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The Problem With Ashes of Creation Biomes

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Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    Saizu wrote: »
    yea its literally what i said

    Ahhh i see i missed they said nothing about OTHER than loool, missed the other and thought you where saying they where not going to do the things you wanted them to lel


    ..
    Though I'll add i feel like the zones are almost to big, if everything was more condensed there would be pois and cool areas to explore around every corner, but I do not want to go exploring get somewhere cool and then get 2 hit by a mob 5 levels under me that's 2 stars and i drop half my glint/mats due to fact that the mob reset distance being literally the size of 3 football fields

    We've 'learned from ArcheAge' that the zones should be this big.

    If one hasn't played AA or another game with a really strong economy focus (not saying you have or haven't) then one might not be as familiar with the tradeoffs between 'exploration engagement' and 'economic feelings' in world design.

    Basically players, especially solo or in smaller groups, need to have enough space to organically encounter others and not immediately think of them as direct competition (i.e. it's a choice, at least), and 'larger groups' need to experience the economic drags experienced by needing to cover larger areas (if they stay clumped they get less profit, if they spread out, then smaller groups can compete with them in short bursts).

    POIs are the current solution to this and it sounds like there will definitely be enough of those, imo.

    its funny you mention Archeage since it had similar problems but nowhere as bad.
    AA had some biomes suffering the same look with no interesting POIs and lack magic/fantasy in them and flatness to a degree while also did some good areas that had little problems and one thing for sure is they did get the atmosphere at least for a decent amount of them, Like Hasla was beautiful, hellsawmp actually felt like a jungle so did silent forest ,white arden even Ahnimar which actually felt like what a riverlands should be...etc

    they had a lot of gatherables while also not confining themselves with them so they had actual giant trees and other stuff to set the tone and atmosphere of things , a lot of the biomes just felt good to explore even when there was nothing , it was fun that at one point i found the highest mountains in the game and spent hours climbing them and i eventually did and to my surprise i actually got an achievement for it, it was so high that after that with my dragon mount i flew(glided) over the 3 continents and back twice until i hit the ground, all of that just for fun.

    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time

    I think you very slightly missed my point maybe?

    AA had the same 'problems' because it is somewhat 'required' to have them, to achieve something else. Sure it's not like 'Oh, no, this absolutely cannot be done better no matter how much time or money you have' but being reasonable (and accepting that whole New World All Trees thing), that's the design space we're in.

    The Riverlands has a pretty good amount of rivers. I believe this because I can swim most of the distance between certain nodes if I want to, and that's starting from Joeva of all places. At the end of the day, the team/Steven decided to make the world large, either for Economy through resources, Economy through Caravans, or both. If you make it smaller, that suffers.

    So yeah, sometimes different parts of the Riverlands will look like the Midwestern US (which is absolutely an exaggeration because its nowhere near that monotonous or flat, not even near Winstead).
    Stellar Devotion.
  • RonDog98RonDog98 Member, Alpha Two
    Ludullu wrote: »
    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time
    A question though, was that on release or in an early alpha?

    I know that this is a meme question at this point, but if we don't believe that Intrepid can deliver on a good vision/design of things - why da fuck are we here?

    Honestly, what worries me is the lack of energy in the forums. It seems like a lot of people aren’t here anymore.
  • LudulluLudullu Member, Alpha Two
    RonDog98 wrote: »
    Honestly, what worries me is the lack of energy in the forums. It seems like a lot of people aren’t here anymore.
    That was inevitable, with how this development has gone so far. The 2020 boom came from THAT Peon video and also covid's impact of "everyone got nothing better to do than hang around internet communities". And we've been sliding down the interaction scale ever since. And the longer the development continues - the fewer people will be interacting with it.

    This becomes even more prominent when people have a much more direct access to "what the game is". Previously that was just the monthly showcases, so there'd be hype around them, because Intrepid could be showing something big (which were very often just vertical slices of "the future"). But now we have daily streams and countless hours of vods to go through, and the showcases are most just "here's what we're fixing, here's what we're delaying, here's what you've already seen on literally all the other streams BUT NOW WITH DEVS!!".

