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Node is the real hero


Hello to the whole team,

I'm an old gamer (paper role-playing games for 30 years and MMOs for over 10 years). I'm very interested in your work and would like to pass on a few comments from my own experience (sorry for my English... french player).

- The real hero of your game is not the player, but the server/environment/node....). There's nothing sadder than an MMO where my character goes off to save the world, only to see all the other players doing the same epic quest... Am I really THE savior of the world?

- I'm often a solo player, and yet the attachment to territory and community are very interesting in your vision. Spending time (and a subscription) to improve the node should create a very strong sense of involvement. Bravo for that!

- To continue with the idea of belonging, are dedicated servers planned for different languages (German, Spanish, French...)? An excellent way to create communities that are motivated to stay.

- On the other hand, isn't there a risk of losing the motivation of players who have invested a lot of time in setting up their node and seeing it all disappear? If there's something at stake, ok, but isn't demotivation a threat? How do you overcome the disarray and get back into the adventure?

- Skills... Many excellent MMOs have chosen to limit the number of skills. GuildWar2, Albion.... allow you to have a few skills, but to improve them. I find this system very interesting. Should I be prepared to graft a third arm with 14 extra fingers? Having 24 skills with a keybinding is not my cup of tea. Just as we'll be able to choose the combat mode (tabTarget/acionMode), I hope you'll allow players to choose a few skills to improve (through passives, cooldown reductions, etc.). Please, I need 8-10 skills max.

- Last "proposal", is a tavern rumour system being considered? In paper games, we often use double-entry tables (A merchant /a prisoner/an aristocrat - seeks/threatens/conveys - An item/a place/an NPC...) to generate an infinite number of side quests.

Thank you for your attention, and congratulations once again on such an innovative project.

The node is the hero! Py'rai Bard

Comments

  • CadacCadac Member, Alpha Two, Early Alpha Two
    I think you will be fine with only the two arms. Good post.
  • - On the other hand, isn't there a risk of losing the motivation of players who have invested a lot of time in setting up their node and seeing it all disappear? If there's something at stake, ok, but isn't demotivation a threat? How do you overcome the disarray and get back into the adventure?

    - Skills... Many excellent MMOs have chosen to limit the number of skills. GuildWar2, Albion.... allow you to have a few skills, but to improve them. I find this system very interesting. Should I be prepared to graft a third arm with 14 extra fingers? Having 24 skills with a keybinding is not my cup of tea. Just as we'll be able to choose the combat mode (tabTarget/acionMode), I hope you'll allow players to choose a few skills to improve (through passives, cooldown reductions, etc.). Please, I need 8-10 skills max.
    Most forms of progression (augments, levels, skills, political alliances, reputation, gear) will not regress and node progression keeps the game fresh at least and progresses server lore like in real life (especially after a successful siege and during political instability)
    There are options to specialize more talent points in fewer abilities or invest in a bunch of skills. Additionally, many abilities are situational.
  • TyranthraxusTyranthraxus Member, Alpha Two
    /Agree

    Aye - unique game mechanics really was the direction MMO's should have been going, all along.



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