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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.
The New World Pitfall
milkt0ast
Member, Alpha One, Alpha Two, Early Alpha Two
How is Ashes going to avoid the gathering and crafting pitfalls of early gameplay that New World had? Everyone being able to do everything at the start means no one needs each other getting rid of that communal cohesion that I have felt the team is going for.
Will this be achieved by limiting the number of professions you can do at certain levels forcing players to choose what ones to do?
Will this be achieved by limiting the number of professions you can do at certain levels forcing players to choose what ones to do?
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Comments
And at higher lvls everyone will go down their own artisan paths, so everything will be split up amongst the players.
The ones good at combat should be good at gathering too.
They already said this won't be a thing since that would force and cause a meta for gatherers and crafters.
The artisan system and the adventuring system are separate. No buffs, boons, etc across them.
What do you call a meta?
An obvious feature is not a meta.
A meta would be when you have more options and you figure out which one is the best and you ignore completely the other possibilities which the game offers.
In this case the game would state when you create the character that certain classes would have this advantage. That advantage is not a meta. Just like a tank being better at tanking than a ranger is not a meta.
The early gameplay of Ashes would be community driven in a different way, more similar to the early stages of a survival game.
Nodes will need resources for some of their bonuses/functional buildings to 'come online' (we do not have full information on this yet), so the large number of players will not be reliant on each other in a pure economic sense yet, but instead reliant on each other to get their nodes 'up and running' so they could even have an economy to foster other 'reliances'.
I would also expect that Intrepid would absolutely NOT want people to be too reliant on each other at the beginning, they would want players to be able to test everything. Not every player of this game type knows what they enjoy in terms of Artisanship, at the start, so it's good for them to be able to try everything and figure out which gameplay loop suits them the most.
you can find that information in greater detail below!
https://www.ashes101.com/artisan
https://ashesofcreation.wiki/Reactive_world