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Getting insight of secondary archetypes before choosing one

2

Comments

  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I got an idea; what if when you choose a secondary archetype, a skill tree menu pops up with each of the archetypes off to the side as a button. You then toggle each archetype to show what augments and passives you gain as well as a brief explanation of the class
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    Depraved wrote: »
    who said there wont be a tutorial?
    I feel like from now on I need to use this gif when I use ""s around a word
    xjzojcfcah5z.gif

    Meaning that the word I used is simply the closest term to what I was trying to describe, but not quite that exact meaning.

    my bad bae, ill read your mind next time <3
  • LudulluLudullu Member, Alpha Two
    Depraved wrote: »
    my bad bae, ill read your mind next time <3
    2gm13fal2uo4.png
  • DepravedDepraved Member, Alpha Two
    edited May 16
    NiKr wrote: »
    Depraved wrote: »
    my bad bae, ill read your mind next time <3
    2gm13fal2uo4.png

    I guess you also didn't mean countering laziness.
  • LudulluLudullu Member, Alpha Two
    Depraved wrote: »
    I guess you also didn't mean countering laziness.
    That's the cool thing! It's both B) And it's all about context. If I'm talking about something that someone has said in the past (in the case of countering laziness, just now) - ""s would mean that I'm quoting them. And if I'm introducing a concept or just talking about something that others haven't mentioned and I use ""s around a word/phrase - that means that I'm simply choosing the closest term to what I'm trying to explain, but, usually, in a shorter form.

    And in case of countering laziness it's both a direct quote and an ironic coloring to the quote. But I wouldn't expect people to properly see that ironic coloring in text, so in this case reading it as just a direct quote would be fine.

    But the "tutorial" part was something I brought up myself as a replacement for my initial post in this thread, instead of reposting that entire comment.

    And I know that my commenting style can be real weird/hard to parse in the way I'd prefer it to be parsed, but that's due to me following Poe's Law when posting. This video explains it the best :) (and it's also the first place I heard about this law too)
    https://www.youtube.com/watch?v=SMp4uwjOg9Q
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    Depraved wrote: »
    I guess you also didn't mean countering laziness.
    That's the cool thing! It's both B) And it's all about context. If I'm talking about something that someone has said in the past (in the case of countering laziness, just now) - ""s would mean that I'm quoting them. And if I'm introducing a concept or just talking about something that others haven't mentioned and I use ""s around a word/phrase - that means that I'm simply choosing the closest term to what I'm trying to explain, but, usually, in a shorter form.

    And in case of countering laziness it's both a direct quote and an ironic coloring to the quote. But I wouldn't expect people to properly see that ironic coloring in text, so in this case reading it as just a direct quote would be fine.

    But the "tutorial" part was something I brought up myself as a replacement for my initial post in this thread, instead of reposting that entire comment.

    And I know that my commenting style can be real weird/hard to parse in the way I'd prefer it to be parsed, but that's due to me following Poe's Law when posting. This video explains it the best :) (and it's also the first place I heard about this law too)
    https://www.youtube.com/watch?v=SMp4uwjOg9Q

    back to reading your mind. its easier ;3
  • NiKr wrote: »
    Saabynator wrote: »
    He wants an MMO to be an adventure, not a pure numbers game. But this is just speculation, ofcource. I dont know the man.
    But an adventure is exactly what I'm suggesting. A natural immersive way to learn what you'll have in the future w/o going outside of the game or looking at meta-gaming previews.

    I dont think there is any adventure in knowing everything before you have to choose =)
  • MyosotysMyosotys Member
    NiKr wrote: »
    I'd prefer if to be able to get a secondary archetype we need to do a quest. And during that quest we learn about what different classes would give us, in terms of augments, and, ideally, would even interact with npcs/mobs that use those effects against us.

    Each archetype would have their own huge quest that does this, which would not only show people what they'd be getting into with their class choice, but would also make alts more interesting to play.

    8 one-time huge quests doesn't seem all that bad in terms of devtime, so I think this is doable. And creating mobs that have playable abilities would also make the game feel more immersive and interesting imo, so ideally the mobs from the quests shouldn't be unique.

    It's was I wanted to suggest and something has been suggested by someone (RO player) few days ago in another topic.

    A solid, interesting, relatively difficult and long quest to learn about second archetypes in game would be ideal. Quests could start at the same place with NPCs about each archetypes.
  • LudulluLudullu Member, Alpha Two
    Saabynator wrote: »
    I dont think there is any adventure in knowing everything before you have to choose =)
    This is why I said that this is a discussion about spoilers. You seem to think that spoilers ruin the experience. I think they build hype and excitement for the future of your character. And I'd just prefer that these spoilers are inside the game rather than on YT or some third party site.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 16
    How is it a third-party site if it's available on the dev websites?
    It's also possible for players to tutor this in-game.
    Ashes has a mentor-ship mechanic which fits well with that kind of in-game interaction.
  • LudulluLudullu Member, Alpha Two
    Dygz wrote: »
    How is it a third-party site if it's available on the dev websites?
    If Intrepid decide to put that kind of information on a website instead of in the game - I'll call them lazy. We're obviously years away from release, so they have more than enough time to make great long-adventure-like quests that show players what kind of effects they'll be able to choose later on in their character's life.

