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.
Content Scope
nanfoodle
Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
I love all thats planed for Ashes. Being a UE5 game, there is a window to launch that makes Ashes current and relevant. UE6 is already in development. All game systems need to work together and be fun to make this game a hit. IMO some system maybe best developed after launch, like ship combat. I also dont think we need all 64 Sub classes to launch. Give each class 4 options to start and add new sub classes after launch.
If Ashes needed push some parts of the game after launch, what things would you pick to have later?
If Ashes needed push some parts of the game after launch, what things would you pick to have later?
0
Comments
Unless they launch with a lvl cap of 25 and introduce all secondary classes later.
This is based on my limited understanding of the structure of their development teams, ofc.
Ashes has taken the path of using the Alpha stage for this type of 'bit at a time' development, because there's no expectation of permanence or true progression in an Alpha.
But at launch, with the design we've been told, everything has to be there except maybe the 'stock market', and I wouldn't expect that to be something that would be 'taking resources away' from other development.
shrinking the world map and expanding it later
Shrinking lvl cap to lvl 25, no secondary classes
And locking nodes max level to match lvl 25 characters, probably like teir 3 or 4.
But who wants ashes to be capped like that anyway? And rebalancing skills post augment integration woukd be such a pain vs doing it pre launch.
If this was the case, navel combat would not have been a stretch goal for the kick starter. =-) The question is not if my ideas for things to add later after launch is a good idea but. Its...
If Ashes needed push some parts of the game after launch, what things would you pick to have later?
Historically speaking, MMORPG's aren't current, and don't suffer for the fact.
This is largely because their development cycle is usually two or three times the length of a similarly ambitious non MMORPG game, and so obviously technology moves forward. Then you add in the fact that MMORPG's are "current" games that people play for many years (ideally), as opposed to many days, weeks or months, and the notion of being concerned that an MMO may not be current starts to make very little sense.
I think monster coins could be cut, if not for the fact that there's real money tied up in them. They seem like an odd fit for Ashes.