    Not much hype can be generated by that kind presentation.
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    Ludullu wrote: »
    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time
    A question though, was that on release or in an early alpha?

    I know that this is a meme question at this point, but if we don't believe that Intrepid can deliver on a good vision/design of things - why da fuck are we here?

    both , i mean here this is footage of AA alpha in a jungle biome and its light years better than whatever we will have so not even memeing at this point https://www.youtube.com/watch?v=jbWDUxUV8hA

    we here cuz we been led to believe we are getting something else with all the talk and showcases for a decade which turned out to be lies
    ykwk7qwgw5os.jpg
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    Azherae wrote: »
    Azherae wrote: »
    Saizu wrote: »
    yea its literally what i said

    Ahhh i see i missed they said nothing about OTHER than loool, missed the other and thought you where saying they where not going to do the things you wanted them to lel


    ..
    Though I'll add i feel like the zones are almost to big, if everything was more condensed there would be pois and cool areas to explore around every corner, but I do not want to go exploring get somewhere cool and then get 2 hit by a mob 5 levels under me that's 2 stars and i drop half my glint/mats due to fact that the mob reset distance being literally the size of 3 football fields

    We've 'learned from ArcheAge' that the zones should be this big.

    If one hasn't played AA or another game with a really strong economy focus (not saying you have or haven't) then one might not be as familiar with the tradeoffs between 'exploration engagement' and 'economic feelings' in world design.

    Basically players, especially solo or in smaller groups, need to have enough space to organically encounter others and not immediately think of them as direct competition (i.e. it's a choice, at least), and 'larger groups' need to experience the economic drags experienced by needing to cover larger areas (if they stay clumped they get less profit, if they spread out, then smaller groups can compete with them in short bursts).

    POIs are the current solution to this and it sounds like there will definitely be enough of those, imo.

    its funny you mention Archeage since it had similar problems but nowhere as bad.
    AA had some biomes suffering the same look with no interesting POIs and lack magic/fantasy in them and flatness to a degree while also did some good areas that had little problems and one thing for sure is they did get the atmosphere at least for a decent amount of them, Like Hasla was beautiful, hellsawmp actually felt like a jungle so did silent forest ,white arden even Ahnimar which actually felt like what a riverlands should be...etc

    they had a lot of gatherables while also not confining themselves with them so they had actual giant trees and other stuff to set the tone and atmosphere of things , a lot of the biomes just felt good to explore even when there was nothing , it was fun that at one point i found the highest mountains in the game and spent hours climbing them and i eventually did and to my surprise i actually got an achievement for it, it was so high that after that with my dragon mount i flew(glided) over the 3 continents and back twice until i hit the ground, all of that just for fun.

    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time

    I think you very slightly missed my point maybe?

    AA had the same 'problems' because it is somewhat 'required' to have them, to achieve something else. Sure it's not like 'Oh, no, this absolutely cannot be done better no matter how much time or money you have' but being reasonable (and accepting that whole New World All Trees thing), that's the design space we're in.

    The Riverlands has a pretty good amount of rivers. I believe this because I can swim most of the distance between certain nodes if I want to, and that's starting from Joeva of all places. At the end of the day, the team/Steven decided to make the world large, either for Economy through resources, Economy through Caravans, or both. If you make it smaller, that suffers.

    So yeah, sometimes different parts of the Riverlands will look like the Midwestern US (which is absolutely an exaggeration because its nowhere near that monotonous or flat, not even near Winstead).

    and you missed my point too , cuz despite AA having similar problems they did manage to make a lot of their biomes right which means it wasnt a problem in the first place just the design and execution of them that was.

    no one asking them to make the biome unique every 10 meters but at the very least they could of made the nodes zones of influence unique and have actual good fantasy and magical POIs that makes you want to explore them, like even having the node area have different trees would of made it better , imagine if one node area had the majority of it be braidwood while another had ash wood..etc hell this would lead to either cooperation or PVP for mats that actually feels natural instead of all the forced stuff we have right now
    ykwk7qwgw5os.jpg
  • RonDog98RonDog98 Member, Alpha Two
    Ludullu wrote: »
    RonDog98 wrote: »
    Honestly, what worries me is the lack of energy in the forums. It seems like a lot of people aren’t here anymore.
    That was inevitable, with how this development has gone so far. The 2020 boom came from THAT Peon video and also covid's impact of "everyone got nothing better to do than hang around internet communities". And we've been sliding down the interaction scale ever since. And the longer the development continues - the fewer people will be interacting with it.

