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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
I hope so. But only because the caravan is the intermediate step. First players have to load the goods in the mules at the freehold, travel to the caravanserai and then transport them again at the end, assuming they are processing them to the end. Which they should if they are in a guild.
But then, why use caravans at all? Must be something with that Tetris like inventory system.
Or maybe we will see only the mayoral and quest driven caravans while players will chose to skip the caravan system? If this will be the case then I'll get that huge arena feeling escorting caravans because Steven wants so.
For smaller crafting it be easier to just carry the few things you need and not use it. This is more so for people moving large quantities that will have no choice unless they want to make like 100 trips. In do time I'm sure we will find out and be able to test these things though for how they will work exactly.
Questing, exploring, finding this and thats. Looking for new heights to climb to (quite literally.) I want to see what and where can I get to? What can I 'mountain goat' up? Are there jumping puzzles I can parkour through? What sort of solo content is available?
What about how my character dresses? How much can I change their appearance? Clothes? Hair? War paint? Armor?
What about housing? What can I put in my player's house and where can I put it? How do I put it there? Will I have the ability to cobble things together to make a fish tank in my apartment? What about a small shrine dedicated to Lord Sandal?
Quests. What can I expect from interacting with the people of Verra? Are they filled with personality and quirks? Will I be helping them find lost flutes and flowers? Will I be helping drunk ambassadors smooth things over with the elves?
What about crafting? What all and how and where? Are there things I can make on the spot with the right things?
As a player that does a lot of PVE content, these are the things I will want to explore. The fact that I can smack another player upside the head for taking a resource node that I fought a pack of wolves for is a bonus. Go get your own you flabberwaffle eating purloiner!
Imma be real I don't love MMO PvP it's alright I guess. The thing is I'm not scared of PvP but if given the choice I'd rather be fishing or fighting a boss. I'll do it if I have to but I won't log on thinking "hell yeah I can't wait to PvP." If I want a PvP experience I have better games for that.
See that's the thing if I want that adrenaline rush I'll play Valorant. It will always give me more of a high than an MMO which is why I tend to avoid MMO PvP when possible. I am only still interested with Ashes because they have a lot of interesting features I care about. Also no games perfect so there is that.
This applies to every game ever though. You could make the argument that FFXIV is risk vs reward by this logic. If my team wipes that's 5 minutes I'm never getting back. This is also not at all what Steven means as Steven thinks that isn't enough of a risk.
PvE only players wouldn't be interested in ashes anyway(or at least they shouldn't be) I love PvP just not in MMOs I can tolerate it but I still think it's worse than games designed for competitive PvP
They are considering not doing racial passives. There will still be racial augments though. I did actually just check and it says races won't have a stat bonus but Archetypes will. And yes racial augments seem to still be planned.
Well yeah it just depends if the dungeons are good or not. I can also confirm flower picking is life skilling content and not PvE content. Potentially with the exception of hunter.
World boss not a raid boss those are 2 different things.
They actually are doing that. It's called a combat log
Though, I would agree that players are significantly more challenging in MMORPGs than mobs are designed to be.
Still, I can get sufficient spikes of adrenaline rush when I'm fighting mobs. There can be plenty of "holy crap" moments in PvE combat.
A combat log isn't a combat tracker.
didnt you reply to me in another thread saying how mobs are easier, more predictable, you can simply just run away and they will go back to their spawn point, you can move past them undetected / stealthed, etc?
so i guess also in your views mobs dont have sufficient risk.
People who love PvP will likely want more hardcore combat challenge than mobs provide. Competitive gamers might crave adrenaline rush more frequently than RPG players.
Doesn't mean that mobs don't have plenty of risk.
i like hard pve....but pvp will always be harder.
you also side stepped the topic. from your perspective, mobs dont offer risk because of all the things mentioned above, so its not just steven you think like that as well
Mobs offer plenty of risk and adrenaline rush during combat - and I would say sufficient risk.
Mobs do not provide as much Hardcore challenge as PvP combat.
So, apparently we agree:
PvE can be Hardcore Challenge.
PvP will be more Hardcore Challenge.
But, when Steven talks about Risk, he only talks about PvP combat.
In Ashes, PvP combat has less risk than fighting mobs.
Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
Dying while Purple has half-normal death penalties.
Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
More PvP combat is not the same thing as more risk.
pve is risky too in aoc. if you die to mobs, you get the corresponding death penalties according to your color. in fact, dying to players or to mobs carries the same risk. there are no special penalties for each mode. \
pvp events carry no death penalties, however they may carry social risk, or you could simply fail and not progress, depends on what you are doing.
killing someone on pvp wont always grant you something, but killing mobs will always grant you something. so pve is more rewarding than pvp. pvp is just another obstacle to do pve, which makes it more fun imo (this one is subjective).
You are focused too much on the penalty and not thinking about this practically. Yes, PVP has less of a penalty but there is an increased chance of you dying and facing that penalty. There are also other things being risked in sieges and caravans besides death.
