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.
My list of problems I see in the game
Strevi
Member
Corruption
- if balanced to protect too much will reduce the sense of danger
- if not balanced to protect, will not create a sense of community within the node as close players will fight each-other for resources
- when nodes fall, the communities will break apart and players will have a reason to leave the game
- even guild members will have difficulties staying close together if rent in nodes increases exponentially as players join
- bounty hunters will be useless
- mayoral and quest driven caravans might be a chore. Possibly the castle siege caravans too
- personal caravans might not happen
- monthly castle siege events might not happen often enough
- animal husbandry makes no sense if mounts do not die permanently
- crafting new gear may also be replaced by repairing existing gear
- maps designed for 10K players might end up with 2k players
- mayors may cause more harm than good for their nodes
- nobody will want to live in small nodes
- animosity when nodes become vassal nodes
- new players have no way to enjoy PvP as soon as they start paying the monthly subscription
- I hate the mentorship concept which feels as an artificial mechanic to patch a game design error
- if balanced to protect too much will reduce the sense of danger
- if not balanced to protect, will not create a sense of community within the node as close players will fight each-other for resources
- when nodes fall, the communities will break apart and players will have a reason to leave the game
- even guild members will have difficulties staying close together if rent in nodes increases exponentially as players join
- bounty hunters will be useless
- mayoral and quest driven caravans might be a chore. Possibly the castle siege caravans too
- personal caravans might not happen
- monthly castle siege events might not happen often enough
- animal husbandry makes no sense if mounts do not die permanently
- crafting new gear may also be replaced by repairing existing gear
- maps designed for 10K players might end up with 2k players
- mayors may cause more harm than good for their nodes
- nobody will want to live in small nodes
- animosity when nodes become vassal nodes
- new players have no way to enjoy PvP as soon as they start paying the monthly subscription
- I hate the mentorship concept which feels as an artificial mechanic to patch a game design error
September 12. 2022: Being naked can also be used to bring a skilled artisan to different freeholds... Don't summon family!
3
Comments
Valid list but we have so little info on most of those things (and have done 0 testing on all of them) to really say how they will all end up on release.
Agreed, getting in to Alpha 2 should answer a lot of these potential problems (for good or bad).
But, only when Intrepid is ready for Alpha 2 ... not any sooner.
Yes, mayors could be shit, but that is the point. It is kind of like saying "PvP is great, but sometimes players will lose and that would suck".
Having (and being) a good mayor should be and feel great. This will only be the case if it is possible to have a really, really bad mayor.
The same can be said of animosity if your node becomes a vassal node. You are probably going to be a bit pissed off - but on the other hand if you are in a race with a neighboring node and you win, it will feel that much better knowing that you could have lost, and that would have actual consequences.
Basically, for these two points, it is a case of the good feels some players feel outweighs the bad feelings other players feel.
Players not being able to PvP right out of the gate after getting a subscription is also not an issue.
Ashes is not a lobby game, it is an MMORPG. Players should expect to need to get their character ready for literally any task. If a player does not expect to need to do that coming in to the game, then they are in the wrong game genre.
This isnt an issue, it is kind of the point of the genre.
I agree with you that corruption will he an issue if it is not balanced well. Same with caravans. However, I dont see caravans really becoming a chore.
I absolutely can see some players specifically wanting to live in smaller nodes. This is more generally people that are harvesting as their primary activity in the game than anyone else, but there will still be hundreds of players like this on each server. I can also see some processors and maybe even some crafters living out in the middle of nowhere, away from sieges and other disruptions.
I can also see people that just dont want to be bothered living in smaller nodes.
Animal husbandry could make sense without mounts at all, let alone without mounts that die permanently.
I can see a possibility where bounty hunters are pointless, but it isnt a certainty.
I agree that the game needs a way to take gear out of the economy.
I want an open world game where players do not waste their time in arenas. I don't care about the lobby associated with the arenas but the arenas themselves.
Yet the game will have arenas
https://ashesofcreation.wiki/Arenas
I see no problem if players of close level duel naked near taverns and by doing so, they train some skills.
And yes, making a social game means there is a risk of people with antisocial tendencies trying to spoil the fun for the broader community of that server. I personally suspect that this will however be a challenge for the GMs to address. There is no way to vet your players beforehand. I personally think that it would make a lot of sense to move players (and their characters) who have shown antisocial tendencies (by being reported repeatedly and proven to not conduct themselves anywhere close to acceptable) on a single server and block them from creating characters on other servers. You know, the Australia method.
