TirentMember, Phoenix Initiative, Royalty, Kickstarter, Alpha One
What will city or metro nodes offer to players beyond just being large cities? Will they include exploration opportunities, quests within the city, sewers to explore, and various shops, or will they merely be vast, empty stone jungle like every other MMO.
Assuming there will be the persistent test server(s) up, will there be targeted testing goals?
e.g. "This weekend we would like all players to focus on crafting and providing targeted feedback to those systems", or "Between dates X and Y we would like all players to focus on Caravan mechanics so we can iterate on those experiences"?
Would it be possible to swap your primary and secondary archetype at any point, through respec or other means? For example, wanting to be a Beastmaster (Summoner + Ranger) but start leveling as a Ranger for thematic/roleplay purposes, instead of taking Summoner first?
1. Are there any updates you can share regarding Guild Fortresses. How they would function, purpose, placement. If they would be instanced.
2. In terms of scaling and limiting free space in the world regarding Nodes, Freeholds, and Player housing how would the population be limited in a node to not allow for massive overcrowding of the zone.
With this Alpha being a "true alpha" will there be wipes ? or will it fall into the no wipes forever early access game worried about content and player count versus making the game better.
Will we have skills with area pull effect in Ashes of Creation in future?
I saw them on kickstarter videos and first tank implementation but don't see them in current version of Ashes of Creation.
1) Will dwarves have penalties imposed due to their diminutive size(hit box) eg: Additional damage when struck by ranged opponents who are in active combat mode.
2) You once mentioned 5 regions being associated with Auction Houses. If that is still a thing, how will these regions be determined?
3) Presuming that backgrounds (racial traits) will be implemented at the start of A2, will there be any that may have to wait for later content eg: naval content
Is the team currently planning on making sailing more skill based than what we saw in the caravan showcase? For example, wind speed / direction, realistic turning radii rather than simple tank controls, or requiring team mates / NPC hired hands to be engaged with larger ships while they’re sailing for maximum stat efficiency.
If I am remembering correctly you have stated that you are aiming for max population of servers at launch to be around 10k, with this in mind how many players will be the max at the start of A2, and will there be enough content to support that amount of players?
- Loss of xp
- Item loss
- Loss of stats
All in x4
You've played L2 with a well-balanced karma system, allowing for policy development (those who think PK is just for killing lows...don't undertand (I'm not going to go into detail at the risk of burying my question. But I'm available ) ).
Why the loss of stats? The risk/reward seems too unbalanced.
Are you planning on revisit UX/UI at some point? IMO iconography looks good, and it's gotten better for the latest archtypes. However general UI style (window frames, skill bars and frames, health bars...) seems very generic, it lacks personality and could be something found in any other game. It looks like something taken straight out of the box. I think it would be great if it had more unique elements related to the game itself and be something easily recognizable at a glance, even so that people that do not play the game actively knows which game it is.
Freeholds are mentioned on the wiki to require max level (50) in order to obtain.
What kind of requirements will be placed on the attainment of freeholds in Alpha 2 with the max level being most recently stated at 30?
Comments
What will city or metro nodes offer to players beyond just being large cities? Will they include exploration opportunities, quests within the city, sewers to explore, and various shops, or will they merely be vast, empty stone jungle like every other MMO.
e.g. "This weekend we would like all players to focus on crafting and providing targeted feedback to those systems", or "Between dates X and Y we would like all players to focus on Caravan mechanics so we can iterate on those experiences"?
2. In terms of scaling and limiting free space in the world regarding Nodes, Freeholds, and Player housing how would the population be limited in a node to not allow for massive overcrowding of the zone.
2. How much will the new Alpha 2 Access Keys cost?
how gonna work the enchant system on A2 ?
I love chopping wood in real life and I want to know whether or not there will be wood chopping in alpha 2.
Will there be different types of trees?
Will there be skill attached to chopping the trees?
Could you tell me about the inspiration behind the different tree types?
Please answer, I'm a very loyal fan!
yes, its called Lumberjacking https://ashesofcreation.wiki/Lumberjacking
In-game, forums, discord?
Is there a preferred method?
What about people who prefer to make overly complicated, long YouTube videos about a specific topic?
Dr Burns - Copium Clinic
I saw them on kickstarter videos and first tank implementation but don't see them in current version of Ashes of Creation.
2) You once mentioned 5 regions being associated with Auction Houses. If that is still a thing, how will these regions be determined?
3) Presuming that backgrounds (racial traits) will be implemented at the start of A2, will there be any that may have to wait for later content eg: naval content
- Item loss
- Loss of stats
All in x4
You've played L2 with a well-balanced karma system, allowing for policy development (those who think PK is just for killing lows...don't undertand (I'm not going to go into detail at the risk of burying my question. But I'm available ) ).
Why the loss of stats? The risk/reward seems too unbalanced.
What kind of requirements will be placed on the attainment of freeholds in Alpha 2 with the max level being most recently stated at 30?