George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together.
Sapiverenus wrote: » George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together. The class identity is lacking based on alpha 1 footage. There is no complex design in Ashes of Creation classes and the complex design of other MMOs is mostly superficial or just simple.
Sapiverenus wrote: » George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together. The class identity is lacking based on alpha 1 footage. Tank had an instant throwing weapon that bounced around and then did AoE damage for instance. The class identity is at the very least not elaborated upon and given depth and character. It's the most basic idea of "class identity" one can come up with. There is no complex design in Ashes of Creation classes and the complex design of other MMOs is mostly superficial or in fact simple.
George_Black wrote: » Sapiverenus wrote: » George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together. The class identity is lacking based on alpha 1 footage. There is no complex design in Ashes of Creation classes and the complex design of other MMOs is mostly superficial or just simple. Look, I answered you reasonably and calm. Dont get me started on how out of touch you are. Give your feedback sure, but dont go around saying "superficial" and what not like an idiot who doesnt understand that A1 of an mmo isnt your early access/unfinished games that you can buy in steam for the last 5 years because you are bored out of your mind and most studios are willing to take advantage of you.
tautau wrote: » A bit off topic here... But @Sapiverenus may have the record for the lowest ratio of likes to posts on the boards. His ratio is .022 (two percent as many likes as posts). We can compare this to @SongRune at 93.2 (almost every single post has received at least one like) and @George_Black at 1.0 (rounded, with 2.5k posts and likes), which show that Song and George make posts which are respected and liked by the board population. Gratz Sap, you stand out!
SongRune wrote: » Sapiverenus wrote: » George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together. The class identity is lacking based on alpha 1 footage. Tank had an instant throwing weapon that bounced around and then did AoE damage for instance. The class identity is at the very least not elaborated upon and given depth and character. It's the most basic idea of "class identity" one can come up with. There is no complex design in Ashes of Creation classes and the complex design of other MMOs is mostly superficial or in fact simple. Class identity is still intended. There were "no classes" in Alpha 1. The combat system hadn't been seriously designed yet, nor the class loadouts. Beyond "everything is subject to change", the combat system was not supposed to show anything close to final. It was a technical test, not a game design test. That said, if you're looking for a low identity, high 'maintenance complexity' game, and think you've found it in Ashes, I think (and hope) you've been decieved.
Liniker wrote: » jesus christ mate can you please for the love of god cut your internet cable or burn your PC and fuck off the forums? I thought we already agreed that Ashes of Creation is not the shitty survival game you are looking for but every new post you make is worse than the last one, on top of that, you are rude, uneducated, entitled and tbh at this point I don't even know if you are just really good at trolling or you are actually this stupid
Sapiverenus wrote: » Literal backpacks. Get people to carry your stuff for you. Be hindered in combat if you don't take it off. Catch people trying to steal your stuff. Hide your gold somewhere in a hole. Stronger people can carry more. Carry stuff in a cart from one place to another. Build minetracks from the quarry/mine to the processing area or animal harnessed cart. Most characters are stronger than your average person so it's not a big deal for the Tank to be using a backpack larger than himself; so what's the issue? Designing a game around stacks of 1000 wood or whatever isn't respecting your time it's making the whole game solo-able lol; no point to it. Most people are useless to others in an MMO; why wouldn't you make it a cooperative game by having constraints. Everyone complains about lack of meaningful socialization but this is the solution they're anxious about promoting. And if backpacks are a thing, so should pockets. Keep keys and whatever in pockets. On your belt. Whatever. Small items should get their own space for better organization and no competition with "Inventory" where you have to pick out which item is the key or small note amongst 50 other items.
Sapiverenus wrote: » SongRune wrote: » Sapiverenus wrote: » George_Black wrote: » I've read many of your posts and I noticed a pattern. When I play mmos Im looking for class identity, guild gameplay, exploration, some challenging quests and economy. Im not looking for a survival experience. Nothing wrong survival games. The are good because they make you feel the rush and urgency. They are also minimalistic in things that other games focus on. When you have the complex designs of mmos you cant stiffle them with the limitations of survivals. They dont go together. The class identity is lacking based on alpha 1 footage. Tank had an instant throwing weapon that bounced around and then did AoE damage for instance. The class identity is at the very least not elaborated upon and given depth and character. It's the most basic idea of "class identity" one can come up with. There is no complex design in Ashes of Creation classes and the complex design of other MMOs is mostly superficial or in fact simple. Class identity is still intended. There were "no classes" in Alpha 1. The combat system hadn't been seriously designed yet, nor the class loadouts. Beyond "everything is subject to change", the combat system was not supposed to show anything close to final. It was a technical test, not a game design test. That said, if you're looking for a low identity, high 'maintenance complexity' game, and think you've found it in Ashes, I think (and hope) you've been decieved. The dev time is taking forever and yall act like everything is fine. If Sharif is really burning money like he says he is then the time to wrap up is closer than you think and the game will release unfinished. Who said I'm looking for a low class identity game. That's what Ashes is looking to be released as and I don't like it. If you like Ashes and the caravan and node progression system and hate "maintenance complexity". . . do you love "simple maintenance" and think Ashes adding a bunch of RPG elements somehow simplifies the MMO genre? The more basic the better? What's appealing to you and what do you expect from Ashes.
SongRune wrote: » So your contribution is "looking for easy ways to salvage a failed project"? I find such a mindset unproductive. If they are failed as you describe, pivoting to survival genre doesn't retain their audience, nor will they do well enough to go beyond mediocre within the pivoted genre. This is literally what New World did. If they are not failed, then it is distraction, unhelpful noise that diverts community focus and discussion from subjects relevant to the type of game they have indicated they hope to make, and which the specific audience they've attracted as a result is interested in. I understand (conceptually) the extreme pessimistic view that Ashes has run out of money and failed already, but if it's dead, let it die. Nobody needs another New World.
Sapiverenus wrote: » Designing a game around stacks of 1000 wood or whatever isn't respecting your time it's making the whole game solo-able lol; no point to it.