    I see no damn point why they couldn't do that.
    Dygz wrote: »
    It's also possible for players to tutor this in-game.
    Ashes has a mentor-ship mechanic which fits well with that kind of in-game interaction.
    Yes, sociable people who are ready to get rejected by a ton of people before receiving their information will be able to find the people who'll be willing to answer there questions.

    But there'll be a shitton of people who are neither sociable, nor would they even want to attempt to socialize before properly learning the game. And one of the reasons for that is exactly due to the culture of "you can just go look that up, why are you asking me".
  • oOKingOooOKingOo Member, Alpha Two
    I would like a quest for each class that shows that you're a more progressed character now. For example, you're not just a mage anymore; you're now a sorcerer. If it's obvious enough, then I don't need a menu telling me what type of augments a secondary class could get me, but I would like some hints.

    Maybe once you're level 25, you can go to a teacher who will tell you that you've learned everything you can from him, but he knows some masters he can link you up with. You get to decide what sub-archetype/class you want, and he sends you to the corresponding master where you do a class-themed quest that introduces you to the class. At the end, you can decide if you want to pick that class or go grab a class quest for another class to see what that class is like.

    Having quests associated with some abilities would be cool too.

    In my opinion, these class quests should be more theme/lore-based and not super hardcore quests, but, for example, the quest for the ultimate skill can be harder.
    For the empyre !!!
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 16
    NiKr wrote: »
    If Intrepid decide to put that kind of information on a website instead of in the game - I'll call them lazy. We're obviously years away from release, so they have more than enough time to make great long-adventure-like quests that show players what kind of effects they'll be able to choose later on in their character's life.
    Expect it to be available on the officvial Ashes of Creation website.
    And has nothing to do with laziness and everything to do with typical RPG design.

    NiKr wrote: »
    I see no damn point why they couldn't do that.
    Because games have rules. Sometimes players don't like all the rules.
    You should be glad that "subclass" can be changed. Which is already atypical for RPGs.


    NiKr wrote: »
    Yes, sociable people who are ready to get rejected by a ton of people before receiving their information will be able to find the people who'll be willing to answer there questions.

    But there'll be a shitton of people who are neither sociable, nor would they even want to attempt to socialize before properly learning the game. And one of the reasons for that is exactly due to the culture of "you can just go look that up, why are you asking me".
    All kinds of ways to find information in-game and out-of-game - besides having Quests to teach about "subclasses" before a "subclass" is chosen.

    Tell me you don't really like RPGs without telling me you don't really like RPGs.
  • AszkalonAszkalon Member, Alpha Two
    NiKr wrote: »
    Lore is only learned through quests or through reading some in-game stuff (like npcs dialogue or books, etc).

    This is a legit and solid Point, Yes.

    I liked that in WoW, with the many Books lying around. But i might add here, Blizzard does a very shitty Job of bringing the "Lore" of Characters and BETWEEN Expansions over to the Players.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • DepravedDepraved Member, Alpha Two
    edited May 17
    NiKr wrote: »
    Dygz wrote: »
    How is it a third-party site if it's available on the dev websites?
    If Intrepid decide to put that kind of information on a website instead of in the game - I'll call them lazy. We're obviously years away from release, so they have more than enough time to make great long-adventure-like quests that show players what kind of effects they'll be able to choose later on in their character's life.

    I see no damn point why they couldn't do that.
    Dygz wrote: »
    It's also possible for players to tutor this in-game.
    Ashes has a mentor-ship mechanic which fits well with that kind of in-game interaction.
    Yes, sociable people who are ready to get rejected by a ton of people before receiving their information will be able to find the people who'll be willing to answer there questions.

    But there'll be a shitton of people who are neither sociable, nor would they even want to attempt to socialize before properly learning the game. And one of the reasons for that is exactly due to the culture of "you can just go look that up, why are you asking me".

    I'm sure there will be some sort of tutorial or n game info about what can you expect from your 2nd archetype. i just don't think we will have all the specific augments and effects. you will get those by experimenting or going to a website.

    i know I'm going cleric/cleric for life ;3
  • daveywaveydaveywavey Member, Alpha Two
    NiKr wrote: »
    Considering that we're yeaaars away from release, I really don't see why Intrepid couldn't just add ways to let people know what their "meaningful choice" will lead to.