Let's go through the list
CONCLUSION >>> Yes, there are risks in some of the things you mentioned but tbh honest at this point I don't see them nearly as severe.
The "problems" as you call them are the results of conflict of interests and player driven story.
Nobody likes to lose, but if nobody loses, nobody wins.
"PvP right out the door". This isnt an fps or a moba or Tekken. It's an mmo.
Progress through time investment is a testiment to team effort, organization skills, talent that you bring in the table.
The more seasoned you are, the better your chances.
The corruption system doesnt need balance. It's from L2. "...it needs to be tested" of a phrase consumed by those unwilling to learn about ancient history.
Guild leaders/node rent.....
There is bo stronger bond than guild members (other than inrl friends). Real, competitive guilds will stay in one node and maybe go to the next. No issue there are well.
Social guilds, in which members do whatever, whenever, such as trying to find a place to rent, shouldnt be
within the development.
Also, people should should not be restricted from attack fellow node citizens.
Castle siege caravan (tax caravans actually) a chore...? Ok then...
You throw many statements. Im not going to take them as facts. Nor will the devs.
Glad someone did it.
But can happen that PvE players will choose to play other more PvE focused games rather than this PvX one.
And PvP players might have their own issues with the game too.
Then the game can end with just a few servers, one for each region.
balance can make it more PvP or more PvE. Cannot make it both unless the game shifts to a different concept. The middle value will attract only certain players. Who do you bet will come in higher number?
So basically the game might just fail. Congratulations you have incredible forsight!
Also PvE + PVP is the number 1 reason I am so interested in this game and I know most are like me in that regard.
I'm honestly surprised to learn that you think that Intrepids concept for this game is inherently false regarding their goal to make a PvX game and will instead either be a PvE or a PvP game. But if that is what you think I quite don't see the point of discussing anything beyond that. I personally don't see how the proposed dichotomy would be accurate, nor a solid reason to doubt that Ashes' concept is not what can make a PvX game.
But then how will you retain players who let themselves killed?
Or how you encourage the ones who become corrupted to enter that state?
Remember, Steven hopes to have over 1 million players at release.
What if players want to do it more often?
Then once voted, they might bring the node down.
No. I said "new characters". Same account, same player, new character.
No, because new characters as well as new players have both incentives to pick up a job themselves and make their own gear. If anything, they have more incentives to make more gear because high level characters can use the components from that gear to make higher level gear. Meaning money would flow "down" not "up"
I want to see clearly stated that players can also level up some skills through PvP. And not by operating war engines to feel useful in the big battle.
Steven knows that low level players are vulnerable and tries to patch that problem with mentorship, to place a high player near them. You think new players will enjoy this? And veterans ready to do that too?
Or ignore them if he wants so.
It is his game after all.
Yes, I am in a bad mood seeing STOP_THE_ASH_MONEY creating an alt account as a coward to start that thread and certain discussions.
Also after thinking yesterday that things are not clear but @Vaknar said that I should not ask 2 questions at the same time. Then next month I asked one, he sent me to the wiki. Next month I asked 2nd question, he said it was selected to answered but was no time and ask again. Then 2 months later he sent me to wiki again.
I'll try to forget that I was here.
One of the biggest 'sells' in the current 'Live Service' games market is just to be able to say 'they listened to the community and took action'.
Sentiment analysis (treat this as anecdotal, though) seems to support this. Live service models seem to be heavily based on 'taking action' based on the consumer feedback. Whether that leads to a good thing or not relies on the initial design of the game, I think, and the type of player it manages to retain (basically if the game initially attracts a lot of instant gratification people, and then takes action based on feedback, it'll get more like that).
Intrepid's 'whole thing' is 'We are listening and adjusting based on feedback' which I would expect to ramp up heavily in Alpha phases. The only thing I want from them is to define their audience more clearly so they can get a less varied initial group, or the feedback will be all over the place.
This game's design screams that it needs a specific type of player dedication to work, the FF14 model of 'come and play it when something interesting is happening' ain't gonna fly here, obviously. So your list of problems can all be viewed through one lens.
"Are the dedicated playerbases (solos, 'consistent' casuals, avengers, and glory seekers) going to fall off because of flaws?"
I don't see any reason that Intrepid won't get that data from Alphas.