    This becomes even more prominent when people have a much more direct access to "what the game is". Previously that was just the monthly showcases, so there'd be hype around them, because Intrepid could be showing something big (which were very often just vertical slices of "the future"). But now we have daily streams and countless hours of vods to go through, and the showcases are most just "here's what we're fixing, here's what we're delaying, here's what you've already seen on literally all the other streams BUT NOW WITH DEVS!!".

    Not much hype can be generated by that kind presentation.

    I think my concern is they are no longer getting the feedback they need. Main example: you’re the only one who has commented on the latest very important discussion thread.
  • LudulluLudullu Member, Alpha Two
    both , i mean here this is footage of AA alpha in a jungle biome and its light years better than whatever we will have so not even memeing at this point
    I mean, Intrepid have the tree model for those huge trees (the one from the pic I linked) and they said that they'll rework lighting to be darker.

    I didn't play AA, so I dunno what was their situation with gatherables. Could you cut down trees out in the open? If yes, then how many of those trees were in the jungle?

    Cause, while I do agree that AA's jungle looks quite nice, I still see it as a "our every tree is cuttable" issue.

    Btw, here's another of Steven's inspirations, which pretty much combines the jundark and tropics aesthetic.
    https://www.youtube.com/watch?v=z2THX3Zu7Us
    One part of the island is full jungle with the dark canopy (lighting is bad cause this is a location from 2006), a massive tropical field with mobs that have huge aggro ranges and a beachside for the npcs.
    we here cuz we been led to believe we are getting something else with all the talk and showcases for a decade which turned out to be lies
    As I've said in the past, I see all those showcases as vertical slices of what the devs can do. But implementing that slice into the live client, at best fidelity while also the best optimization, is real damn hard.

    I'm not denying that they might still not deliver on those promises (god fucking knows I've complained enough about other design choices), but imo it's too early to say either way. They seem to be working on just pumping out the biomes themselves. I'd imagine that their next step will be integration of proper node-related systems into those biomes (this includes dungeons, mobs, POIs, visuals), after which then can start working on proper optimization and visuals.

    So I personally don't expect to see a properly good-looking location AT LEAST within this year. It'll maaaybe come around in summer of 26.
  • LudulluLudullu Member, Alpha Two
    RonDog98 wrote: »
    I think my concern is they are no longer getting the feedback they need. Main example: you’re the only one who has commented on the latest very important discussion thread.
    I think this just fits the situation I described. Livestreams no longer generate the hype. And those dev topics usually came directly from the livestream hype. And this newest topic also got posted late and seemingly only because I mentioned Steven's request for a particular kind of feedback.

    To me this just seems like classic Intrepid's bad internal communication (i.e. bad communication between the team and Steven). Steven was too busy to go through Margaret's plan for the livestream discussion, so he created some feedback requests on the fly, which then threw a wrench into mod's plans for forum topics (which are most likely dictated by Margaret's team or even just herself).

    And then on top of all that, we obviously have all the people who MIGHT'VE responded testing the Alpha, cause it's hype and all that. That topic was made 20 minutes before the servers went live, so of course no one would've cared about giving a good response to it when you gotta go grind some mobs :D
  • RonDog98RonDog98 Member, Alpha Two
    Ludullu wrote: »
    RonDog98 wrote: »
    I think my concern is they are no longer getting the feedback they need. Main example: you’re the only one who has commented on the latest very important discussion thread.
    I think this just fits the situation I described. Livestreams no longer generate the hype. And those dev topics usually came directly from the livestream hype. And this newest topic also got posted late and seemingly only because I mentioned Steven's request for a particular kind of feedback.

