Wandering Mist wrote: » In order to qualify for a ESRB teen rating they can show "minimal blood" (e.g. blood splatters and spell effects that use some blood) but that's about it. In order to show "blood and gore" (e.g. torn off/mutilated limbs) they would need to get a mature 17+ rating, which they are unlikely to do.
rpgmaniac wrote: » Wandering Mist wrote: » In order to qualify for a ESRB teen rating they can show "minimal blood" (e.g. blood splatters and spell effects that use some blood) but that's about it. In order to show "blood and gore" (e.g. torn off/mutilated limbs) they would need to get a mature 17+ rating, which they are unlikely to do. So are you saying that ArcheAge can but AoC can't? ArcheAge already have a 17+ rating so why not AoC also? are the devs care more to cater to little kids instead of adults? is that their target audience? little kids? because me personally I would like to know that, because I want blood & gore in my games, I wanna play a game that will cater to my adult tastes, if the devs can't offer me that because their concern is that if they go that route minors won't be able to play their game then I seriously see no point to bother with this game from now on.
VmanGman wrote: » Alright my man... we get it. You like dark settings and moods.
rpgmaniac wrote: » what I described btw in case you haven't figure out by yourself yet is AoC.
Noaani wrote: » rpgmaniac wrote: » what I described btw in case you haven't figure out by yourself yet is AoC. Wait! You mean that at least two years out from launch, Ashes isn't finished yet? Holy shit, someone tell Steven!
rpgmaniac wrote: » The game is in development for 4+ years already you know, in most cases a game would be ready for launch in this amount of time, but since this is an indie project kind of let's say that it's unrealistic to expect the normal from them, still you would expect from them to have nail the combat by now & move to other stuff
Talents wrote: » ArcheAge was a free-to-play game, Ashes of Creation is a sub based. They don't want little Timmy to ask his parents "Mom can I get a sub to this game" only to look at the age rating and see an adult rating which means little Timmy can't play. Sub based games need a high playerbase to survive. You don't get as high of a playerbase compared to if you lowered the age rating most of the time. Steven has also said he wants people of all ages to be able to play Ashes and to use Ashes to get the newer generation interested in MMORPGs.
rpgmaniac wrote: » In the last video devs released I saw them fighting those crabs & those seal kind of mobs in the beach & I can't say I liked what I saw, I would like to see lots of stuff in order for the combat to become more desirable in my eyes, so I'm gonna write all those things I have in mind one by one: 1. Better SFX when we hit something no matter if the hit comes from a spell or a physical weapon, the sound need to have impact & definitely more bass, same thing for blocks. 2. Blood, I wanna see spray of blood & blood marks on the ground when we hit something as long what we hit is a living creature that could bleed, & you know animals & humanoids (I speak for the PVP part) are things that bleed in real life so why there is no blood on hits? is this going to be a kiddy game were showing blood is a bad thing... ? 3. I have the impression that this game have grown up people & adults as the target audience so don't you think a more visceral, raw, gritty combat is what would please more those kind of people, me that's definitely what I would like to see to get hyped, because the combat currently looks dull, unexciting & it's like it was made for a game with PEGI 12 rating in mind... 4. I wanna see different kind of death animations depending on how the mob died, did we stab it to death with a spear? did we slice it in pieces with a sword or axe? did we crush his bones with a mace or hammer? did we burn it to death with a fire spell? did we crisp it to death with a lightning spell? did we melt it skin with acid? all those cases need to have different unique death animations, this would make the game much more interesting & fun don't you all think that? 5. Unique SFX for the last death cry depending the type of mob we killed, the sound must makes sense most of all & also to have the proper impact to give that adrenaline pump & to feel satisfying, if the mobs we kill doesn't make a sound at their last moment then this kills the mood & as you understand doesn't help to get you excited, small details like this one can completely change the way a game feels & play a very important role imo to help you get immersed better in the game world, else you will never feel like what we kill was a living creature that just died at your hands in a brutal way, & it needs to feel that way.