A questions regarding home-lighting and decorations:
Will any of our player-structures feature free-form placement of decorations and lighting elements such as lamps, or will our structures be decorated more along the lines of items-hooks and default-item replacements & upgrades?
Can we get some hints on how buffing mechanics will work for support classes? Will there be unique ways to apply buffs to the party apart from just casting a buff on your party? Will Bards be the only support archetype, or will other combinations of Archetypes allow for classes that specialize in supportive-style gameplay?
Will creatures require a certain level in the taming profession in order to tame, or will a higher skill increase success chances for taming creatures?
In most MMO’s I've played with wands the choice of what signifies a “wand” is quite a fixed piece of set. Will we see wands that are not just a stick or rather jazzed up stick. Sticks are great but do we really need to confine the magic only to sticks?
Will players be able to raise flags, banners, and/or bunting on their personal freehold lots and buildings? or is that something limited only to guild halls and ships?
How will farming be done outside of freehold or static housing?
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TryolMember, Braver of Worlds, Kickstarter, Alpha One
edited April 20
In light of the recent TTK discussions, is the design for solo PvE encounters against normal mobs leaning towards a ‘hack-and-slash’ style, where an average player can combat 3 or more mobs, or a ‘tactical’ style where engaging 1 or 2 provides sufficient challenge?
One of, if not the main feature of Ashes is its' systems and their complexities. What is your approach from a UX standpoint that would (hopefully) allow new players to be able to easily understand systems through Ashes' GUI instead of resorting to external spreadsheet simulators which takes away from actually learning through playing the game?
Does the team plan on implementing species-specific mount abilities? If so, how do you intend to address the visual quirks and disruption to player readability in PvP when a spider mount reskinned with an elephant cosmetic unexpectedly shoots webs out of its butt, or other similar mismatches?
Will the community continue to get monthly development updates during Alpha 2? Also, will there be a way to view in-depth stats / achievements for other players in-game, from the Ashes of Creation website, or both?
We know that we will have 20 nodes that can live alongside the metropolis networks.
If these nodes are far from each other and cannot become each other's vassals, can players level up such an isolated node to level 5 and maintain it's buildings and defenses?
Hello! I had an idea for Looting. I have seen that in order to Loot a defeated entity, you must right click, and it opens a menu for you to loot their inventory. I have played LOTRO on and off for years and one of my favorite features is Pending Loot. There is no need to click on every mob you defeat to Loot them, their drops go into a Pending Loot Bag that makes it easier to loot while playing. In the Pending Loot Bag, you can have up to 50 items (stack same items) and you have one hour to put it in your inventory before it is destroyed. You can also Discard items in the Pending Loot Bag to free up space. If you have accumulated 50 pelts over 20 minutes, then you will have 40 minutes to put them somewhere. The timer does not reset on stackable items. Just pitching the idea out there, maybe it is worth looking into. Thank you for your valuable time.
Are classes with special abilities still planned? For instance, the wiki quotes "Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures." Will every class have special DND-like utility like this? Will we get to see it before/during Alpha 2?
Is there plans to have areas that are seeing less player interaction incentivize players to visit an area through an adaptive, automated or developer triggered method, perhaps increasing enemy NPC density for better grinding, more material spawn points for artisan professions to lure in gatherers or a form of world event.
Can we see how classes actually mesh with each other? I really want to see what it would look like if I went with a Fighter class and a Mage subclass. I want to know more on how this system really works.
Comments
Will any of our player-structures feature free-form placement of decorations and lighting elements such as lamps, or will our structures be decorated more along the lines of items-hooks and default-item replacements & upgrades?
Genesis Guild Discord
If these nodes are far from each other and cannot become each other's vassals, can players level up such an isolated node to level 5 and maintain it's buildings and defenses?