Boanergese wrote: » I don't think anyone wants to get fire gear in order to run Molten Core. Cloaks are for appearance. Not hiding your hit points, not camouflage, not to help you leap buildings with a single bound. I am not interested in path finder achievement for mount. Thank you, Blizzard. Just let us play the game. The nodes will be time gated because it will take for them to develop. The economy will be player driven.
bloodprophet wrote: » Not sure how this would look at launch when all nodes will be level 0 and need to be leveled. Should some of the nodes require special gear or stats to enter? I would hope not. That is not to say that maybe later some gear may or may not offer bonuses in certain biomes.
Jahlon wrote: » While this idea is good for a survival game, I think you are trying to bring too much survival-esque stuff into an MMORPG.
Boanergese wrote: » I don't think there should be hazards, but I wouldn't mind if the game had attunement for end game content. World of Warcraft used to have attunement where you had to get the key to enter the raid or dungeon. Since doing a raid is optional it would not force others who don't want to raid to participate. People can still craft. People can still PVP. It might be interesting for naval combat if the owner of the boat had to have some kind of license in order to be the captain of the ship. If you had to get some type of artifact before you were able to enter the dragon's lair that would be fine with me.
mcstackerson wrote: » In A1, there was an area around the fire dragon that would put a dot on you. To do the dragon, you needed to complete a quest that had you craft an item to negated the dot's effect. I believe they had a few other quests that gave you items to help deal with mobs in some areas. I like these kinds of mechanics that you need something extra to counter an environment or monsters effect. Adds a little more character to the world for me. I also think mechanics like these are better since they are more horizontal in nature over the modern solution that is vertical and just requires users to hit ever increasing gear score levels.
neuroguy wrote: » Boanergese wrote: » I don't think there should be hazards, but I wouldn't mind if the game had attunement for end game content. World of Warcraft used to have attunement where you had to get the key to enter the raid or dungeon. Since doing a raid is optional it would not force others who don't want to raid to participate. People can still craft. People can still PVP. It might be interesting for naval combat if the owner of the boat had to have some kind of license in order to be the captain of the ship. If you had to get some type of artifact before you were able to enter the dragon's lair that would be fine with me. I see, so I guess you don't like the ubiquity of the hazard system, but to use it as an attunement system would be fun for you. Fair.
Boanergese wrote: » neuroguy wrote: » Boanergese wrote: » I don't think there should be hazards, but I wouldn't mind if the game had attunement for end game content. World of Warcraft used to have attunement where you had to get the key to enter the raid or dungeon. Since doing a raid is optional it would not force others who don't want to raid to participate. People can still craft. People can still PVP. It might be interesting for naval combat if the owner of the boat had to have some kind of license in order to be the captain of the ship. If you had to get some type of artifact before you were able to enter the dragon's lair that would be fine with me. I see, so I guess you don't like the ubiquity of the hazard system, but to use it as an attunement system would be fun for you. Fair. At level 10 I don't want to have to weave some furs in order to go into a winter biome is what I was trying to say..
Nerror wrote: » In alpha 1 we had something similar to this, but more boss specific. In order to not die in the area where the big bad elder dragon of flame spawned, players had to do a quest line and get the materials to craft an emberstone talisman. With that talisman equipped you could survive in the area and fight the dragon. I think stuff like that is great. I wouldn't want it just for entering a lava or frozen biome in general, but for certain elite/boss areas in those biomes I am totally cool with it. It's also cool if there are special gatherables in those areas, so gatherers have to get the talisman or other item through the quest. The talisman was tradable, so you could sell or give to alts or other players, but the quest line meant you only got one per character.@Bardtic made a video showcasing the elder dragon of flame area and quest:https://www.youtube.com/watch?v=gQi6urF-H8g
neuroguy wrote: » Nerror wrote: » In alpha 1 we had something similar to this, but more boss specific. In order to not die in the area where the big bad elder dragon of flame spawned, players had to do a quest line and get the materials to craft an emberstone talisman. With that talisman equipped you could survive in the area and fight the dragon. I think stuff like that is great. I wouldn't want it just for entering a lava or frozen biome in general, but for certain elite/boss areas in those biomes I am totally cool with it. It's also cool if there are special gatherables in those areas, so gatherers have to get the talisman or other item through the quest. The talisman was tradable, so you could sell or give to alts or other players, but the quest line meant you only got one per character.@Bardtic made a video showcasing the elder dragon of flame area and quest:https://www.youtube.com/watch?v=gQi6urF-H8g Hmm thanks for the video! So the item is to replace one of your gear to work and has its own stats and stuff, that suggests that the item only resolves this scenario so depending on how many of these quests there are, it may get a bit gimmicky and a lot of these items may exist. But I trust IS will do this right, it does indeed deliver the feel I was hoping for, I just hope it is on a slightly larger scale. I'd rather not be able to enter a cave without a ring than a single arena within which you can already see the boss. The suspense of the unknown in a cave with such a mechanic would be great!
Bardtic wrote: » Glad you guys found my content useful!! And I do agree with you neuroguy, too many quests and items like this will get tedious. But its a balance because it was a sad day when they removed attunements from World of Warcraft. Make the game too easy or streamlined and you lose that sense of immersion.
Rohkai wrote: » I personally feel that the only "Gating" needed is the level of the zone it's self. If I'm level 10 and I go walking into a lv50 zone, I expect to get my arse handed to me, quite unceremoniously I might add. I do think that a cautious individual should be able to stick to roads, and skirting around hazards should still be able to pass through that zone. If I roll an Orc, but my friend decides to roll a Dwarf, and we want to play together... one of us is running at lv2ish to the starter zone the other is in.
Happymeal2415 wrote: » Rohkai wrote: » I personally feel that the only "Gating" needed is the level of the zone it's self. If I'm level 10 and I go walking into a lv50 zone, I expect to get my arse handed to me, quite unceremoniously I might add. I do think that a cautious individual should be able to stick to roads, and skirting around hazards should still be able to pass through that zone. If I roll an Orc, but my friend decides to roll a Dwarf, and we want to play together... one of us is running at lv2ish to the starter zone the other is in. There's not really zones in ashes though. There will be pockets of stuff and roaming things but no this is a level 10 zone. Aldo you can choose your starting area regardless of race so you and your buddy are g2g