Greetings, glorious testers!
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.
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.
Comments
youtube.com/watch?v=UVETnLeJZFo&t=4162s
https://discord.gg/MZwMe38qSG
alpha 2 while playable is still supposed to be about testing all the systems and finding bugs and helping balance stuff as the devs finish systems, there are gonna swarms of people that burn through the content and get bored and then complain about it / stop playing. to many people are thinking of this as early access and are gonna be sorely disappointed with initial A2 content
It's probably the coolest implementation of a Bard I've seen in any game before.
For example, if I come across a skirmish between some guild members (not in my party) and another group. Am I able to drop an AOE on the battle without hitting my guild members or will I have to be careful to not friendly-fire?
Are players just going to need to learn to live with the fact that Mages will get an occasional buff, or will most classes have access to elemental damage and thus make the random events "balanced"?
In particular, the class mechanics seem outdated, as they came out of a random 2004 MMO. They seem rigid, confined to specific roles with little flexibility or freedom. Additionally, many skills feel redundant and overly similar. It seems like the approach was 'let's add X skills and make them somewhat different,' rather than 'let's consider this class in a specific situation and create a useful skill for it.'
E.
I'm not asking for any of it to be revealed, although more snippets would be nice. I understand that the music should be something that is revealed as you play, but I'd like to hear from Bear and other music creation talent about their creation process eg theme matching, biome themes etc. and just generally how they are doing what they do.
Bonus question - Aside from the thematic soundtrack music, will there be actual songs to be learned that contribute to the lore?
I'm pretty sure most players would agree that it's an integral part of a good game, and an essential part of a great one.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
If I understand correctly, we'll find out on July 31st, right?
Or will there be Alpha two test before that?
example: flute does damaging songs, violin does healing songs, or is it like drums effect the damage boost in the song or duration of the buff. maybe the instrument changes the damage type.
(Any others than objectives, damage, healing? E.g. damage taken, shielding, damage reduction from tank abilities etc.)
In following the game the past three years it seemed like you wanted each community to develop its own realm so based on roleplaying, questing, pvp, etc. each realm will have its own flavor. Has the technology changed where we will be all on one shard. I think there is confusion on how servers will work. The way I understood the presentation would be for example, in World of Warcraft you had the Barrens zone. If 400 players were questing in that zone, you might have one server for the creatures, a different server for the spells, a different server communication, and by dividing the responsibilities all the players would get good performance regardless of how close they were to each other. Would you please clarify for the community whether we are all on one realm or whether there will be multiple realms when the game launches? How do reserve my spot on the Golden Sandal realm?