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Bad Direction

While there are TONS of features that "seem" very appealing. i feel its going to be very disappointing to the vast majority of gamers.
One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%. This is the most Garbage system I have ever seen. it encourages severe Griefing in many ways. most deaths I've personally encountered is from someone Training high-end level 30 mobs from across the map because they have no leash mechanic, mobs you cannot outrun that can do a one-shot single attack charge at you they have a 3 step lead but you don't as the mob runs right across you. So far I have personally lost probably a months worth of gathering in resources this phase alone enough to make any sane person ragequit.
Another major issue is people with multiple accounts bot farming static spawned rare resources. This is Pay2Win as they buy accounts, camp the nodes on a timer and control the market and value of that resource.
another is the lack of resources / spawn rates and location density vs the population of the server. 90% of resources are in one area of the map. they should be spread out more in clusters to spread out the players out more instead of 100's of people farming the same nodes over and over.
Then there is the issue with limited farms as those that "got ahead through Nefarious means " control the market values of farmed goods. the reason willow is an issue is it is used in gathering tools, so people notice the severe embalance of supply and demand with it the most, its probably the single most over-farmed item in the game at this time and the rarity of wild tree's is ULTRA RARE. i have a heroic axe and I have not gotten a single tree above Rare quality, combine that to one to 2 willow trees a day my odds of getting above rare quality could range in MONTHS of harvesting. mainly from the 2 factors, there are not enough spawns and its extremely over-farmed by randoms and camped bots on timers. you have a 1 in 100 chance of getting one.
Right now I feel like I have one or two options, spend 4 weeks/ 8hour days upgrading my gathering tools, or go sit for 4 hours in a camp and try to get one level....BORING and LAF.
i literally went and downloaded a few other games last night because this is just NOT FUN.

Comments

  • Europa74Europa74 Member, Alpha Two
    One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.

    Yikes. Indeed. That seems daunting.
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    I don't mind the 25% re can recover, but deleting 25% is just dumb
  • oddsterooddstero Member, Alpha Two
    Eh, if you have resources you've spent any significant amount of time gathering on you then that's the risk you take. The are plenty of storage options to protect glint and gathered resources. And you dont drop gold so very easy to convert any resource to that. There are lots of legitimate complaints about Alpha in its current state but death mechanics are harsh for a reason and that shouldn't change.
  • eahi5eahi5 Member, Alpha Two
    nice
  • CyjaxCyjax Member, Alpha Two
    Deletion gotta go!
  • VeeshanVeeshan Member, Alpha Two
    edited February 18
    I find it funny how many people complain bout death penalty i find it refreshing that there a reason not to die/do silly shiz personaly.
    Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited February 18
    Veeshan wrote: »
    I find it funny how many people complain bout death penalty i find it refreshing that there a reason not to die/do silly shiz personaly.
    Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty

    My most memorable MMO experiences are in games with little in the way of death penalties, when me and my friends were doing silly shiz.

    That is because silly shiz is inherently fun, and games are supposed to be fun.

    A death penalty is a great way to add a sense of accomplishment if your game otherwise lacks that sense - this is why it is kind of needed in a PvP setting. However, if your game has that sense of accomplishment (due to things like properly challenging content), having a lighter death penalty and thus allowing players to do silly shiz makes your game inherently more enjoyable.
  • EPMANEPMAN Member, Alpha Two
    While there are TONS of features that "seem" very appealing. i feel its going to be very disappointing to the vast majority of gamers.
    One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%. This is the most Garbage system I have ever seen. it encourages severe Griefing in many ways. most deaths I've personally encountered is from someone Training high-end level 30 mobs from across the map because they have no leash mechanic, mobs you cannot outrun that can do a one-shot single attack charge at you they have a 3 step lead but you don't as the mob runs right across you. So far I have personally lost probably a months worth of gathering in resources this phase alone enough to make any sane person ragequit.
    Another major issue is people with multiple accounts bot farming static spawned rare resources. This is Pay2Win as they buy accounts, camp the nodes on a timer and control the market and value of that resource.
    another is the lack of resources / spawn rates and location density vs the population of the server. 90% of resources are in one area of the map. they should be spread out more in clusters to spread out the players out more instead of 100's of people farming the same nodes over and over.
    Then there is the issue with limited farms as those that "got ahead through Nefarious means " control the market values of farmed goods. the reason willow is an issue is it is used in gathering tools, so people notice the severe embalance of supply and demand with it the most, its probably the single most over-farmed item in the game at this time and the rarity of wild tree's is ULTRA RARE. i have a heroic axe and I have not gotten a single tree above Rare quality, combine that to one to 2 willow trees a day my odds of getting above rare quality could range in MONTHS of harvesting. mainly from the 2 factors, there are not enough spawns and its extremely over-farmed by randoms and camped bots on timers. you have a 1 in 100 chance of getting one.
    Right now I feel like I have one or two options, spend 4 weeks/ 8hour days upgrading my gathering tools, or go sit for 4 hours in a camp and try to get one level....BORING and LAF.
    i literally went and downloaded a few other games last night because this is just NOT FUN.

    The world is full of carebear games, why would they make just one more?