    All the info will be there in order for people to make an informed choice. If they choose not to use that info, then that's on them.
    This link may help you: https://ashesofcreation.wiki/


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  • Ace1234Ace1234 Member
    edited May 17
    I agree with Nikr, its not really a meaningful choice if you're not making an informed choice, its just rng at that point and a meaningless time sink to acquire basic information. It's not like you are bypassing all the effort involved with mastering the class, you are just deciding whether that class will be a worthy time investment for your style.


    I guess it comes down to how much you want progression to be time-gated, and how much you want it to be reliant on player strategy and skill. I don't want pointless time-gates just for the sake of it. I think time investment should be about skill, strategy, and mastery, rather than arbitrary time sinks to progress.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    You don't need a Quest to make that decision.
    Just as you don't need a Quest to decide on Race or Primary Archetype.
    Has nothing to do with time-gates.
  • Ace1234Ace1234 Member
    edited May 17
    I could take or leave the quest as long as there is a detailed preview of some kind. I don't really see an issue with that being in the form of a quest though.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Seems likely that where ever it is you make the choice to acquire a Secondary Archetype, there will be a description - just as there will be descriptions for choosing Race and for choosing Primary Archetype.
    I dunno why anyone expects choosing Secondary Archetype will be significantly different - especially since it's a choice that can be changed later.
  • Ace1234Ace1234 Member
    edited May 17
    You would think so, but my intetpretation of Steven's answer to the question about class previews was that detailed previews aren't really a necessity and that they might go the route of "try it to see if you like it", rather than providing as much information/detail/visual examples as possible before your selection.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 17
    I didn't say "detailed".
    I don't expect Race descriptions and Primary Archetype descriptions will be "detailed".
    It's never going to be as much detail as possible.
  • edited May 17
    Ael wrote: »
    Hi friends,

    I'd like to share a few thoughts about this question from the last AMA (great one by the way <3 ).

    So basically the question was "Will there be any kind of trial quest to test all the secondary archetypes before making a final decision at lvl 25 ?"

    Steven answered saying that :
    - There is no plan to provide this kind of preview period for players at the moment.
    - We will be able to change our secondary archetype.
    - Changing the secondary archetype will be a long process (because this is a very meaningful choice about our character's identity).

    --

    I'm aligned with the "Meaningful choice + identity" component.
    But I think it would be very helpful to give players a more or less detailed preview about :

    1) What kind of augment we will be able to pick from "this particular secondary archetype" ?
    According to the wiki, each secondary archetype offers four schools of augments. It would be a good thing to be able to check, for each secondary archtype, what are these schools of augments.

    Ex :
    If I pick mage as a secondary, will I be able to add some "Ice augments" on my skills ?



    2) To explain, to some degree, what would each school provide to the players skills.
    This one is a huge deal to me.

    Ex :
    - If I'm playing a Cleric, will a secondary Tank archetype provide me a school of augments that adds some damage mitigation to some of my healing skills ?
    - If I'm playing a Mage, will a secondary Fighter archetype give me access to the "open wound / healing malus" debuff ?
    - If I'm playing a Ranger, will a secondary Bard archtype provide me some "attack speed / crit buffs" ?


    --
    I'm fine with not having the possibility to test all augments from all secondary archtypes before choosing one (that would not be immersive at all).

    Plus some archtype name give a good idea, to a degree, about what we can expect from some schools of augment (Necromancer and Paladin for example).

    But I believe we all have different ideas about what most of the archetypes will grant our character on an "augment perspective"... and it's setting us from a possibly great amount of frustration if we can't have some insight about what these augments schools are, and a general "what this augment school might actually add/change about my skills and gameplay" BEFORE we pick a secondary archtype.

    Since it's such a meaningful choice about our character, I believe we need to have at least these levels of understanding before making such an important decision.


    What do you guys think about it ?



    ---
    That's unrelated with the main topic, but I also believe it would be cool to have some little (or not that little) class quest in order to unlock some skills, like the "ultimates" of a given talent tree branch :smile:
    The idea being that spending a talent point for the first time in an ultimate would not automatically grant the skill, but would give us this little quest.

    That's a thing I liked in wow for example, that we had to go through these quests back in the day in order to unlock the Aquatic form from the druid for example, or the demons of the warlock.
    That's immersive and that's cool !


    --
    P.S. : the "Preview" button on the forum makes previewing way better than it was before, good job B)

    I've seen this class boundary line idea implemented across many MMOs over the past 30 years and every version, in my opinion, has done serious damage to the game that is hard to undo. I know people want access to more, m o r e, MORE!!! But the reality is that making hybrid classes makes each class role less important. Sure, it opens gateways to playability for when there aren't enough tanks or healers to go around but there are other ways around that.

