
bringing back the danger in mmorpgs. The kinda slow TTK against the mobs, as well as the dangerous declines of your partys HP (and MP) at times is EXACTLY how open world PvE should feel, unlike ESO BDO ff14 and wow. The mobs suddenly rushing at the party is a great gameplayer quality only found on singleplayer games; I dont think I’ve seen it done in mmos. It needs a bit more work, make it a bit harder, but this is the game that I want to play.
The biomo is a great example of what open world ‘dungeons’ should feel like. Some sort of a construction, with of without ceilling, in which challenging mobs can bring down a party if you got a member like Steven, which agross random mobs all the time shamelessly. PvP could happen there ANY TIME because players will want to fight over the respawn locations of the juiciest xp-per-hour mobs.
So happy to see active blocking implemented as well as the mentioning of active roll dodging. And the blocking animation with the shield is THE BEST I have seen in an mmo in a while. The body positioning is ready to take and withstand the blown. That's how you do it, great stuff. Not like some other mmos, made by billion dollar studios in which the character just lifts the hand holding the shield.
The quality of the mace basic attack was top noch. I will be very jealous if the dualswords dont have such a sophisticated animation.
Now, a few things.
1) The sound effect of the skinwalkers is off. Something like a snarling dog/wolf would fit better
2) The third moon should be further away. Too many moons and too up close. Kinda lose uniqueness and admiration.
3) The walking of the zombies is stereotypical which makes it comical. Maybe the zombies should’t have their arms reachinng out, but move in a more aggressive way. ESO did a good job on this with the “Soul Shriven”, “Vampire Thralls” and other mindless, zombielike humanoid NPCs. The zombies shown today were a bit comical for me.
4) That fighter ability, the magic hammer doesn’t suit the archetype. Dont make the same mistake AA did, please. It appears to be a strong ability but Fighter main players dont want conjured magic. They want physical prowess.
It would be better suited to the cleric to smite their enemies.
5) That bigger mob towards the end needed be way more dangerous. It died too easily.
6) I hope we can turn off the system messages "casting in progress", "ability in cooldown".
Your showcased that you are successfully
bringing back the danger in mmorpgs. The kinda slow TTK against the mobs, as well as the dangerous declines of your partys HP (and MP) at times is EXACTLY how open world PvE should feel, unlike ESO BDO ff14 and wow. The mobs suddenly rushing at the party is a great gameplayer quality only found on singleplayer games; I dont think I’ve seen it done in mmos. It needs a bit more work, make it a bit harder, but this is the game that I want to play.
The biomo is a great example of what open world ‘dungeons’ should feel like. Some sort of a construction, with of without ceilling, in which challenging mobs can bring down a party if you got a member like Steven, which agross random mobs all the time shamelessly. PvP could happen there ANY TIME because players will want to fight over the respawn locations of the juiciest xp-per-hour mobs.
So happy to see active blocking implemented as well as the mentioning of active roll dodging. And the blocking animation with the shield is THE BEST I have seen in an mmo in a while. The body positioning is ready to take and withstand the blown. That's how you do it, great stuff. Not like some other mmos, made by billion dollar studios in which the character just lifts the hand holding the shield.
The quality of the mace basic attack was top noch. I will be very jealous if the dualswords dont have such a sophisticated animation.
Now, a few things.
1) The sound effect of the skinwalkers is off. Something like a snarling dog/wolf would fit better
2) The third moon should be further away. Too many moons and too up close. Kinda lose uniqueness and admiration.
3) The walking of the zombies is stereotypical which makes it comical. Maybe the zombies should’t have their arms reachinng out, but move in a more aggressive way. ESO did a good job on this with the “Soul Shriven”, “Vampire Thralls” and other mindless, zombielike humanoid NPCs. The zombies shown today were a bit comical for me.
4) That fighter ability, the magic hammer doesn’t suit the archetype. Dont make the same mistake AA did, please. It appears to be a strong ability but Fighter main players dont want conjured magic. They want physical prowess.
It would be better suited to the cleric to smite their enemies.
5) That bigger mob towards the end needed be way more dangerous. It died too easily.
6) I hope we can turn off the system messages "casting in progress", "ability in cooldown".
1
Comments
what I saw as negatives are:
as you pointed out - way to ez. He did state in the end of the Q&A the difficulty will be much higher. I HOPE SO cause this was a joke adventure video. The entire thing imho was EZ mode. Initially I thought maybe they were high lvl fighting lower lvl mobs, or wearing OP gear.
2) I was VERY DISAPPOINTED with mana regen being so fast and high IN-COMBAT and even greater OUT OF COMBAT.
It took what, 15-20 seconds for the ranger who was OOM to be FULL out of combat.
3) Mana management - it was A JOKE for the cleric. His spells didnt cost a lot and he never went below 70% mana in the entire thing.
I expected that big combat for him to run out of mana, HE DIDNT.. the mana regen is broken and the mana cost for cleric spells is a JOKE.
I can't wait to SOLO as a cleric and never die and not worry about mana.....
Even if players had nightvision spells or skills, they should get the bright eyes in the night
There was one cicada/cricket sound that was way louder than all other critter sounds