chiefbird wrote: » Ive always longed for an mmo to have spears, now you have my attention, was it just spears or could there be a shield added on. I suppose im asking too early but one can hope
Shoelid wrote: » There were no shields in the game this weekend, so realistically your guess is as good as mine. Would be super cool though! I've always been a fan of shield builds too.
halbarz wrote: » How many nodes did you have to upgrade in A1?
Vhaeyne wrote: » halbarz wrote: » How many nodes did you have to upgrade in A1? I think there was 6ish nodes on the map. I was able to stay in one and see it advance to a town. Over the weekend I seen some other nodes progress. I actually toured the map on both Saturday and Sunday on my mount, and did notice progress in the nodes I was not helping in.
halbarz wrote: » Awesome. As a follow-up question, did you see any specific benefits to upgrading certain nodes? I ask because I am curious how nodes will be balanced so that not every node at the sea will be maxed out and the inland ones wouldn't be considered.
Vhaeyne wrote: » The feels when you use sleep to time warp...
Diamaht wrote: » Between work I was only able to get in about 3 or 4 hours but the game looked and felt great. The art, music and environment were just as good live as they are in the videos so that was nice to see. It would be hard for me to talk about combat since it was obvious the system was not in place for this test. One thing I did enjoy was the feel of character movement. It did not feel floaty, your character felt like it had real weight. That was another worry I had and it was assuaged. I was skeptical about character collision being active in this game, but it actually seemed to add a realistic feel to large groups. So far, so good. The game looks like it is taking shape to be exactly what was advertised. Now we just need to see, then break, then fix, then shatter, then repair the combat and crafting systems.
Ragecon wrote: » Diamaht wrote: » Between work I was only able to get in about 3 or 4 hours but the game looked and felt great. The art, music and environment were just as good live as they are in the videos so that was nice to see. It would be hard for me to talk about combat since it was obvious the system was not in place for this test. One thing I did enjoy was the feel of character movement. It did not feel floaty, your character felt like it had real weight. That was another worry I had and it was assuaged. I was skeptical about character collision being active in this game, but it actually seemed to add a realistic feel to large groups. So far, so good. The game looks like it is taking shape to be exactly what was advertised. Now we just need to see, then break, then fix, then shatter, then repair the combat and crafting systems. Wonder what systems they will have to keep large toxic groups from surrounding a player so they can’t move anywhere 🤔
Vhaeyne wrote: » halbarz wrote: » Awesome. As a follow-up question, did you see any specific benefits to upgrading certain nodes? I ask because I am curious how nodes will be balanced so that not every node at the sea will be maxed out and the inland ones wouldn't be considered. I did take the time to look for any differences in the nodes. I was specifically looking at vendor selection. I did not notice anything there I was mostly focused on plate though. The quests were similar between nodes, but different. There was just so much I wanted to do it was hard to take stock of everything. I could have easily spent a week testing every little thing in the starting area, but sadly the servers were only up during the day. Maybe that is a good thing though because I got a lot of sleep this weekend. Something I was not expecting. The feels when you use sleep to time warp...
Asgerr wrote: » Some said the combat was not fun at all at this time. What are your thoughts?
Asgerr wrote: » Some were talking about the open world dungeons and their size and mob variety
Asgerr wrote: » How was the experience of death like?
Vhaeyne wrote: » Asgerr wrote: » Some said the combat was not fun at all at this time. What are your thoughts? I had fun with what was there. It was more fun for me with the spear, because I like to AOE grind. I went straight into grinding for the best gear the vendor would sell as soon as my node became a town. I was able to solo a elite with 50k hp once I got that gear. It took like 10 minutes of me spamming my swing and managing my mana carefully, but I did it. To me that is fun. I like to grind mobs though. Lineage 2 and FFXI were some of my favorite games because of the grind. I like Ashes combat so far better than L2 or FFXI. I imagine if someone only plays the newest most polished games they would not have had the fun I had. Ashes does look like it is going to be highly polished in the future. Asgerr wrote: » Some were talking about the open world dungeons and their size and mob variety Some of the dungeons are huge. I spent like a hour and a half in one just trying to get to the end and out. Once again very big Lineage 2 vibes with the open world dungeons. I checked out a handful of dungeons and they all seemed different enough. I did not find any bosses in the dungeons, just lots of elites. Some of the dungeons had more mob and scenery variety than others. The dungeons do look and feel great to be in. There was even one with pitfalls into the lower part of the dungeon like FFXI, but it was seamless instead of instanced. Asgerr wrote: » How was the experience of death like? I did not really die until day three when I was being carless with a group. I did not study the XP debt well, but I did rack up a bill on day three. Grinded off some of the debt. It did not seem that bad to me. On death you teleport to a respawn point. It seems to work as stated on the WIKI, but I am now realizing I could have looked harder at my XP bar and inventory to confirm correct functionality.