Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
I agree with this. I think most of this is because the current system is a place holder. I’m pretty sure there is supposed to be a “mini game” involved in processing and crafting. As far as gathering I think the dopamine rush comes from finding something that you don’t normally find other than that I’m not really sure how you make it more enjoyable.
There's of course the question of how successful all of that will be in practice, but it is a question for several years down the line, at this point.
And I totally agree that T1 mats should be way more abundant than they are now. But I still think that rarity of higher tiers should be fairly high, so the pace of progress will still be really low.
Though pylons might change a few things in that setup, so we'll have to see.
And yet stuff like pop music and the most popular media is usually the most basic, wide-appealing, simplest piece of content out there. Vanilla WoW was the easiest mmo of its time, which is why it got the audience that it had (well, and of course the backbone of Warcraft). Which then leads me to the next response.
How many of those failed mmos successfully attempted something different from "this is pretty much WoW, but with a slightly different visual"?
At scale, I think more WoW-likes have died in the past 20 years than niche mmos that tried to appeal to their own audiences. Stuff like Mortal Online is the nichest kind of shit out there, yet even that managed to make enough of a return on initial investment to justify a sequel. Albion and EVE are definitely on the nicher side of designs, yet both of them still live, with EVE always trying to make new spin-offs (which is of course its own set of issues) and Albion supposedly even growing over years (not w/o thx to its mobile availability of course).
Ashes simply needs to be good at what its promising. It then needs to stick to those promises, so that people who fell in love with it can spread the good word about a good game. And yes, as Noaani pointed out we've had quite a few design contradictions, especially since Jeff left. But I do think those can be ironed out through feedback, but w/o swinging too hard to WoW-like design directions.
And just to be clear here, I'm not saying that's what you're asking for, I'm simply speaking in generalities of the genre, because oooh boi there sure is a lot of people who ARE asking for exactly that.
I'm not a young kid these days, so I wouldn't know their spending practices, but considering that gacha games (alongside roblox and fortnite), that are usually targeted at the youth make literal billions, I do think that younger audiences have at least $15 a month to spend on something they might find interesting.
And yes, I know that f2p monetization is all about preying on those kinds of people, so they might think that splurging $50 on BP skins is not as much as paying A WHOLE FIFTEEN DOLLARINOS on a game.