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.
Leveling & Zoning how will it work??
So guys i just saw this wonderful MMORPG on youtube and im totally stoked to hear about an actual MMO coming out using the Unreal engine FINALLY!! But with all the information ive seen it raises some questions.
1. Will this game be level based or skill based?
I feel that the most of the MMO community wants for skill based PVE and level based PVP at least i know i do. This way bosses and dungeons are very difficult and it adds a need for in depth cooperation. Players will have to struggle to figure out attack patterns and learn each others skills (damage, cooldowns, buffs, debuffs etc) and will make PVE more enjoyable. On the other side all PVP is level based so you dont have a level 50+ merking a level 15 20 all day and night and also balences out the bounty hunters role so even low level people can be a bounty hunter. This also decreases the risk of people attacking non combatants constantly. Tell me your thoughts on this?
2. With combat is there going to be a hotbar system like on ESO and other MMOs? And if so how many are you allowed to equip? If not how will the system handle the activation of the skills?
3. Dungeons are a huge thing for me and i love the intensive battles that you really have to think about, so are there going to be large scale raids where you have to fight multiple bosses as you progress through, or just a single boss at the end? Also will you be able to create massive raid groups to take down a dungeon?
Question 3 stems from my anime watching and i think anyone who has watched shows like Sword art online or log horizon is begging for an MMORPG with those style raids. Huge bosses with many many different attack patterns all needing what could be called a "Full Raid group" to complete the dungeon. A full raid would comprise of 24 people with 4 groups of 6 players. This dynamic would allow raid guilds to flourish and constantly be in demand for new members making the game grow exponentially.
All MMOs rely on a strong PVE and PVP dynamic and to this point i find a lot of MMOs lacking in 1 or the other due to the fundamental fact that they choose a level bases system or a skill based system. If a game had both and done well enough it would satisfy even the pickiest gamer.
Let me know your thoughts guys! -MasterMind
1. Will this game be level based or skill based?
I feel that the most of the MMO community wants for skill based PVE and level based PVP at least i know i do. This way bosses and dungeons are very difficult and it adds a need for in depth cooperation. Players will have to struggle to figure out attack patterns and learn each others skills (damage, cooldowns, buffs, debuffs etc) and will make PVE more enjoyable. On the other side all PVP is level based so you dont have a level 50+ merking a level 15 20 all day and night and also balences out the bounty hunters role so even low level people can be a bounty hunter. This also decreases the risk of people attacking non combatants constantly. Tell me your thoughts on this?
2. With combat is there going to be a hotbar system like on ESO and other MMOs? And if so how many are you allowed to equip? If not how will the system handle the activation of the skills?
3. Dungeons are a huge thing for me and i love the intensive battles that you really have to think about, so are there going to be large scale raids where you have to fight multiple bosses as you progress through, or just a single boss at the end? Also will you be able to create massive raid groups to take down a dungeon?
Question 3 stems from my anime watching and i think anyone who has watched shows like Sword art online or log horizon is begging for an MMORPG with those style raids. Huge bosses with many many different attack patterns all needing what could be called a "Full Raid group" to complete the dungeon. A full raid would comprise of 24 people with 4 groups of 6 players. This dynamic would allow raid guilds to flourish and constantly be in demand for new members making the game grow exponentially.
All MMOs rely on a strong PVE and PVP dynamic and to this point i find a lot of MMOs lacking in 1 or the other due to the fundamental fact that they choose a level bases system or a skill based system. If a game had both and done well enough it would satisfy even the pickiest gamer.
Let me know your thoughts guys! -MasterMind
0
Comments
2. Atm it looks like the game is using hotbars but we don't know how many skills you can have equiped. They have talked about limiting the number of skills players have.
3. We know we will have big boss fights but don't have much information other then that. If you watched the first node video, you see a dragon attack a node. This dragon would most likely require a lot of people to bring it down. It sounds like they want to challenge the player base so the bosses should be more then loot bags.
2. Yes it has a hotbar with different kinds of skills you prefer, but the hot bar will be limited to control crowded screen
3. as far as we know the combat system will be slightly plain if you intend on playing by yourself, but the game is still in early development so there is a high chance on it changing and being more immersive and awsome:3
I hope Intrepid doesn't do a system like GW2, in the sense that I hope to see that zones have their own levels, or at least some zones have their own levels. I don't really like the whole downgrading your level and stats thing, it just doesn't sit well with be to be killing a level 50 fire-breathing dragon one moment and taking the same time to kill a poor level 6 wolf just because I jumped zones. In fact, I hope they make really challenging zones, with really tough monsters in them, so tough that you need a full group and a decent strategy to be there.
