I would like to know about guild and city wars, if a guild is at war against another guild, and if the members are citizens of a node, will it be possible to have both wars simultaneously? In case they declare war on my city, and at the same time there is a war with another guild, and all participants will have the pvp flag?
PLEASE ADD A 2 handed shield or bulwark type weapon for main tanks i love the idea of a big shield for a big tank ya know like look at runescapes bulwark but make it tanky this would be awesome
What is Intrepid's stance on players from using an extra account solely for surveillance of parts of the world, and would you consider disallowing this type of gameplay?
(An example would be a parked character essentially doing nothing but watching a world boss spawn location all day long for months while the player just presses one button every 30 minutes on a second PC...circumventing the purpose of the AFK timer.)
I doubt Intrepid will be able to do much for this. This is also a common method of infiltrating enemy guilds that hold or plan to take a node. Spies will be a thing.
Relating to last month's showcase, how will mules fit into the risk Vs reward system compared to the PvP events imposed by caravans? i.e. What would be the incentive to run a multiple player protected caravan if similar results could be achieved by each individual player riding a mule?
I've been pondering if only Master Gatherers can spoil Bosses for Unique Crafting Materials, can a boss be spoiled only once, or can multiple Master Gatherers of different Gatherering professions spoil the same boss for different loot? For example Tumok Lumberjack can get special wood from the tree he wields or Herbalism from the plants that are on it?
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PlasticLemonsMember, Braver of Worlds, Kickstarter, Alpha One
edited February 17
Since server reputation will be important to maintain and there will be large populations on each server, will there be a way to put notes on characters so we can track who we like and dislike? EVE Online does this best with reputation tags visible on name frames.
Regarding class flavour:
There have been claims about making primary class abilities look distinctly different depending on secondary class augments (or node, race and other augments) applied on said abilities. Can we expect "subclass flavour" for ALL subclasses?
Best example would be the necromancer(Summoner->Cleric): they raise undead, extremely distinct from the other summoner subclasses, superb class flavour. However, I see it difficult to make a distinction between for example a Predator(Rogue->Ranger) and an Assassin(Rogue->Rogue). Can we expect the same emphasis? Will I be able to feel really different if I play these two?
Edit: thank you so much for the opportunity, and keep up the great work
What is Intrepid's stance on service-based 'RMT', e.g. a player paying other players real money to escort their caravan or defend their Node or Castle?
The caravans have been featured so far with only one player driving it. Will it be possible to have other players riding in rumble seats on the sides and back? Or maybe standing in war towers atop the caravan, like the bowmen on the oliphaunts in The Lord of the Rings?
Can you tell us something about Brood Warden concept (Summoner tank secondary archetype)? I'm curious on what plan do you have with this class and how would it work to be playable and fun during PvP and PvE content.
Will the Tank & Cleric classes offer enough variety in gameplay through it's secondary class selection for these archetypes to support agency of choice for the player base and properly meet the demand for these vital archetypes in the gaming environment? Are there any further thoughts to potentially allowing Tank & Cleric secondary class selection to enable certain primary classes such Summoner/Bard to provide primary healing output or Fighter/Summoner to provide primary tank capabilities?
A common issue in some MMOs, when questing/hunting for items from monsters, is a horribly low drop rate. Assuming Ashes may have some of these, with a system that incorporates environment and monster population balance, it could cause constant issues with many people trying to achieve the same task. What is in place to fix this?
Hello Steven,
You mentioned introducing artificial intelligence into the MMO.
The idea is extremely interesting.
Could you tell us more about it and keep us informed about the progress of this idea?
Thank you.
Baron of Shadows
Graveyard's Grin
Your bones dance to my rhythm
Comments
I doubt Intrepid will be able to do much for this. This is also a common method of infiltrating enemy guilds that hold or plan to take a node. Spies will be a thing.
There have been claims about making primary class abilities look distinctly different depending on secondary class augments (or node, race and other augments) applied on said abilities.
Can we expect "subclass flavour" for ALL subclasses?
Best example would be the necromancer(Summoner->Cleric): they raise undead, extremely distinct from the other summoner subclasses, superb class flavour. However, I see it difficult to make a distinction between for example a Predator(Rogue->Ranger) and an Assassin(Rogue->Rogue). Can we expect the same emphasis? Will I be able to feel really different if I play these two?
Edit: thank you so much for the opportunity, and keep up the great work
Like for example the paladin's blessing in World of Warcraft.
PS: Sorry, my English is very bad.
Will players be able to accept bounty hunting quests from a board or something to go chase down wanted players for reward?
(Example: after accepting, it shows all the wanted players on the map as general radius circles to go hunt.)
You mentioned introducing artificial intelligence into the MMO.
The idea is extremely interesting.
Could you tell us more about it and keep us informed about the progress of this idea?
Thank you.
Graveyard's Grin
Your bones dance to my rhythm
Will ships have collision-detection, and/or be able to block the caravan-ship from damage?