    To me this just seems like classic Intrepid's bad internal communication (i.e. bad communication between the team and Steven). Steven was too busy to go through Margaret's plan for the livestream discussion, so he created some feedback requests on the fly, which then threw a wrench into mod's plans for forum topics (which are most likely dictated by Margaret's team or even just herself).

    And then on top of all that, we obviously have all the people who MIGHT'VE responded testing the Alpha, cause it's hype and all that. That topic was made 20 minutes before the servers went live, so of course no one would've cared about giving a good response to it when you gotta go grind some mobs :D

    I hope you’re right my guy. I really do. When I have some time away from work I’m going to sit down and try to articulate my thoughts on the new player experience.

    I think I gave needs to introduce players organically but intentionally to all core aspects of a game. For example, nodes are hugely important, I think that needs to be added into the new player experience in a way.

    Another example would be the economy. Not just crafting, processing, and gathering but the economy as a whole. I think having a tutorial market stall where players have a quest to make and then sell armor or weapons on said stall would go a long way. That way we could even get rid of early level venders selling copper armor and replace them with an intro to the economy.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited May 2
    Ludullu wrote: »
    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time
    A question though, was that on release or in an early alpha?

    I know that this is a meme question at this point, but if we don't believe that Intrepid can deliver on a good vision/design of things - why da fuck are we here?

    Very few people outside of Korea saw Archeage in its actual beta stage.

    The beta most players saw was the beta for localization.

    And yes, Steven's ill considered notion of making all trees able to be chopped is a barrier to good woodland and jungle areas. Archeage absolutely did not have this, it went with specific nodes for gatherables in specific, pre defined locations - as every MMORPG should.

    Edit; as to your last comment in the above quote, that is why I check in every week or ten days or so now, rather than every two or three days.
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    edited May 2
    Ludullu wrote: »
    both , i mean here this is footage of AA alpha in a jungle biome and its light years better than whatever we will have so not even memeing at this point
    I mean, Intrepid have the tree model for those huge trees (the one from the pic I linked) and they said that they'll rework lighting to be darker.

    I didn't play AA, so I dunno what was their situation with gatherables. Could you cut down trees out in the open? If yes, then how many of those trees were in the jungle?

    Cause, while I do agree that AA's jungle looks quite nice, I still see it as a "our every tree is cuttable" issue.

    Btw, here's another of Steven's inspirations, which pretty much combines the jundark and tropics aesthetic.
    https://www.youtube.com/watch?v=z2THX3Zu7Us
    One part of the island is full jungle with the dark canopy (lighting is bad cause this is a location from 2006), a massive tropical field with mobs that have huge aggro ranges and a beachside for the npcs.
    we here cuz we been led to believe we are getting something else with all the talk and showcases for a decade which turned out to be lies
    As I've said in the past, I see all those showcases as vertical slices of what the devs can do. But implementing that slice into the live client, at best fidelity while also the best optimization, is real damn hard.

    I'm not denying that they might still not deliver on those promises (god fucking knows I've complained enough about other design choices), but imo it's too early to say either way. They seem to be working on just pumping out the biomes themselves. I'd imagine that their next step will be integration of proper node-related systems into those biomes (this includes dungeons, mobs, POIs, visuals), after which then can start working on proper optimization and visuals.

    So I personally don't expect to see a properly good-looking location AT LEAST within this year. It'll maaaybe come around in summer of 26.

    didnt see any huge trees unless you mean that somewhat big tree from the pics considering all of their trees seems to be midget size i wouldnt consider that "huge" at all.

    also i dunno what the hell is wrong with ashes scale , every other mmo and game the scale of things seem normal and good in ashes everything seems too small, even the little amount of things that are big feel small.

    from 2006 yet , its already dark before they got into the jungle , once they got in there it got darker and whatever light there is just a small amount that slipped between the trees then you have the greenish fog along with the big vegetation, vines,actual giant trees and actual big monster like dinosaurs ,tree creatures and fantasy looking mobs instead of tiny ass elephants and crocodiles...etc and well they actually got a decent jungle. its not so damn hard ffs

    imo there is no point of adding those biomes if at base they gonna look as terrible as they are , when even the riverland after so long still suffers the same problems i doubt anything will change really.