I hope Intrepid doesn’t do a system like GW2, in the sense that I hope to see that zones have their own levels, or at least some zones have their own levels. I don’t really like the whole downgrading your level and stats thing, it just doesn’t sit well with be to be killing a level 50 fire-breathing dragon one moment and taking the same time to kill a poor level 6 wolf just because I jumped zones. In fact, I hope they make really challenging zones, with really tough monsters in them, so tough that you need a full group and a decent strategy to be there.
[/quote]
Looks like we my firend are on the same page about this
I hope Intrepid doesn’t do a system like GW2, in the sense that I hope to see that zones have their own levels, or at least some zones have their own levels. I don’t really like the whole downgrading your level and stats thing, it just doesn’t sit well with be to be killing a level 50 fire-breathing dragon one moment and taking the same time to kill a poor level 6 wolf just because I jumped zones. In fact, I hope they make really challenging zones, with really tough monsters in them, so tough that you need a full group and a decent strategy to be there.
[/quote]
Whats stopping different creatures having different difficulty levels regardless ?
You see that the problem with vertical progression.
You outgrow stuff.
You don't outgrow anything with horizontal progression.
That's my point, I want to outgrow a lot of the content. I want to feel like I'm getting more powerful within the world, I want to look at those level 30 wyverns and know that I can one-shot them if I so wish. I know you can have as much difficulty within a horizontal progression system, but it just doesn't deliver the same feeling. To me, that is.
That’s my point, I want to outgrow a lot of the content. I want to feel like I’m getting more powerful within the world, I want to look at those level 30 wyverns and know that I can one-shot them if I so wish. I know you can have as much difficulty within a horizontal progression system, but it just doesn’t deliver the same feeling. To me, that is. [/quote]
Many of the features that I've seen presented so far seem to point towards a system where players develop specific areas of the world. Only a certain number of nodes can be active at one time. If players can outgrow zones, then that means that the zones in specific areas could end up barren with never having any nodes in them.
Horizontal progression is great for Multi player games as it maintains interactive balance.
The trending progression of MMO's have conditioned players to treat a multiplayer game as a single player experience at the detriment of cooperative game play.
I understand and respect the drive towards player character progression. But I want just as much of my time 'leveling' up the world i am in to achieve my personal goals and maybe help the other people around me too at the same time.
I hate games with a heavy dependency on RNG slot machine Loot drops, much preferring the long but guaranteed result of fulfilling a recipe list and getting my cake.
Instant gratification has killed MMO's
I actually respect GW2 for it's level adjustment metric trying to keep the whole world relevant and promote high/low lvl interaction. But i feel design choice of a mountless fast travel/waypoints system ruined the journey of the world.
Horizontal progression is great for Multi player games as it maintains interactive balance.
The trending progression of MMO's have conditioned players to treat a multiplayer game as a single player experience at the detriment of cooperative game play.
I understand and respect the drive towards player character progression. But I want just as much of my time 'leveling' up the world i am in to achieve my personal goals and maybe help the other people around me too at the same time.
I hate games with a heavy dependency on RNG slot machine Loot drops, much preferring the long but guaranteed result of fulfilling a recipe list and getting my cake.
Instant gratification has killed MMO's
I actually respect GW2 for it's level adjustment metric trying to keep the whole world relevant and promote high/low lvl interaction. But i feel design choice of a mountless fast travel/waypoints system ruined the journey of the world.
http://www.mmogames.com/gamearticles/interview-ashes-of-creation-on-building-their-virtual-world/
"Q: It’s occurred to me that the node system could be leading to a thematically odd situation, where the most developed portions of Ashes of Creation – its largest and most established cities – are also going to be its most dangerous areas, while the undeveloped wilds fill in more as what you’d expect from a starter experience. Am I understanding this correctly? What does the progression structure through Ashes’ world look like?"
"A: You’re basically correct, but keep in mind that our populations are mixed. We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. We’re also playing with the idea of Nodes having relationships with Nodes that haven’t reached level 1 (a sort of anti-Node relationship), but we’ll talk about that sometime down the road.
The progression structure is really up to the players. We’re going to have starting areas that are relatively static compared to the rest of the world, in order for new players to get their feet wet and get used to our systems, but after that, we see players going in any number of directions. The bravest will pioneer the wilds and bring back stories of what they’ve seen. Some will build, some will kill, some will put down roots and raise animals. There are a number of paths to progress, and something for every type of player."