zomnivore wrote: » I hope faction grinding isn't done through boring quest grinds. I want either a dungeon or a series of dungeons to defeat to get a reward, or a series of conveys guarded. I want either pvp or pve, to progress me, and I want it to be a fun activity you'd WANT to do anyway. You should want to join a faction because its too fun not to.
wanderingmist wrote: » @tiltowait A lot of game mechanics are officially undocumented, mostly because it's not practical to have every piece of information about an ability on an in-game tooltip. One of the reasons why I like playing games is figuring out all the hidden mechanics, even if they are unintended by the developers. It adds depth to the game and gives players an intrinsic reward for delving deep into the game mechanics. You are right though that sometimes hidden mechanics can screw with game balance when they are discovered. When players in League of Legends first discovered that you could extend the range of certain abilities using the "flash" summoner spell, it completely changed the way the game was played. Suddenly champions that were rubbish became viable, and other champions became insanely OP. Even though Intrepid have said there will be no animation cancelling in Ashes, I can almost guarantee that players will find a way to do it. When that happens, it will be up to the developers to decide what to do. They can play whack-a-mole and try to fix every unintended hidden mechanic whenever one appears, or they can do like Riot did with League of Legends and embrace these mechanics and work with them. As for the immersion-breaking aspect, I've honestly never considered that. It's probably because I always have my character zoomed out to the maximum so that I can see as much of what is happening around me. As such I very rarely see the spell animations of my character.
whitedude31 wrote: » wanderingmist wrote: » @tiltowait A lot of game mechanics are officially undocumented, mostly because it's not practical to have every piece of information about an ability on an in-game tooltip. One of the reasons why I like playing games is figuring out all the hidden mechanics, even if they are unintended by the developers. It adds depth to the game and gives players an intrinsic reward for delving deep into the game mechanics. You are right though that sometimes hidden mechanics can screw with game balance when they are discovered. When players in League of Legends first discovered that you could extend the range of certain abilities using the "flash" summoner spell, it completely changed the way the game was played. Suddenly champions that were rubbish became viable, and other champions became insanely OP. Even though Intrepid have said there will be no animation cancelling in Ashes, I can almost guarantee that players will find a way to do it. When that happens, it will be up to the developers to decide what to do. They can play whack-a-mole and try to fix every unintended hidden mechanic whenever one appears, or they can do like Riot did with League of Legends and embrace these mechanics and work with them. As for the immersion-breaking aspect, I've honestly never considered that. It's probably because I always have my character zoomed out to the maximum so that I can see as much of what is happening around me. As such I very rarely see the spell animations of my character. Tera is another great example of animation cancelling being embraced by the developers. Lancers and Brawlers would not be able to tank the hardest dungeons without animation cancelling.
kayra wrote: » whitedude31 wrote: » wanderingmist wrote: » @tiltowait A lot of game mechanics are officially undocumented, mostly because it's not practical to have every piece of information about an ability on an in-game tooltip. One of the reasons why I like playing games is figuring out all the hidden mechanics, even if they are unintended by the developers. It adds depth to the game and gives players an intrinsic reward for delving deep into the game mechanics. You are right though that sometimes hidden mechanics can screw with game balance when they are discovered. When players in League of Legends first discovered that you could extend the range of certain abilities using the "flash" summoner spell, it completely changed the way the game was played. Suddenly champions that were rubbish became viable, and other champions became insanely OP. Even though Intrepid have said there will be no animation cancelling in Ashes, I can almost guarantee that players will find a way to do it. When that happens, it will be up to the developers to decide what to do. They can play whack-a-mole and try to fix every unintended hidden mechanic whenever one appears, or they can do like Riot did with League of Legends and embrace these mechanics and work with them. As for the immersion-breaking aspect, I've honestly never considered that. It's probably because I always have my character zoomed out to the maximum so that I can see as much of what is happening around me. As such I very rarely see the spell animations of my character. Tera is another great example of animation cancelling being embraced by the developers. Lancers and Brawlers would not be able to tank the hardest dungeons without animation cancelling. yup tho unfortunately there won't be animation cancelling in Ashes
wanderingmist wrote: » kayra wrote: » whitedude31 wrote: » wanderingmist wrote: » @tiltowait A lot of game mechanics are officially undocumented, mostly because it's not practical to have every piece of information about an ability on an in-game tooltip. One of the reasons why I like playing games is figuring out all the hidden mechanics, even if they are unintended by the developers. It adds depth to the game and gives players an intrinsic reward for delving deep into the game mechanics. You are right though that sometimes hidden mechanics can screw with game balance when they are discovered. When players in League of Legends first discovered that you could extend the range of certain abilities using the "flash" summoner spell, it completely changed the way the game was played. Suddenly champions that were rubbish became viable, and other champions became insanely OP. Even though Intrepid have said there will be no animation cancelling in Ashes, I can almost guarantee that players will find a way to do it. When that happens, it will be up to the developers to decide what to do. They can play whack-a-mole and try to fix every unintended hidden mechanic whenever one appears, or they can do like Riot did with League of Legends and embrace these mechanics and work with them. As for the immersion-breaking aspect, I've honestly never considered that. It's probably because I always have my character zoomed out to the maximum so that I can see as much of what is happening around me. As such I very rarely see the spell animations of my character. Tera is another great example of animation cancelling being embraced by the developers. Lancers and Brawlers would not be able to tank the hardest dungeons without animation cancelling. yup tho unfortunately there won't be animation cancelling in Ashes They say that, but as I said before, players will always find a way to do it. It will happen, whether the developers intend it or not. If the speedrunning community has taught me anything it's that every game has weaknesses that players can abuse.
damokles wrote: » @wanderingmist It would be cool if everyone got a rough scetching of the areas etc, and then scribes could make better maps. Make it more interactable with the players, like personalized waypoints etc. It would also be pretty selfexplanatory why it is that way: We came back back after a few eons right? Well a ton can change in a few eons. We are the pioneers in this situation, it would be dumb to have perfect maps of this region ;D
akabear wrote: » Actually one feature I would like to see reduced, as I do not think it can be eliminated, is the for many quests to be so easily broken down that they are posted online and nobody reads or plays the game to learn and experience, they just read the shortcuts of others experiences and power through.. I would very much like to see some quests lines and paths to organically change such that players must play and or work together to complete.. not lookup a cheat sheet. perhaps the path of some quests are linked to the matrix of multi nodal combined status..
granthor wrote: » What I dislike? Mindless grinding and............ Lockboxes! Oh those stupid Lockboxes, that need that special KEY, you know that one you MUST buy to open that Lockbox. haha
devincook2 wrote: » granthor wrote: » What I dislike? Mindless grinding and............ Lockboxes! Oh those stupid Lockboxes, that need that special KEY, you know that one you MUST buy to open that Lockbox. haha I always liked lockboxes in WoW the require keys or a rogue to open, although I know what you mean about micro-transactions. -I don't like daily quests that are the same thing over and over. -The ability to join multiple guilds -the feeling that not logging on is punished instead of logging on being rewarded. I want to be able to take a weekend off from gaming sometimes, but when it comes to daily rep grinds to have gear to be on par with the minimum on time is legit a pain in the ass.