Will mob AI be updated as to a more strategic perspective where as in groups the mobs circle a player or even provide buffs toward one another? And improvements I’m sure are already being made on mob movements so it’s not like their just standing there taking blows, they’d be dodging and blocking aswell.
Will dense foliage be baseline in the game or will people turn the setting all the way down to maximize pvp efficiency? Think, hiding in bushes or laying in grass, not fps related
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ThackeryMember, Leader of Men, Kickstarter, Alpha One
What is the team doing to prepare for masses of bots and RMT after release? Will either of these be tolerated at all? Permaban for first offense?
Is there an automated system to deal with the bots or will it also be actively monitored by live GMs? Will we have GMs?
I am currently playing another newer MMO and the bot and RMT situation got SO bad that players couldn’t log in for over a week without a 20k queue!
I am so excited to play AoC and would be so crushed if bots took over and inflated the market and the finite resources of the game…and also caused a massive queue.
Thanks for all you do, and excited to hear what’s going on!
With the game seeming to be so feature-rich at launch, how do you plan on sustaining the game with content after launch? Especially knowing how players like to "no-life" games in the MMO genre.
How do you plan to avoid a situation in which animals will cease to be in demand over time?
An example of such a situation is provided to you in the picture. I know a popular MMORPG where animal husbandry has lost its relevance. After a while, there were a lot of animals and they became worthless, no one needed them.
How do you plan to remove animals from the game, so that the profession of animal breeding would be relevant throughout the life of Ashes of Creations?
Number 2
How do you plan to maintain the interest of players after 3, 5 or 10 years?
If a player gets all the best, he gets bored playing. Are you planning to introduce arenas or PvP locations where a player can lose everything he has at the moment?
In relation to PvP, specifically 1v1 scenarios, is the Rock-Paper-Scissors the deciding factor in all encounters or will a skilled player be able to win an unfavorable matchup and would an unskilled player sometimes lose in a favorable matchup?
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TryolMember, Braver of Worlds, Kickstarter, Alpha One
Will equipping different weapons change your skillset? If so, how will you balance that in regards to class identity, as in having a character be defined by their equipped weapon as opposed to their class?
We're aware Alpha 2 is approximately half of the entire map, can we get an outline of the alpha 2 map? will it be just one continent? will it be the bottom half of the map?
As far as I understand, crafters will be able to master only 1 profession, including gathering. That means that me, as a armor or weapon crafter, cannot get the highest materials to said craft from mining for example?
In recent forum discussions regarding corruption, a few of us have found, through the wiki, that making a class level 1 character with a potentially max artisan skill level is possible, allowing for players to potentially avoid PVP with these types of alts(via increased corruption penalty for killing a low level player), and coincidentally also allow for bots/gold sellers to take advantage of it in a similar fashion. We have thought to make artisan level correlate to corruption penalties, thus allowing for these characters to be dealt with properly and not result in a possible exploit, the exploit being a means to better avoid the PvP mechanic in a PvX game while still allowing to obtain high tier items through artisan skill.
So this begs the question. Is it intended to allow low level characters to progress to high tier/even mastered artisan or to at the very least test it in regards to the aforementioned scenarios?
What are your thoughts about stats influensing appearance? So as you level up and get more strength your character gets more bulky, as you get more intellect your character's eyes get a little glow, or something along those lines.
-> Literally every single other class being showcased
-> Combat Updates
-> Caravan Systems (Combat Dependent)
-> Corruption system (combat dependent)
-> Node level 4/5
-> most of the Biomes
-> Naval Combat
-> Dungeon / Raid Progression and changes with node upgrades
-> Weapon Talents / Ability Augmentation
I could literally make this list so much longer, but this comment already gave me depression thinking about how far away playing this game really is.
Can a Character level 1 reach mastery in a artisan progression path?
And if it can, do certain materials require a certain character level to be gathered/processed/crafted or artisan mastery is the only requirement?
Anyone else find floating player and npc names to be slightly immersion breaking? I've heard addons will not be a thing, but can we get an option to put player / npc names below the character instead of above? I think it helps a little. Also, I know own my name. Can I toggle that off from my view?
Crappy gimp edit examples below.
Comments
Formerly T-Elf
https://youtube.com/watch?v=Yhr9WpjaDzw
Great question and I hope that there will be minimum requirements for large ships.
Is there an automated system to deal with the bots or will it also be actively monitored by live GMs? Will we have GMs?
I am currently playing another newer MMO and the bot and RMT situation got SO bad that players couldn’t log in for over a week without a 20k queue!
I am so excited to play AoC and would be so crushed if bots took over and inflated the market and the finite resources of the game…and also caused a massive queue.
Thanks for all you do, and excited to hear what’s going on!
Thanks for your hard work
How do you plan to avoid a situation in which animals will cease to be in demand over time?
An example of such a situation is provided to you in the picture. I know a popular MMORPG where animal husbandry has lost its relevance. After a while, there were a lot of animals and they became worthless, no one needed them.
How do you plan to remove animals from the game, so that the profession of animal breeding would be relevant throughout the life of Ashes of Creations?
How do you plan to maintain the interest of players after 3, 5 or 10 years?
If a player gets all the best, he gets bored playing. Are you planning to introduce arenas or PvP locations where a player can lose everything he has at the moment?
So this begs the question. Is it intended to allow low level characters to progress to high tier/even mastered artisan or to at the very least test it in regards to the aforementioned scenarios?
Dude as much as I want this we are still missing:
-> Literally every single other class being showcased
-> Combat Updates
-> Caravan Systems (Combat Dependent)
-> Corruption system (combat dependent)
-> Node level 4/5
-> most of the Biomes
-> Naval Combat
-> Dungeon / Raid Progression and changes with node upgrades
-> Weapon Talents / Ability Augmentation
I could literally make this list so much longer, but this comment already gave me depression thinking about how far away playing this game really is.
Is it going to be:
Simple (Lack of animation)
or
Detailed(Fully animated, seeing the hammer hit the armor and sparks, fire etc.)
If detailed are there going to be limit to how many can be at crafting station?
And if it can, do certain materials require a certain character level to be gathered/processed/crafted or artisan mastery is the only requirement?
Aren't we all sinners?
Hummm... interesting this idea! 😳
Sadge NA ping 😞