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.
Consumables and on use items
Chicago
Member, Alpha One, Alpha Two, Early Alpha Two
what type of consumables and on use items would you like to see in game? i love the fact that in wow classic you can use level 5 items all the way to max level and still benefit greatly from them, also what type of potions/ stat buff items would you like to be able to use in game?
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Also dislike healing potions that have like a 1-10 sec cooldown. Potion spam is one of the worse things and becomes more about inflating your hp.
Helps solos to be slightly strong, helps alchemists/cooks make money, helps gatherers make money on alchemical/food resources.
If Intrepid keep their word - no p2w pots/foods.
potions/elixirs probably going to be more useful regardless if health/resource/buff
Pros:
1) Add extra layer on build uniqueness.
2) Provide wealth avenue and gameplay to related professions.
3) Add to the feeling of adventuring in the sense that you have to prepare yourself and your group for the trip or the task.
Cons:
1) AoC fails to become creative, BiS consumables emerge, in which case it's no longer fun since everybody uses the same. They become a necessary nuisance.
2) If you ever find yourself an a possition that you cant have access to the necessary amounts of consumables, you are instagimped. Sometimes it's bothersome to have to spend a lot of time, out of your way, gathering the ingredients or spending too much gold on them.
How long should the effects last? I am against spammable pots that give you instant heals because they become a mandatory action (and you have to have them for pvp) and also I dont care for 5-10min resuse time on "powerful pots" because you might have just had to use such a potion and 2 minutes later the next clown appears and he doesnt have a CD on the item. He wins.
I am big on class identity in mmos so I will suggest that consumables other than the standard hp/mp potions, let's say more complex and powerful consumables, can only be used by mages, rogues and bards, both as a source of strength in combat but as a drawback in the poket:
Mages could become empowered
Rogues could apply status effects
Bards can unlock "Prophetic abilities" that shock enemies and empower allies (in addition to their existing skills)
Also, up until level 30 or so, consumables could also provide minor buffs to all players so in the absence of all the skills, some gaps can be covered, but ultimately later on empowerment gets tied to combat classes.
That way the professions relevant to consumables (crafters gatherers) will contribute and benefit at all stages, early on with generic products and later on with unique AoC designed consumables.
Things that help exploration seem most cool to me.
Throw potion at frozen stuff to melt it temporarily, allowing passage, or swimming, or whatever for a few seconds.
Drink potion to get jump boost for a few seconds.
Those kinda things that let you explore parts of the world just a little bit further.
But they need some limitations like, can only carry one, or a handful. So using them feels important.
Combat enhancing consumables in games usually are either just a small boost that turn into required things, which is boring and the game could do fine without, or they are huge effects, in which case they just become the rich get richer as they can afford the things to use to win. Id rather not see them.
For instance, maybe one kind of consumable can only be crafted by people at a sea-side node, and sure its got better healing values than other similar consumables but limited by its location and the required specialties to craft it. in that case, most players not near these nodes will instead opt for their accessible variants, with only some importing those special consumables due to cost/time restraints. This can be used to create disparity inside of the same tier of item without creating major advantages and requirements to have this consumable.