    i am 99% sure ashes will end up with the most bland , boring and uninteresting mmorpg world ever if they dont fix this terrible weird design they are going with

    ...i really miss AA now its stupid OSTs are annoying my brain now ugh
    ykwk7qwgw5os.jpg
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    Azherae wrote: »
    Saizu wrote: »
    yea its literally what i said

    Ahhh i see i missed they said nothing about OTHER than loool, missed the other and thought you where saying they where not going to do the things you wanted them to lel


    ..
    Though I'll add i feel like the zones are almost to big, if everything was more condensed there would be pois and cool areas to explore around every corner, but I do not want to go exploring get somewhere cool and then get 2 hit by a mob 5 levels under me that's 2 stars and i drop half my glint/mats due to fact that the mob reset distance being literally the size of 3 football fields

    We've 'learned from ArcheAge' that the zones should be this big.

    If one hasn't played AA or another game with a really strong economy focus (not saying you have or haven't) then one might not be as familiar with the tradeoffs between 'exploration engagement' and 'economic feelings' in world design.

    Basically players, especially solo or in smaller groups, need to have enough space to organically encounter others and not immediately think of them as direct competition (i.e. it's a choice, at least), and 'larger groups' need to experience the economic drags experienced by needing to cover larger areas (if they stay clumped they get less profit, if they spread out, then smaller groups can compete with them in short bursts).

    POIs are the current solution to this and it sounds like there will definitely be enough of those, imo.

    its funny you mention Archeage since it had similar problems but nowhere as bad.
    AA had some biomes suffering the same look with no interesting POIs and lack magic/fantasy in them and flatness to a degree while also did some good areas that had little problems and one thing for sure is they did get the atmosphere at least for a decent amount of them, Like Hasla was beautiful, hellsawmp actually felt like a jungle so did silent forest ,white arden even Ahnimar which actually felt like what a riverlands should be...etc

    they had a lot of gatherables while also not confining themselves with them so they had actual giant trees and other stuff to set the tone and atmosphere of things , a lot of the biomes just felt good to explore even when there was nothing , it was fun that at one point i found the highest mountains in the game and spent hours climbing them and i eventually did and to my surprise i actually got an achievement for it, it was so high that after that with my dragon mount i flew(glided) over the 3 continents and back twice until i hit the ground, all of that just for fun.

    anyway while archeage biomes were a mixed bag at the very least even for the worst of them they got the vibe and atmosphere for them right despite having way less freedom to make them with the technology at the time

    I think you very slightly missed my point maybe?

    AA had the same 'problems' because it is somewhat 'required' to have them, to achieve something else. Sure it's not like 'Oh, no, this absolutely cannot be done better no matter how much time or money you have' but being reasonable (and accepting that whole New World All Trees thing), that's the design space we're in.

    The Riverlands has a pretty good amount of rivers. I believe this because I can swim most of the distance between certain nodes if I want to, and that's starting from Joeva of all places. At the end of the day, the team/Steven decided to make the world large, either for Economy through resources, Economy through Caravans, or both. If you make it smaller, that suffers.

    So yeah, sometimes different parts of the Riverlands will look like the Midwestern US (which is absolutely an exaggeration because its nowhere near that monotonous or flat, not even near Winstead).

    and you missed my point too , cuz despite AA having similar problems they did manage to make a lot of their biomes right which means it wasnt a problem in the first place just the design and execution of them that was.

    no one asking them to make the biome unique every 10 meters but at the very least they could of made the nodes zones of influence unique and have actual good fantasy and magical POIs that makes you want to explore them, like even having the node area have different trees would of made it better , imagine if one node area had the majority of it be braidwood while another had ash wood..etc hell this would lead to either cooperation or PVP for mats that actually feels natural instead of all the forced stuff we have right now

    Ah, that's my bad, I assumed that you were expecting those things based on what they've said/promised in the past, but it's also true that they've backtracked or made weird decisions about previous promises, so your reaction is probably better.

