You guys have talked about the mounts' combat abilities, but will there be abilities that attack an area and let you dismount in the process? Example: a leap from the mount that slams the targeted area.
Will there be 'decorative' player clothing as a sign of status and luxury?
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shakaconMember, Phoenix Initiative, Royalty, Kickstarter, Alpha One
When will we get to see the layout possibility of Freeholds (like how many slots a freehold has for items like house, guild hall, crafting stations, stables, etc. and when will we get to know which Freehold skins will work on which category of freehold slots?
Can you give us details on currency faucets? A bit is known about currency sinks in the game, but besides caravans, little is known about how currency is created.
Will some resources gathered, crafted or grown Expire and become useless over time?
Like-
Different Foods stored animal meats or crafted meals ect
Herbs a player has gathered
Player Grown Crops
Live Stock
If yes, will storing these perishables in a Warehouse/Storage ,or Your house make these items last much longer before they expire?
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fudeMember, Braver of Worlds, Kickstarter, Alpha One
what will the rangers utility skills be?
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fudeMember, Braver of Worlds, Kickstarter, Alpha One
when it comes to your friends or guild wanting you to play a class. will utility skills play a big part? eg Steven is a party leader for a dungeon he needs one of every class to accses all content so he tell Margaret she has to play a summoner.
so not playing what you want but playing what the group needs due to utility skills for any content not just dungeons.
Node citizenship is highest in the affiliations tree hierarchy.
Can citizens of the same node gank each-other?
What about parent-vassal node relationship? Can a gatherer of a vassal node gank a gatherer of a parent node or sibling node if there is no war between their nodes?
September 12. 2022: Being naked can also be used to bring a skilled artisan to different freeholds... Don't summon family!
Will mounting be instant as it was in Alpha 1 or will there be a cooldown/cast time etc? It can get really obnoxious in fights when people mount instantly over and over. Thank you in advance.
About Wars relations
Can a Guild be the target of more than 1 war?
Can a citizen change citizenhip of a node during war to avoid it?
Can a guild member leave guild to avoid war?
Is there minimum requeriments (size, power or assets) to declare War on Nodes and Guilds?
Can a mayor sabotage or destroy a node?
Can a Node prevent playerS to joining it? or just the enemy of State?
Question! Often times in MMOs gathering and crafting can feel like a chore. Some MMOs get make different parts of the process feel more fun. How do you plan to make artisan classes more fun? Any inspirations or examples of games you felt made different parts of the process fun?
In the future, would you ever consider allowing players to customize animations (ex. Attack, movement, cancelling) to have a bit more diverse animations?
Will the caravan system have the ability to invest gold/time into it so that it becomes more and more difficult to attack/gank? Or will the primary defense for a caravan always be investing gold/time into recruiting people/making your character stronger?
What is going to be your philosophy on quests?
Are you looking to make them challenging or possibly intentionally aggravating to complete some quests? (Ie. having to collect 10 of an item when they have a 5% drop chance)
Or are you looking to make the vast majority of quests solo/noob friendly?
I played a glimpse of the quests in the game during Alpha 1 and there was some pretty in-depth, long-term questlines, but just how intense/story heavy might they get?
Maybe it's too early but I was wondering if we could get more clarification on experience debt.
Initially it brought to mind City of Heroes back in the day where as you died you got debt and it would sap half your experience to pay off the debt but you would still make progress with the other half. Meanwhile I find the more I learn about it in Ashes the more I realise I don't know much about it.
Gotta a question. We know that the artisans can discover new recipes and have the monopoly of those ones for roughly one week. Imagine I'm an alchemist that lives on city A and I just have discovered a new damage resistance potion that is way better compared to the ones available. Imagine now that city B and C are at war. Can I just actually make them aware of my potions and practically decide the winner of the war ? Can I sell the potions for an insane price and make millions of gold ?
Comments
Will some or all of the rivers be navigable with boats?
Why would players take the risk of using caravans rather than their mules?
Can you give us details on currency faucets? A bit is known about currency sinks in the game, but besides caravans, little is known about how currency is created.
Like-
Different Foods stored animal meats or crafted meals ect
Herbs a player has gathered
Player Grown Crops
Live Stock
If yes, will storing these perishables in a Warehouse/Storage ,or Your house make these items last much longer before they expire?
so not playing what you want but playing what the group needs due to utility skills for any content not just dungeons.
Can citizens of the same node gank each-other?
What about parent-vassal node relationship? Can a gatherer of a vassal node gank a gatherer of a parent node or sibling node if there is no war between their nodes?
Can a Guild be the target of more than 1 war?
Can a citizen change citizenhip of a node during war to avoid it?
Can a guild member leave guild to avoid war?
Is there minimum requeriments (size, power or assets) to declare War on Nodes and Guilds?
Can a mayor sabotage or destroy a node?
Can a Node prevent playerS to joining it? or just the enemy of State?
Are you looking to make them challenging or possibly intentionally aggravating to complete some quests? (Ie. having to collect 10 of an item when they have a 5% drop chance)
Or are you looking to make the vast majority of quests solo/noob friendly?
I played a glimpse of the quests in the game during Alpha 1 and there was some pretty in-depth, long-term questlines, but just how intense/story heavy might they get?
Initially it brought to mind City of Heroes back in the day where as you died you got debt and it would sap half your experience to pay off the debt but you would still make progress with the other half. Meanwhile I find the more I learn about it in Ashes the more I realise I don't know much about it.