NoodleDoodle wrote: » To me there were a couple of things that set AoC apart from others MMOs. All of them were positives in my eyes. 1) Body blocking. This has unfortunately been removed. I understand that it would've been difficult to implement well, the problems involved and how difficult it is to code. 2) Nodes. Obviously interesting. It turns the world into an ever-shifting amalgam and allows for more macro ambitions to thrive. 3) Massive loot-based on death penalties. This has been turned down too much according to me. I understand this is controversial but I saw it as a necessity to stand out compared to the competitors. Is if there's anything else I've missed that should interest a potential player. And yes, the graphics are gorgeous in the dev showcases, but unless there's gameplay to complement it, to me its void of value.
REHOC wrote: » I understand there are concerns about certain features in Ashes of Creation, like the removal of body blocking, the adjustments to death penalties, and how unique the game will feel. But it's important to remember that AoC is still in development, and community feedback is key to how it evolves. One of the core features that truly sets AoC apart is the Node System. This system allows player actions to directly influence how the world develops, creating a dynamic and unique experience on every server. Nodes can grow from small camps to sprawling metropolises, unlocking specific content, resources, and political dynamics based on how the community interacts with the world. Additionally, AoC is built on clear design pillars like an engaging story, a reactive world, meaningful player agency, and a risk vs reward philosophy. All of this is aimed at delivering an immersive and impactful MMORPG experience, where your choices and actions shape the world around you. While some features have been adjusted during development, it’s crucial to remember these changes are being made to improve gameplay balance and long-term health of the game. The project is very much alive, ambitious, and continues to grow thanks to the active involvement and constructive feedback of the community.
NoodleDoodle wrote: » REHOC wrote: » I understand there are concerns about certain features in Ashes of Creation, like the removal of body blocking, the adjustments to death penalties, and how unique the game will feel. But it's important to remember that AoC is still in development, and community feedback is key to how it evolves. One of the core features that truly sets AoC apart is the Node System. This system allows player actions to directly influence how the world develops, creating a dynamic and unique experience on every server. Nodes can grow from small camps to sprawling metropolises, unlocking specific content, resources, and political dynamics based on how the community interacts with the world. Additionally, AoC is built on clear design pillars like an engaging story, a reactive world, meaningful player agency, and a risk vs reward philosophy. All of this is aimed at delivering an immersive and impactful MMORPG experience, where your choices and actions shape the world around you. While some features have been adjusted during development, it’s crucial to remember these changes are being made to improve gameplay balance and long-term health of the game. The project is very much alive, ambitious, and continues to grow thanks to the active involvement and constructive feedback of the community. There are always concerns when one is to determine how valuable a product is to ones hobby. I can come across as rather critical, but its just me refusing to be a fan; if I want something to be good, I try to balance out my bias by being well stingy I suppose. I think perceived issues are important to discuss. It's much better to acknowledge issues before rather than after they happen. Otherwise we're powerless. If they persist, then we know the issue lies elsewhere and one can move on. How far along has the node system come? I love the way the idea plays out in my head, but I'm a bit afraid it will be different in practice. Which risk are we talking about when the on-death loot drop is all but gone? To me the game seems rather risk-free. Will they have a perma death server you think?
NoodleDoodle wrote: » How far along has the node system come? I love the way the idea plays out in my head, but I'm a bit afraid it will be different in practice.
NoodleDoodle wrote: » Which risk are we talking about when the on-death loot drop is all but gone? To me the game seems rather risk-free. Will they have a perma death server you think?
Azherae wrote: » I'm not sure why you are under the impression that the on-death loot drop is gone. If anything, players in specific situations stand to lose more than was originally pitched. Since this is the general definition of 'Risk' that Steven uses, we would actually have to say that risk has gone up. If you perceive the game to be risk-free, you might need to clarify why.
NoodleDoodle wrote: » Azherae wrote: » I'm not sure why you are under the impression that the on-death loot drop is gone. If anything, players in specific situations stand to lose more than was originally pitched. Since this is the general definition of 'Risk' that Steven uses, we would actually have to say that risk has gone up. If you perceive the game to be risk-free, you might need to clarify why. I mean the idea that you can engage in risk taking by engaging in the corruption system is rather interesting. I believe there's been proper thought put into the system. It solves a lot of problems. And yet, to me it feels a bit off. Then again, it's just a feeling. I think it stems from the system being not entirely intuitive. But in the end, I'm content as long as there will be some notorious names of people scourging the country side. I think it's a much needed component to making the world feel alive.
Azherae wrote: » It's very difficult for good systems with any amount of depth to be intuitive to everyone.
NoodleDoodle wrote: » Azherae wrote: » It's very difficult for good systems with any amount of depth to be intuitive to everyone. I don't think that is so. The thing that most often clashes with intuitive gameplay with depth is when it's meant to be be played a certain way. When things are developed with recipes in mind. Gear sets with bonuses, symmetric skill systems etc.