    If I try to imagine my reaction to seeing what they're showing now with no prior stuff, I'd still give it a pass for most places. Maybe I'd understand better if I went and looked around wherever you normally hang out in the Riverlands?

    I know that Halcyon does sometimes give me the vibe of 'yeah this is all basically the same', for example.
    Stellar Devotion.
  • LudulluLudullu Member, Alpha Two
    idnt see any huge trees unless you mean that somewhat big tree from the pics considering all of their trees seems to be midget size i wouldnt consider that "huge" at all.
    The one in the pic looks like it's ~3 times bigger than the choppable tree next to it. And the choppable trees are usually ~3 times taller than chars.

    As for comparatively to other games, yes, that's smaller. But imo that's just a subjective preference. To me it doesn't make sense when you have insanely huge things in a world full of tiny beings. I simply don't care too much about visual design, so I ultimately don't care, which is why both L2 and Ashes are fine to me.
    i am 99% sure ashes will end up with the most bland , boring and uninteresting mmorpg world ever if they dont fix this terrible weird design they are going with
    I mean, if you don't believe they can do a good job, then I really dunno if there's a reason to keep following the game.

    Yes, you can keep giving feedback, but if you either think that they're not listening to it or simply can't do it - there's no point in thinking that the game can ever become good.
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    Ludullu wrote: »
    idnt see any huge trees unless you mean that somewhat big tree from the pics considering all of their trees seems to be midget size i wouldnt consider that "huge" at all.
    The one in the pic looks like it's ~3 times bigger than the choppable tree next to it. And the choppable trees are usually ~3 times taller than chars.

    As for comparatively to other games, yes, that's smaller. But imo that's just a subjective preference. To me it doesn't make sense when you have insanely huge things in a world full of tiny beings. I simply don't care too much about visual design, so I ultimately don't care, which is why both L2 and Ashes are fine to me.
    i am 99% sure ashes will end up with the most bland , boring and uninteresting mmorpg world ever if they dont fix this terrible weird design they are going with
    I mean, if you don't believe they can do a good job, then I really dunno if there's a reason to keep following the game.

    Yes, you can keep giving feedback, but if you either think that they're not listening to it or simply can't do it - there's no point in thinking that the game can ever become good.

    not sure if i am gonna word what i think in a right way but
    >
    >
    yea the characters are tiny , the whole scale of the world and characters is messed up, so that 3x times big tree which i doubt is 3 times as big looks like a normal tree maybe slightly bigger in literally every other game to exist.

    there is a difference between them giving feedback and giving feedback that they never acknowledge , the only things they do acknowledge is by sweaty ptr testers , content creators and the rare occasions where both of them agree on something being bad like the TTK.

    meanwhile everything else they seem to not care about so when feedback or even questions (which suffered from the case above) are not answered or acknowledged and the only changes they been making for the past year or so is straight up bad or make no sense the thought of them being able to make the game good becomes a very hard idea to acknowledge
    ykwk7qwgw5os.jpg
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    First, I want to say I appreciate the devs and their work, like adding zones quickly and constantly touching them up. This isn't meant to take away from their work — it's just feedback (and a bit of a rant), and it's going to be a little long.

    After looking at the zones for quite a while now, and with the addition of the first pass of the Jundark (well, more like Junlight), I sadly have to say that none of them seem to capture the feeling of what they actually are, due to a few problems.

    1st: The Riverlands
    The Riverlands is the most complete zone out of all of them, but it's just so boring and uninteresting. It feels flat, and everything looks the same — same trees, randomly scattered everywhere, no zones with different types of trees, no open lush grassy windy fields, nothing. There are POIs, but none of them make you stop and think, "Wow, that looks cool, I want to explore that."
    The only one that gives a little bit of that feeling is Carphin, and while it will change, right now it's just a fancier-looking cave (aka a pocket dungeon) where you aimlessly grind mobs.
    That's the Riverlands, and the problems of randomness, lack of interesting POIs, and the whole zone looking the same instead of having unique areas inside the biome carry over into the Tropics and the newly added Jundark. The desert has another problem too.