    Somehow the game have mostly carebear´ish content anyway, and now complains about it not beeing 100% carebear, wtf is wrong with ppl
  • VolgarisVolgaris Member, Alpha Two
    Chicago wrote: »
    I don't mind the 25% re can recover, but deleting 25% is just dumb

    Keep 50% then 50% should be lootable, giving more incentive to pvp. maybe change the lootable to 25% if the player was flagged for pvp. and 50% lootable if not flagged for pvp. Devs can play with those numbers to find a good balance.

    Deleting any of the loot is dumb. It's an obvious time sink that really isn't needed, this game has plenty of time sinks that require gathering. Even if they increased the turn-in amounts on those time sinks to off set people not losing loot so the time invest is the same, it will feel less punishing not losing that 25% out of the world.

    On a PvE death I should get a minute or two to get back to it. PvP I shouldn't. Or a better fix would be making looting corpses add to corruption <- that would fix a lot.

    Just my two nickels.
  • VolgarisVolgaris Member, Alpha Two
    Veeshan wrote: »
    I find it funny how many people complain bout death penalty i find it refreshing that there a reason not to die/do silly shiz personaly.
    Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty

    Depends I guess. I'll play perma death hardcore but there needs to be a reward/punishment balance to make it fun and rewarding. So much of the game is reliant on gathering materials and glint. There are plenty of systems that consume the materials/glint, losing any of it from the world on death isn't needed. This is on top of exp debt, repair cost, and time. Right now the game punishes more than rewards, that's a turn off for a lot of players, which is probably the majority or casual player. And maybe this game isn't for casual players, which is fine, but it really is trying to appeal to them. I think the game will need a healthy causal player base to be successful.
  • SpifSpif Member, Alpha Two
    One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.

    This is a bit of an exaggeration
    1. You only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though.
    2. Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you.

    That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull.

    But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example:

    On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable.

    On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is
  • RonDog98RonDog98 Member, Alpha Two
    Spif wrote: »
    One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.

    This is a bit of an exaggeration
    1. You only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though.
    2. Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you.

    That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull.

    But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example:

    On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable.

    On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is

    Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.

    I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.

    I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
  • SilvferraSilvferra Member, Alpha Two
    I like that there is some risk, would be too boring otherwise, you have a reason NOT to die
      PROJECT ANVIL - Forge Your Legacy [OCE/Hardcore/PvX]
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    • SpifSpif Member, Alpha Two
      RonDog98 wrote: »
      Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.

      I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.

      I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
      What you are suggesting is that the only death penalty be xp debt, durability loss and a corpse run, or not even that if you get a rez. That sounds like very little penalty at all, which means less fun IMO because there's less need to play well
    • BloodstormzBloodstormz Member, Alpha Two
      oddstero wrote: »
      Eh, if you have resources you've spent any significant amount of time gathering on you then that's the risk you take. The are plenty of storage options to protect glint and gathered resources. And you dont drop gold so very easy to convert any resource to that. There are lots of legitimate complaints about Alpha in its current state but death mechanics are harsh for a reason and that shouldn't change.

      that will kill the game and leave it for a VERY SMALL niche group of players, I don't think that's the direction they have in mind.
    • BloodstormzBloodstormz Member, Alpha Two
      edited February 20
      Spif wrote: »
      One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.

      This is a bit of an exaggeration
      1. You only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though.
      2. Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you.

      That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull.

      But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example:

      On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable.

      On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is

      its not an "Exaggeration", 99% of the time people are training OVERPOPULATED 3 Star lvl 30 mobs that one shot for 2500 damage to the average player. the agro picks up from 2-300 meters and they drag those mobs across you to get them off themselves then they loot your stuff and run off till the flag goes away. Poof 50% of your resources are gone. This is a Griefing system and 95% of the Gaming Market will not play a game like this. as it is right now the entire system is WORSE than Archeage was and we see how that turned out.
      as for "banking" yeah that's a no brainer, but your missing the point most people have to travel for resources, especially willow and oak if your in the desert. its a high chance your not going to make it to the "Bank"

      ITs bad enough that people are P2W with 5-10 bot accounts time camping static resource nodes, making the wild resources VERY scarce and a matter of hitting the lottery with some rare resources.

      I suggest ZERO deleted resources, because that's just stupid IMO. 25% drop 15% Lootable and all returnable if not looted, id still come back for 25%. restrict mobs to an area so they won't be chasing people from one node to the other. move all 2-3 star mobs out of roads and Travel paths so they are not agro, put them away in nooks caves and far out of the way for people that can farm them.
    • BloodstormzBloodstormz Member, Alpha Two
      Spif wrote: »
      RonDog98 wrote: »
      Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.

      I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.

      I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
      What you are suggesting is that the only death penalty be xp debt, durability loss and a corpse run, or not even that if you get a rez. That sounds like very little penalty at all, which means less fun IMO because there's less need to play well

      the .001% player base wants the game to be overly harsh in difficulty, while the 99.9% of the gaming market will be cut off...not very smart or reasonable, actually kinda self-centered, I'm advocating for success not failure.
    • RonDog98RonDog98 Member, Alpha Two
      Spif wrote: »
      RonDog98 wrote: »
      Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.

      I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.

      I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
      What you are suggesting is that the only death penalty be xp debt, durability loss and a corpse run, or not even that if you get a rez. That sounds like very little penalty at all, which means less fun IMO because there's less need to play well

      That’s three penalties already why incur a 4th? Hell I’m not even saying stop dropping mats, just make it so if I’m the first one back I should keep all of them.
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