Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Some examples could be voiced quests (no actors required), Town cryers with the happenings of the server which hint to how events are done, Companions/Mercenaries who gives witty responses off the cuff. Many possibilities.
I don't believe the underlying technology is quite in place yet to incorporate deep AI. There are many ways I see as plausible for incorporating AI, however. One somewhat simple way worth special mention is that as AoC uses Unreal Engine, as Unreal Engine includes more AI built-in and other people build AI that can sync into Unreal Engine, then the game studios could adopt their work instead of building from the ground up. I personally believe a generative AI framework meshed with GraphQL, in a combination of surveys sent to players' emails, that will produce an exciting wave of AI-based... ethically addictive gameplay.
Changes such as city tier upgrades, changes of ownership, or seasonal biome changes.
in my opinion it is highly desirable for an mmorpg to have hostile mobs that are very diverse regarding their combat-related aspects. As Ragnarok Online showed, this can even go to the point where specialiced builds and equips are used against certain mobtypes and it can be a mechanic that saves us from the dull 'most dps equals most efficient against every single mobtype' disaster that seems to be the case in nearly every mmorpg these days.
What are the plans for Ashes regarding this aspect?
So, I know it is late in development. How late? Who knows... cause we still have no idea as to when Alpha 2 will be ready.
But I am a 10 year veteran of Final Fantasy XIV. Been playing since it was on the PS3, since it was all I had.
And I think it's possible that you know where I am going with this question: Controller Support.
As I said, I know it is LATE in development. Still, I was curious as to if controller support was a thing that has been worked on but just not advertised, or it wasn't in the cards but if enough people wanted it, it'd get worked on.
I am an AVID controller player in FFXIV. I can't do KB/M due to my fingers just not being strong enough to deal with my keyboard (Then again, I'm using a Razer Mecha-membrane keyboard, so maybe I need to get a proper mechanical keyboard.)
My question: Are you willing to do Controller Support, and if you are, are you looking for people for a Controller Support team? I may not be able to write code, but I believe I can be a consultant cause I have played FFXIV so long and I know quite a bit about their setup.
I know, I know... "Who are you to come on in here and just straight up ask for a job?" A lot of people will be asking this, but as I said... I am an AVID controller user for FFXIV and I think I could be an asset for something like this. Also, as a Hockey great from my country once said: "You miss 100% of the shots you don't take."
Like harvested Animal Meats eg catch fish? Or Gatherables like Berries? or even Crafted Food?
If they do expire after set time, Can you store them in a warehouse or something to stop them from decaying?
(Specifically asking about passive not active skills, I know active skills are chosen from the primary archetype selection.)
Corruption doesnt have a timer.
My (hypothetical) node can not declare war on its neighbouring parent node. Also, if my neighbour gets sieged i will only be able to register as a defender, not as an attacker. Therefore, it would seem to me that the game determines that my neighbour is my friend. But ultimately, my neighbour is blocking my node's possibility to grow. So shouldn't my neighbour also be my foe? What is the intended dynamic? Thanks in advance.
Will Straw Hats be in the Game. They are essential for gameplay elements! I will not be able to sail the seas without one and would also be sad!
Like in archeage for example
Do you know how many languages there are in the world?
"Force"....
Stop being a victim.