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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.
What do you think?
lexxxa
Member
I wouldn't like daily assignments. Or that the reward for doing so has no impact or was obtained by other means.
I wouldn't like to divide armor and weapons into pvp and pve.
I wouldn't like arena achievements to have an impact in open world pvp
And you can also make it so that there is no feeling that the world revolves around the character on the monitor.It looks like it's stuck to the screen. Maby make some kind of displacement zone - forward back left right, in which the character is moving but the camera is not moving yet. For example, as in the game Black Myth: Wukong, look at the gameplay. youtube.
I wouldn't like to divide armor and weapons into pvp and pve.
I wouldn't like arena achievements to have an impact in open world pvp
And you can also make it so that there is no feeling that the world revolves around the character on the monitor.It looks like it's stuck to the screen. Maby make some kind of displacement zone - forward back left right, in which the character is moving but the camera is not moving yet. For example, as in the game Black Myth: Wukong, look at the gameplay. youtube.
1
Comments
https://ashesofcreation.wiki/Gear#Gear_types
https://ashesofcreation.wiki/Arenas#PvP_seasons
Are you talking about cutscenes? Instanced story dungeons might have a tiny bit of that, but I doubt it. Otherwise I'm not sure how that would work in an mmo.
https://forums.ashesofcreation.com/discussion/47344/daily-quests-yes-or-no/p1
and a long one about log in rewards
https://forums.ashesofcreation.com/discussion/48009/dev-discussion-26-login-rewards/p1
Gear is just gear in Ashes. Not locked behind class or pve/pve. They are pushing for PvX and gear being agnostic any one can use anything at any time.
https://ashesofcreation.wiki/Weapons
Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[36][37][38][39]
There are no stat requirements for equipping gear, but there are affiliation and level requirements.[40][41][42]
PvP seasons
Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[135][217]
Gear enhancement rewards.[217]
Achievement ranks.[217]
Purchasing power (Currency).[217]
Thx.
No, not the cutscenes. Character movement during control.
Maybe you're talking about ability animations? I think those kinda let the char be to the side of the screen as well? But that's a nice feature in a single player action game, yet I'm not sure if it would feel nice in a hectic mass battle where your awareness is very important, so losing your character's proper perspective could lead you to losing the fight.
Not cutscene. Character movements in and out of combat Wukong.
At the beginning of movement in any direction, the character shifts slightly relative to the center of the screen.
This is noticeable if you put a mark. (I glued gum)))
In AOC, the character's figure is always in the center of the screen with any kind of movements. (except when the camera zooms in or out).
Maybe make the offset a little bit and it would work in mmo.
I do think that you'll be able to put an offset on your camera's positioning, but I doubt that AoC's characters will ever look as flowy and easygoing as Wukong does. The combat is quite different between the two games and Intrepid would have to spend a shiiiiitton of time to animate all body types to the same extent (this not even considering the entire character creator limits for the body build).
I think the only games that can kinda come close to that animation are the ones that put you in real tight limits when it comes to the character creator, on top of having body-type locked classes (BDO and other korean games apply).
It's not the animation. It's that the character's figure is glued in one place. And everything that happens revolves around this figure.
With offset this feeling is not so noticeable.
If that's not possible, it's just the way it is)
I do find dividing armor into PVE/PVP is important. We've had this issue for a decade in ESO of developers struggling to balance skills and gear properly. A set that is performing great in PvE but extremely toxic and OP in PvP ends up getting nerfed into the ground = hurting raid community. Just balance gear separately IMO.
whyyyy?
The thing is, as a PvX game, it makes more sense not to divide them in AoC. We should be able to be ready for both PvE and PvP at the same time.
I'm also an ex-ESO player, and I never understood why they opted for keeping sets the same in and out of Cyrodiil. Battle Spirit wasn't enough to balance things, and they often frustrated both PvE and PvP players with attempts to balance things by changing how some sets functioned.
ESO has a bad design of sets IMO, with all of them having specific effects. There are too many sets, a lot of them obsolete, and they have to keep coming up with broken OP stuff in order to make the new ones attractive and "force" people into buying the new content (to knowingly nerf them later). I bought expansions just so I could get access to specific gear in order to be able to keep up with the meta in Cyrodiil. If you don't, you're in disadvantage. That's fucked up.
Anyway, excuse my ranting
Read the Wiki, Intrepid does not intend on building repetitive quests into their system as a primary way of experiencing the PvE component of the world.
It will be even "worse": You will need multiple armor sets even if you exclusively play PvE or PvP. As Steven has mentioned the idea that there would be a one size fits all gear type for each class is crazy to him (which is relevant since he is the lead designer). I heard that in the earliest years of World of Warcraft there was a similar thing, raids needed special fire resistence gear to get deeper into Ragnaros' Lair. Or let me put it into a question "Why would the same armor be the best type of armor to wear, when you are fighting a giant that hits you with a tree, when you go against a horde of mages in a corrupted magic tower or a group of assassins on a battlefield?"
Suffice to say: In all likelihood you will need multiple armor sets for PvP as well as for PvE and it is intended to be that way.
Why? And unless general PvP is vastly different from Arena PvP it will always have an impact, by providing experience about the other classes skill sets and human behavior in PvP situations.
I felt that rant in my heart haha
Yeah, I mean I like having lots of sets to choose from that each do different things, but having to release multiple new sets every time they release any new content has just made it a farce. Some of them even do the same things as some of the other older sets. Just mind-boggling.
It's like they're not even trying, any more.
Cos some of them fit onto a spoon?
yeah T_T
motion is always betterrr....wheres the wheel? ahah
The whole game design has been dialed towards the best-in-slot items all being crafted. So I'm not too sure why you are worried about top gear being purchasable through honor, though there is a chance that some rewards for Arena success will be helpful outside the Arena. Ashes is not looking to create a seperate PvP minigame inside the game, things will be connected. So be prepared to see some kind of benefit coming to successful gladiators, though maybe not in the form of gear.
It would be good if successful gladiators were only successful in the arena.
In some games, from a specific vendor, you can buy good PvP gear with PvP rewards. And PvP rewards can be farmed very effectively in the arena. I don't like that.
An MMORPG has to seek to connect the different aspects that make it up. If it does not, it is not really an MMO (because everyone is hanging out in isolated instances), it is definitely not open world (which is what Ashes of Creation wants to be) and the isolated arena mini game wouldn't really be an RPG if it is isolated from the progression mechanics.
So without and ridicule: I think what you are looking for is more of a themepark, lobby based game - at least in this regard.
From all I have read there is no particular set of stats especially designed for PvP, basically a playable characters stats and abilities will work by the same system as that of non-player enemies. So whether you are fighting a fire dragon in a dungeon or a fire augmented fighter in the arena - the same gear will be useful. Independent of whether you like that or not - this seems to be the game we are getting with this one.