bloodprophet wrote: » Over populated camps and scarce resources leads to "meaningful" conflict. That is part of the game and intended. Right from the very first Kickstarter video they were clear on this. It is one of the main pillars. Do they need to finish what they started and fill the world in. YES. Yes they do.
Terranigma1 wrote: » But Ashes will need a healthy player base - e.g. causal players - because its vast open world and all the player-driven systems.
Terranigma1 wrote: » bloodprophet wrote: » Over populated camps and scarce resources leads to "meaningful" conflict. That is part of the game and intended. Right from the very first Kickstarter video they were clear on this. It is one of the main pillars. Do they need to finish what they started and fill the world in. YES. Yes they do. I disagree on the attribute "meaningful" conflict. I do agree, that the current state of the game fosters a competitive attitude amongst players, however I don't perceive this as meaningful. I do think that scarce resources or even access to certain aspects of the game should be something to compete about, and there are various examples of this already in the game: open world dungeons caravans rare resources lots for freeholds mayorship in nodes ... Competition is already baked into various systems and contents of the game. However, I don't think Intrepid can honestly want to make access to the core gameplay loop a competition, because being part of a competition means by definition that you have losers and winners. In this context, loosing bascially means that you cannot play the most basic core features of the game: killing mobs and gaining XP to progress your character. Going for a design that requires a certain percentage of players being effectively unable to play the game is bad design at its core. Fighting about rare resources or access to an open world-dungeon? Sure, that's fine. Because you can still play the game without being able to gather that one resource spot because it's guarded by players. You can also still play the game and progress even if you can't participate at node wars, run a caravan, etc. pp. There I see lots of place for meaningful conflict. But not when it comes to click on "Play" and simply wanting to play the game, i.e. complete quests and kill mobs. This won't appeal to a wider audience. And by 'wider audience' I don't mean mainstream, or anything like that. But Ashes will need a healthy player base - e.g. causal players - because its vast open world and all the player-driven systems. Aside from that, I don't believe you'll end up with a pleasant and enjoyable playerbase if you teach them starting from level 1 that each and every player - maybe outside your guild - is a competitor. That's a sure way towards toxicity.
bloodprophet wrote: » They are missing a lot of content. But at this point that is expected. By me at least. This is exactly what I expected for an alpha.
Otr wrote: » Terranigma1 wrote: » But Ashes will need a healthy player base - e.g. causal players - because its vast open world and all the player-driven systems. Casual players don't complain 2 days after server launch. They let things settle and start a few weeks later.
Nerror wrote: » It's blindingly obvious that the current content in the game cannot support this number of players on one server
Lucascp92 wrote: » I have a serious question: What are we supposed to be testing?
Sathrago wrote: » Unless they are holding back tons of already made content/systems, this game feels like it will take another 8 years to actually release with the promised content.
brita wrote: » Otr wrote: » Terranigma1 wrote: » But Ashes will need a healthy player base - e.g. causal players - because its vast open world and all the player-driven systems. Casual players don't complain 2 days after server launch. They let things settle and start a few weeks later. No, I'm pretty casual and was invited by my brother and friends, so I have no vested interest. But I'm still giving my feedback about how completely miserable it is. I think all feedback would be important, especially from the more casual solo/small group crowd.
nanfoodle wrote: » Conflict over trash mobs is not meaningful conflict. Fighting over world bossed, Node wars, best is slot rare crafting resources, relics. Now that's meaningful conflict. When you have walked away and taken something good you can point at.
Tycondraes wrote: » This is an Alpha, not one of the "Early Access" games that you see on Steam. The whole point of a testing in Alpha is to test the systems they are working on and give feedback so they can fix and improve things. Saying there is a "Content Drought" in an Alpha game is asinine. They have been very clear about what the Alpha is and what to expect at each stage. It is not early access to a basically finished game. It is access to help TEST a game that is still HEAVILY under development.
ThevoicestHeVoIcEs wrote: » I really don't understand how Intrepid thinks that the current state of mining is acceptable. In this phase I saw literally ONE copper node.metal nodes (copper, zink, tin, iron etc) are too small, this makes finding them a pain a world full of detail and terrible viewing distances for many objects I would like to see what is their respawn timer atm, but I suspect they are way too short I have seen one copper node and dozens iron and tin nodes. I get it copper is the only node which is likely gatherable atm, but maybe its time to rethink the approach to how resource nodes work? Coming from games like GW2 and especially New World I genuinely enjoyed going out to gather resources there. In New World gathering felt just right and I felt like I'm making progress. In GW2 crafting was also satisfying. Here I feel I'm getting robbed of my time and just do not want to interact with those systems. How are we expected to test the economy and crafting and actually ENJOY those systems? People have personal life outside the game and limited free time. I'm not wasting hours of my time on a wild goose chase and attempting to compete with dupers.increase the size of metal nodes. They should be at least 2 meters high. All of them. Make them darker and easier to spot from distance substantially decrease their respawn timers Learn how to respect free time of your testers and soon players/customers Intrepid, or they will become as rare as copper.