    I think that crossing class boundaries is a surefire way to downgrade the quality of the game. Keep class continuity and role separation intact, please! You don't need to be a dual wielding warrior-mage. Wouldn't that technically just be a class that already exists in most fantasy anyway? If you're going to do that then just incorporate the class as it's own entity and build it's limitations into the game so it actually works instead of allowing one character to fit into every hole.

    Very seriously hope this gets filtered out in testing. It is such a quick way to ruin class dynamics. A warrior/healer is just a Paladin. A mage/rogue is just an assassin. A healer/mage is a priest. Make the class or don't, IMO.
  • Ace1234Ace1234 Member
    edited May 17
    I know, im the one saying detailed. Thats my desire based on wanting to make informed decisions and not having to waste time gathering the necessary information that could have been presented from the beginning. I understand knowledge acqusition is a part of rpgs but there are some forms that are more fun than others imo, and I don't think its very interesting to be forced to do a time sink of going out and using a class, leveling up, etc. just to see the skills and other stuff a class has access to, when it could have been told and shown in detail from the beginning. Its not a skillfull acqusition of knowledge through something like deduction, its just a waste of time gathering data, hense my comment about time-gating vs strategy and skill. @Dygz
  • ShadowVenShadowVen Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    I'd prefer if to be able to get a secondary archetype we need to do a quest. And during that quest we learn about what different classes would give us, in terms of augments, and, ideally, would even interact with npcs/mobs that use those effects against us.

    Each archetype would have their own huge quest that does this, which would not only show people what they'd be getting into with their class choice, but would also make alts more interesting to play.

    8 one-time huge quests doesn't seem all that bad in terms of devtime, so I think this is doable. And creating mobs that have playable abilities would also make the game feel more immersive and interesting imo, so ideally the mobs from the quests shouldn't be unique.

    Albeit rare, I do agree with you here Nikr. 100%. This would be great to implement.
    I like steven's view on this subject but I think they could implement what your idea. This would make it interesting and at the same time learning about your Archtype and class.
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Right.
    Tell me you don't really like playing RPGs without telling me you don't really like playing RPGs.
    You're basically saying you want to play soccer but you don't like the restrictions against using your hands to move the ball across the field.
    You like rugby but you want to be able to wear a helmet, shoulder pads and kneepads.
    You like baseball, but you want the ball to be about twice the size and softer.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Very seriously hope this gets filtered out in testing. It is such a quick way to ruin class dynamics. A warrior/healer is just a Paladin. A mage/rogue is just an assassin. A healer/mage is a priest. Make the class or don't, IMO.
    I mean... no.
    In Ashes, a Tank/Cleric is not just a Paladin.
    A Tank/Cleric is primarily a Tank but can do some Cleric stuff also.
    A Mage/Rogue is primarily a Mage but can do some Rogue stuff also.
    A Cleric/Mage is primarily a Mage but can do some Rogue stuff also.

    This design doesn't ruin class dynamics because the Augments from Secondary Archetype are applied on top of the Primary Archetype Active Skills. So you're really always playing your Primary Archetype.
  • Ace1234Ace1234 Member
    edited May 17
    I guess yeah in terms of what you consider an rpg. I still consider it an rpg though just a different kind than what you would prefer I guess. Don't really care what you call it though, I am just saying what would be fun, and I don't think time-gated content is fun unless the time you are spending is about doing skillful activities.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited May 17
    Yep. Just as American football and rugby are forms of soccer.

    Choosing Race and Primary Archetype are not time-gated.
    Choosing Secondary Archetype is time-gated because you have to reach Level 25 first.
    Other than that, you learn more about your Race and Class... your Role... through experience.
    That's kinda the whole entire point of xp. And the Hero's Journey.
  • Ace1234Ace1234 Member
    edited May 17
    @Dygz
    Choosing Race and Primary Archetype are not time-gated.
    Choosing Secondary Archetype is time-gated because you have to reach Level 25 first.
    Other than that, you learn more about your Race and Class through experience.
    That's kinda the whole entire point of xp.

    Yes I am fine with mastering the class through experience playing, I am talking in terms of deciding whether it is something I would want to spend time mastering, which means I would not like having to wait 25 levels to find out the details of how a secondary archetype would play, as opposed to knowing from the start to determine whether I would want to grind 25 levels to unlock it and play it.

    Same things goes for the primary archetype, I want to know everything about it before selecting it, its just even worse with the secondary because not only do you have to grind to level 25 to unlock it, but then you might have to play it for multiple levels to find out what it can really do. I want to have all the info ahead of time to be able to make an informed decision of whether it would be a class I would like to invest effort into mastering. I think that is a more strategic/skillful proposition than a time-gated approach of gathering info, unless that acquisition of knowledge was designed to be more interesting than just trial and error data collection.
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