    2nd: The Tropics
    Same problem as the Riverlands — it all looks the same. There's nothing interesting. This one barely has any POIs (and I get that comes later), but there's no point if they're going to end up like the Riverlands ones. I also get that there aren't many different types of tropical environments you can make, but they didn't even try to begin with.
    There's another problem that adds to all the zones looking the same, which I'll touch on later.

    3rd: The Jundark
    The newly added biome — while it's a first pass — you can already tell it has the same problems. It's just one tree repeated everywhere. Right now it looks more like a new part of the Tropics than a jungle.
    I understand they can't make it super dense because of performance reasons, but they don't need to do that. It's all about atmosphere and presentation.
    All they had to do was make giant trees with big leaves, vines and branches intertwined with each other, covering the sky and barely letting any sunlight through. Smaller, but still bigger-than-normal trees should fill the lower levels, with tall grass and vegetation like banana trees, totems, and whatever else fits a jungle.

    A jungle should be dark and green everywhere you look. It should barely have any light — it should be dark, gloomy, wet, damp, and feel dangerous all the time. It should be filled with tall and lush vegetation that blocks your view, where you can easily get lost. It should have dark clouds above it 90% of the time, be rainy most of the time, and have fog constantly filling the area.
    And it already feels scarce; whatever POIs and roads they add will only make the "jungle" part feel even more non-existent with how much space those nodes take up.

    4th and lastly: The Desert
    I can tell they put more effort and thought into this one — finally, a biome that doesn't look exactly the same all over and has different, mini-like desert biomes inside it.
    Yet, none of them get to shine. Why? Because they're all mashed into each other — a piece of this here, a piece of that there, etc.
    Why is that though? I can see there are different types of deserts within the biome — why not make each of them their own mini-biome instead?
    You could've made a big Grand Canyon with a node on top of it instead of that random node on top of a random rock in the middle of the sandy desert.
    You could've had caves under it with spiders, snakes, etc., even a pocket dungeon or an actual dungeon deep below.
    Then at the end, it could transition into an area with dry ground and lots of desert trees and cacti where the Minotaurs are, and place a node there.
    Then that could go into a giant area of sand and dunes (which, by the way, looks like Play-Doh instead of sand???), where if you go right, you find an oasis with a node area nearby.
    If you go left, you find an area filled with the bones of giant monsters and a node nearby that meshes with that boney aesthetic. Same with the rest of the nodes — mesh them into their environment.
    If you go forward, you find that god spike with a dangerous atmosphere and lots of dunes and monsters leading to it, etc.

    Remember the desert showcase? It felt good because it showcased those areas properly and let them shine — not like what we have right now.

    while i admit that a part of the lack of interest in the POIs that exist is already knowing that there is nothing to do there other than grinding mobs that is still just a small part of the problem.

    Other problems with the biomes:

    1. The same-looking random rock formations that are in every zone and take up way too much space for no reason.

    2. The grass and lack of vegetation — so scarce. And whatever happened to the tall, lush grass we saw in all those showcases? If their fix to the view distance was to have these small, short, bad-looking patches of grass all over the world, then I'd rather have less view distance but better-looking vegetation. Also, it didn't even fix the problem because most of it still disappears at just a little bit of distance. It's supposed to be a world that no man set foot in for hundreds or thousands of years, yet it looks like it's been maintained and mowed on a weekly basis...

    3.The nodes — right now, the nodes lack the assets and layouts needed to blend and combine well with their environment. They and the zones also lack ambient effects, small wildlife, thick vegetation, etc. I get that the node thing is something that will come with time, so it's not really a big problem for now, but I hope they do it right.

    4.Last but not least: it's like Intrepid forgot that this is a fantasy world — high fantasy, last time I checked the wiki. They're not chained to making only real-life, realistic assets, areas, and POIs. There's barely any fantasy feel to any of these zones and areas. Just because the Tropics in real life don't have much variety, they could still create their own tropical areas with a touch of fantasy — same with the other zones.Same with the mobs — a huge amount of them are just real-life animals: elephants, rhinos, lions, bears, otters, and a huge number of random human bandits who somehow seem to have entered Verra before everyone else... If you're going to add those, at least give them a fantasy look and make them bigger. We have spiders, scorpions, and frogs that are huge and have a fantasy look to them, so why are the elephants, rhinos, and hippos look normal and so tiny by comparison? If I wanted to look at real-life animals, I would just go to a zoo. Please make more weird, huge, and small creatures!

