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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.
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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 have a dad.
How old are you?
Old enough to know your argument is childish and full boomer levels.
You are old enough to know fuck-all
That's why I think mmos cannot compete with dedicated games which have a real end.
The endless mmos "end game" loop must be a dynamic you like and not a story related content. Otherwise we wait for that content many years to be prepared in advance.
But the AoC dynamic which I can see as grind is more about caravans. Maybe the monthly castle sieges too but those are not frequent enough to be perceived as a grind imo.
The caravans however might be grind, similar to arena fights but open to everyone to join when they want.
And I don't play mmos because they're all shit for me rn. The last "mmo" I played was Palia, cause it promised smth new. It's even grindier than L2 was and the game itself is still not even nearly finished. Maybe it'll be good some time later, but that's potentially more years away than AoC's release.
WoW: Dragonflight does this.
Even New World is doing it.
Seems to be easier these days than it was 5-10 years ago. Probably especially with UE5.
And... most of the new content we experience will be churned out by the rise and fall of Nodes.
Again, if IS can successfully implement Steven's vision.
I dunno why players would burn out from Ashes. Ashes does not have an endgame.
Also, Ashes is a multiplayer Themebox.
The boss fights don't have to be super unique because it's not just about the combat.
The bosses need to have signifcant impact on the region and world to motivate eradicting them. It's easy to burnout when all there left to do is repeat the exact same content for years just to get a full set of BiS gear.
Players don't really lose a ton of their shit when a Node falls. They lose immediate access to some stuff.
And, it's easier to regain that access while in Refugee status.
Everything is subjective.
I think what you are saying here is that Coke can be a coke.
And, yes, it is possible for some people to enjoy something that most people dislike.
MMORPGs should not have an endgame loop.
Why would Caravans be a "grind"? Only people for whom Caravans might be a grind are the 5 guilds who own a Castle. And they could choose to ignore Caravans if they chose to.
Will crafting be grindy in AoC? (I would check the wiki but the site seems down)
If yes, you will be able to sell the swords you make really expensive. And also repairing them will be expensive.
Dying while wearing the best gear might be painful.
It's unlikely that gear repair will be expensive.
We'll see.
The value of the things you make wouldn't change the mundaness of the process itself.
I hope it will be complex enough to not be possible to follow out of memory certain steps.
^^^ This. DAoC did this as well. After 50 you would grind for Realm Rank. I played for years on Mordred (PvP server) and after about several years, the highest RR was still in the 6-7 range. There were like 100 abilities/bonuses you could get, and some meshed really well for your class, and some were generic. But it was a way to continually strengthen your character after (and independent) of level cap.
I don't want to keep notes.... one button please...
Cool, then my original point that it seemed like he helped you with that sick burn stands.
(My quote here) I Understand this sentiment in the wake of the design of many games you've likely recently played. The fact is that the content involved in the majority of games involves some sort of power progression as their primary interest. Power progression is not the primary interest/gameplay mechanic in Ashes. Power progression in it's essence in all MMORPGs is linked to some extent to leveling. This is the correct place to apply power progression, not as a gameplay mechanic at endgame where you have to indefinitely increase the power of gear after you've reached end game. We will have more than enough to do by interacting with others, trading, gathering resources and protecting their travel, sieging nodes, influencing politics, etc etc.
I'm not sure how the point was missed here. "If you intend to have quality content to surround a KIT that a class possesses" quite literally implies that eventually your class will be constantly provide quality content due to the completed kit (of spells and abilities) that they have. You don't need to worry about new spells or new meta abilities if the class is just fun to play. The point is, as I said, to slowly give the player a taste of the loads of fun they'll have when it's all put together.
I literally don't know how you arrived at this statement so I will leave it be.
Uh, yes. "What is the difference in having that progress at lvl 45 or lvl 50" … when you venture out into Verra to experience it's vast intrigues.. you've in fact quoted my point quite diligently, thank you. There is truly no link between social interactions and the amount of progress you have in your class. The fact is that the leveling process is a representation of your development as a character. You're growing your knowledge, your skill and your skillset as you explore the world. That's why I find it incredibly fun, the concept that someone who is more wise and fulfilled, can participate with someone who is just beginning to root themselves in the journey of their class.
The game in no way is pushing you to complete your journey, you have the option to take it as slow as you want. If you want the process of leveling to take 500 hours because you only auto attack lower level enemies, go for it. The leveling experience and it's enjoyment can be completely separated from the overall scope of the game. As far as I've gathered that is damn near a quote from Steven. But if you're looking for the leveling experience itself to be incredibly satisfying, well paced, and not too much effort for the average player, it simply cannot function with these numbers.
Hopefully that helped guide you to my points better, and thanks for your time!
I just grabbed this portion of the comment because I agree with most of the post, and it didn't have any real conflicts with my original content based commend on the discussion.
But I did have to mention in good faith that this is an unfair argument. As a person that would likely be grouped into the "Can only watch 6 second content" people … It's far more than that. It isn't black or white, Things don't have to be instant gratification Call of Duty style games that get boring after a month of gameplay, they also don't have to be a commitment that will require every single average player to dedicate at MINIMUM 4 hours a day. These are examples, don't take them literally.
We want our time to matter, this applies to the content both being too short, or too long. If you want the game to feel like a place to escape to and have fun with, you don't want to have to log in for 3 hours after work, just to get 1/12th of a level and realize you're not going to be anywhere for a month. If you ALSO want the game to feel like you really achieved greatness, and that your character is a representation of achievement, you don't want there to be an option to spend $60 on a cash shop to just say "F%@$ off leveling". We want a balance between the 2, and I think a lot of people in the discussion agree that taking 3 months of semi-hardcore gameplay every single day … feels more like buying a loan for a house, rather than committing your time to something fun and lovely that improves your every day life.
Hopefully I'm not misrepresenting anyone that has generally responded to this post with "I'd rather reach max level before they invent time travel and gravity drives".
Thanks for your time!
You don't know anything about my time in this community, my thoughts on Steven and his game.
That's because people like you think that getting the next level is what matters. No. As you try to get each level you come across enemies and you fight for various reasons. You come across caravans and you either protect or attack. You discover new hidden corners around the map, as you try to get the next level, but that leads you to a different activity of "let's see what's there". During all this time you gather mats, you craft a boat or a piece for your future freehold.
As you try to get the next level so many things can happen.
If you get that level within 20 minutes, as you are used to from the mmos I linked you all to, NONE OF THOSE THINGS WILL HAPPEN.
Doubt we'll get anywhere further than that though, so whatever.