That was Dygz you wanted to quote, not me.
Sieges and Caravans don’t have death penalties. Sieges and Caravans are Meaningful Conflict.
Steven rarely, if ever, mentions Sieges and Caravans when he talks about Risk v Reward.
Especially in the past couple of years. IIRC.
Dying while Purple is half the risk of dying while Green.
Dying while Green has normal death penalties.
Dying on the Open Seas has fewer death penalties due to the auto-flag to Combatant.
So, dying on the Open Seas has less risk than dying while Green.
LMFAO
Social risk from PvP is irrelevant to me, but…
That is not something Steven ever discussed as far as I know and does not factor into his concept of Risk v Reward.
And… “PvP Events” are Meaningful Conflict.
I don’t hear Steven talking about “PvP Events” when he obsessed over Risk v Reward.
That’s my point.
No… you’re probably actually more likely to gain loot from killing someone than you are from killing a mob. At worst, that’s an equal chance, but…
Due to loot lock-outs and tagging rules, people could frequently participate in killing mobs and not qualify for loot.
https://youtu.be/S93XM11ylN8?si=cIbnMVVdgrnOdZei
For the usual people. Video appears 'descriptive'.
Parser result:
- Ashes of Creation is a "sand park" MMO, blending elements of both sandbox and theme park styles.
- The game has a strong focus on PvP, with the potential for conflict and player-driven events.
- Most dungeons in Ashes of Creation will be non-instanced, meaning multiple groups can enter and compete for resources.
- This non-instanced dungeon design can lead to scarcity of rare loot drops and potential conflicts between player groups.
- There are death penalties in the game, such as "experience debt" that can reduce PvE drop rates after player deaths.
- The game encourages player interaction and conflict, even in PvE activities like dungeons.
- Fast travel is very limited in Ashes of Creation, requiring players to navigate the open world.
- There is no group finder tool, so players must form their own parties to tackle content.
- The game's node system and dynamic world events aim to create a unique experience for each player and server.
- The presenter encourages players to be open-minded and step out of their comfort zones when it comes to the game's PvP and non-instanced PvE elements.
I hope to see what no other MMO could which is the rise and development of whole locations at the hand of the playing community inside of the game.
That is very much something I have never seen anywhere. With comparable scenario's being cute, tiny and laughable in comparisation.
I have no expectations for PvP or PvE. It will feel "okay" which I'm pretty sure about.
No my greatest hope is that Intrepit manages to not just give us the ability to rise up nodes with whatever restrictions come with it...
... but also to make the whole ordeal not feel like someone is an idiot for participating in it.
Cause ngl the zerging restriction discussion kinda killed my excitement for it, currently.
I hope that about 90% of the playerbase will not come to a realization at some point, that they can quit the game or be just "mobs with an irl body" for the current no-lifers.
And only the no-lifers will ever decide who owns a node and which nodes will be developed the highest... somehow also coupled with the highest leveled nodes being in the hands of the no-lifer guilds who make sure that about 90% of the playerbase can never get some kind of rewards & items of comparable levels.
The last thing that I need is a cringe "Overlord - the MMO"
with most players quitting the game cause they are not the "maincharacters".
My feelings are conflicted as hell currently. I want the game to suceed very badly but at the same time I fear it will just refuse to be realistic when it comes to be attractive for the most important part of the playerbase.
Which is the broad middle right between absolute no-life sweat and just a lighthearted casual.
I've got no idea what the average AoC player will want to see and experience for themself in the game.
But whatever that is: I hope it will not be gatekept to death by the nolifers, possibly in every aspect.
In short... people must feel like their presence in a game matters.
I feel most people quit because they just... feel stupid.
And that their time is not respected.
For me that would be the feeling of not being able to join a group of people that can do what I aspire.
Which is to hold any node that they care about, or develop their nodes as everyone aspires.
And this somehow being tied to the presence of sweats on the servers whos irl-less levels are of such insane proportions that we know, we might as well go to another server or quit the game entirely.
This will happen! Not necessarily to me, but to many.
I would rather see the game "cater" too much to everyone than to just a few elitist few.
Ironically the complete opposite of what I enjoyed in WoW Vanilla back in the day.
Now I am older though and I just know I won't be able to put as much time in AoC anymore as I would 20 years ago for example.
Which I worry is also the case for most other MMO enjoyers today.
Younger people tend to go console or mobile.
Knowing your audience is important for success.
1.) So... I wanna be able to develop and hold the nodes me and my guild will be interested in.
2.) And in whatever other aspects of the game, I hope that the broad mass of players can also rise to the top somehow by whatever unfair advantage is necessary against elitists.
So that there won't be a sudden and horrible exodus of players in the game after most of them have realized AoC is not "their" game after all and they are not interested to be NPC's and mobs in the no-lifers game.