Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
I really, really need this game--you have no idea!
I hope that when there are items needed for crafting, there is more than one way to get them; please don't make us kill the same dungeon boss a zillion times waiting for a drop that we have to roll for! And please, no insanely frustrating RNG in the crafting system.
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This may have already been answered, but as I understand it, there will be a strong reputation system. PVP can be intiated and if the other player accepts their PVP status moves from green to purple and they square off. If, however, the defender declines and is still attacked the reputation of the attacker move them into a reputation that will eventually lead to reduced skills and bounties on them. In all however, this game is set up for open world, create/destroy dynamics which create inherit risk that makes the game compelling. I, for one, look forward to it!
Since every server will be unique, I was wondering whether players will be able to visit other servers (as they can in Rift, for example) without having to transfer, and whether they will be able to transfer.
Kind Regard, Arcathox
Thanks for the FAQ! Can't wait to play this great game.
Will the game, while native to windows, still get native gamepad usage? Instead of just mouse and keyboard?
Think like Final fantasy 14 where they have a large use of the gamepad mostly because they released the game on PS4 as well.
But also because I have a friend that CANNOT use keyboard for long periods of time because he has thoracic outlet in one of his wrist. And mostly can only play games with a gamepads.
And using a third party program to simulate a gamepad is not that intuitive.
so what are your thoughts about that possibility?
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I myself prefer the non-tab-target system. I understand what you mean, but the tab target just makes that... Yu barely move, and just probably spam he exact same skill over and over because its the most efficient one anyway. It's dull. While the non targetted system, means you need to use tactic and it shines in PVP. You actually -need- to hit your target for melee. and now it give purpose to physically dodge a hit.
TERA online did it first, and they still give plenty of skill anyway. while BDO, I feel is even better because you dont even need to use your quick bar to use your skills, you chain them with key combination, which I personally find great. But I guess to everyone their own opinion.
If they are balanced for PVP's reasons it will destroy the RP.
For example, if you play a healer, you can NOT expect to winn th 1v1. Don't give the healer huges dammages to make him balanced with the meta !
A game where each class can heal and jump is destroying the class identity ! The dps mage is not supposed to heal, and the warrior is not supposed to jump with his heavy armor.
I think that the RP is really important and that they won't ignore it in the future like others mmo did to have a place in the E-sport.
Game masters are going to be organizing events and taking part to the game activity, the role they had before (even if it create problems: "the gm didn't gave me any reward even if I took part to the event...")
Or if they will just have to tell us that we have to logout because their is a server maintenance.
A: We have a unique and detailed class system, which we will discuss further in a developer’s blog. For now, I can say that we have 8 archetypes. You will choose an archetype as your primary class that you will level from starting level to max level. Along the way, you will choose a secondary class from the 8 archetypes. That secondary class will augment your primary class’ abilities and skills. In total, our class system will have 64 distinct classes, of which there will be a wide variety of customization in skills and abilities based on the player’s choices.[/quote]
If you have 8 classes and 64 different combinations, does that mean you can become a double warrior for example?
Or is it more 8*7 = 56 different class combinations?
For now I am in up to my ears in Crowfall, hope you can get some time to PvP there. See you in Battle Sorc.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/faqs-about-ashes-of-creation/#post-638" rel="nofollow">Steven wrote:</a></div>
Q: How many classes are there?
A: We have a unique and detailed class system, which we will discuss further in a developer’s blog. For now, I can say that we have 8 archetypes. You will choose an archetype as your primary class that you will level from starting level to max level. Along the way, you will choose a secondary class from the 8 archetypes. That secondary class will augment your primary class’ abilities and skills. In total, our class system will have 64 distinct classes, of which there will be a wide variety of customization in skills and abilities based on the player’s choices.
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If you have 8 classes and 64 different combinations, does that mean you can become a double warrior for example?
Or is it more 8*7 = 56 different class combinations?
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My thoughts as well, and if you can double class/not take a secondary class, what would be the benefit to that?
<strong>EDIT:</strong> Found this..
Primary & Secondary Classes
What are you guys currently planning for progression?
Our player class advancement follows both a vertical progression in the traditional leveling sense, as well as a horizontal skill customization platform. When players start the game, they will be able to choose from 8 separate Archetypes. These archetypes represent the staple fantasy classes; Fighter, Tank, Rogue, Ranger, Mage, Summoner, Cleric, Bard. As the player progresses vertically with their primary class, they will have the opportunity to add a second class. This second class will be chosen again from the 8 archetypes, and will follow more of a horizontal progression. The second class will allow the player to augment their primary skills from their main class, with effects from their secondary class. For example; A fighter has a skill called “Rush”, that allows him to rush towards a target and upon reaching the target, deals x damage with a chance to knock the target down. If that fighter were to choose Mage as his secondary archetype (Spellsword), he would gain access to certain augments that he could apply to his primary skill tree. Let’s use his Rush skill as an example; As a Spellsword, he could choose to apply a teleportation augment to the Rush skill, which would allow the skill to now teleport you to the target, eliminating the charge time on the skill. Each skill in the primary tree will have several augment options from your secondary tree. The secondary skill augment tree will follow a horizontal progression that will be expanded upon further in a developer’s blog
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From what I've gathered, it should be in the next two to three weeks.