    5. pick a style : the environments are too cartoony , the sand in the desert feels and looks like play-dough instead of sand while the characters look horrible like skinny ugly realistic looking drug addicts and you cant make a decent looking character in the CC non the less an actual good looking one

    6. i dont know if this is just me but the scale of everything dosent look right , espically the environments they just feel and look smaller than they should be and characters are too small.


    7: another positive of having mini biomes where nodes reside instead of the same looking place everywhere is that it would lessen the fatigue of seeing the same view over and over again as more likely than not like at least 60-80% of nodes gonna be the same human looking nodes instead of other races but if at least the area a node is in is different from the node next to it and so on, with the unique area seeping into the node it self it will make it look and feel a lot more unique and more personalized to the citizens of that node.

    Apologies if this went a bit too long or felt a bit ranty — and for any mistakes, since English is not my first or second language so i did use an AI to fix any mistakes and make it better presented.

    While I might have forgotten to add or missed some stuff, this should conclude what I think about the biomes so far.

    Another thing I would add, there is absolutely no diversity between races, they all look the exact same, if you have a human, emp and Vaelune stand next to eachother it's basically impossible to tell them apart, the dwarves just look like shrunken humans, the vek I think at least has the posture animation but this goes away whilst in combat

    I would really love to know what parts of the game are being designed as place holder and what is intended

    The copy and paste of assets is quite immersion breaking too, the church of the seven in the Riverlands ( basically the first POI ) you go too is a 1-1 exact copy of the church you zone to through the portal into vera, I dont think it's even re coloured
  • LudulluLudullu Member, Alpha Two
    Chicago wrote: »
    I would really love to know what parts of the game are being designed as place holder and what is intended
    Everything is, at least to some extent, placeholder. Nothing of what you see in the game right now will remain the exact same by the time of release.
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Chicago wrote: »
    I would really love to know what parts of the game are being designed as place holder and what is intended
    Everything is, at least to some extent, placeholder. Nothing of what you see in the game right now will remain the exact same by the time of release.

    Basically a year into alpha 2 there should be at least some things that are not place holder, given even if in an unpolished state
  • GreatPhilisopherGreatPhilisopher Member, Alpha Two
    Ludullu wrote: »
    Chicago wrote: »
    I would really love to know what parts of the game are being designed as place holder and what is intended
    Everything is, at least to some extent, placeholder. Nothing of what you see in the game right now will remain the exact same by the time of release.

    life is a placeholder ..at this point the game will launch as a placeholder , if we are so far in yet everything is a place holder , no system is what it supposed to be instead of being there without being a placeholder and just have it be improved upon then nothing will ever be completed
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  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Chicago wrote: »
    I would really love to know what parts of the game are being designed as place holder and what is intended
    Everything is, at least to some extent, placeholder. Nothing of what you see in the game right now will remain the exact same by the time of release.

    life is a placeholder ..at this point the game will launch as a placeholder , if we are so far in yet everything is a place holder , no system is what it supposed to be instead of being there without being a placeholder and just have it be improved upon then nothing will ever be completed

    Agree
  • LudulluLudullu Member, Alpha Two
    Chicago wrote: »
    Basically a year into alpha 2 there should be at least some things that are not place holder, given even if in an unpolished state
    life is a placeholder ..at this point the game will launch as a placeholder , if we are so far in yet everything is a place holder , no system is what it supposed to be instead of being there without being a placeholder and just have it be improved upon then nothing will ever be completed
    We're around 3-4 years into the proper development of this client. Considering how massive the game is, I'm surprised we have anything at all.

    And if absolute majority of things doesn't change before release - Intrepid will have failed to a fairly great extent, because, yes, a lot of stuff right now is in a bad place. So releasing bad things would be bad.
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