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Random encounters in the world

One thing that I enjoyed from my time playing the chrono odyssey beta was the random encounters that would occur when traveling. For example a cart would be getting attacked by a group of bandits or wolves. It's simple but it helps to make traveling a bit less monotonous. It also makes me think about the encounters in the dragons dogma remake. There was a gray feeling from being attacked in the middle of the night while in a cart by a cyclops and or a griffin. Kept the blood pumping. I believe expanding a decent bit on these ideas within ashes would help with the lull of traveling great distances.

Comments

  • LudulluLudullu Member, Alpha Two
    I felt slightly weaker about the random stuff, cause very quickly I started "reading" them as soon as I saw a broken cart, a pyre or a summoner with skelingtons.

    But what I DID love were the quests that would trigger if you were in a certain location and heard an npc cry out for help. Now THAT was a super cool mechanic.

    And there would even be chains of these quests, where I saved a dude on a waterfall that talked about some bandits in a nearby location stealing his stuff. Then when I came to that location this same npc was now caught by the bandits and I had to save them and then kill a named mob in the area to get a certain item. And I think there's a continuation to this chain too, but I didn't get that far during my gameplay.

    Definitely hope we manage to get something similar in Ashes.
  • SettiteSettite Member
    I remember that quest by the waterfall. I enjoyed it a decent bit. I'd just like to have some form "random encounters" however they wish to implement it. A sense of uncertainty when passing from place to place is always a good thing in my opinion.
  • random encounters are cool, cooler if they happen at the sea

    would be cool having random NPC faction wars against the node
    PvE means: A handful of coins and a bag of boredom.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Settite wrote: »
    One thing that I enjoyed from my time playing the chrono odyssey beta was the random encounters that would occur when traveling. For example a cart would be getting attacked by a group of bandits or wolves. It's simple but it helps to make traveling a bit less monotonous. It also makes me think about the encounters in the dragons dogma remake. There was a gray feeling from being attacked in the middle of the night while in a cart by a cyclops and or a griffin. Kept the blood pumping. I believe expanding a decent bit on these ideas within ashes would help with the lull of traveling great distances.

    I'll just hope that Ashes and other games work out how to make these more procedural/truly random.

    Curated versions of this content always seem to show up in the 'early stages' of these games and then drop off as the game ages, even though they should technically be easy content to add. But ofc, who has time to complain about 'the mildly lower percentage of cool random OW stuff?' (me, I have time, I'll complain)
    Stellar Devotion.
  • SettiteSettite Member
    Azherae wrote: »
    Settite wrote: »
    One thing that I enjoyed from my time playing the chrono odyssey beta was the random encounters that would occur when traveling. For example a cart would be getting attacked by a group of bandits or wolves. It's simple but it helps to make traveling a bit less monotonous. It also makes me think about the encounters in the dragons dogma remake. There was a gray feeling from being attacked in the middle of the night while in a cart by a cyclops and or a griffin. Kept the blood pumping. I believe expanding a decent bit on these ideas within ashes would help with the lull of traveling great distances.

    I'll just hope that Ashes and other games work out how to make these more procedural/truly random.

    Curated versions of this content always seem to show up in the 'early stages' of these games and then drop off as the game ages, even though they should technically be easy content to add. But ofc, who has time to complain about 'the mildly lower percentage of cool random OW stuff?' (me, I have time, I'll complain)

    I agree and il be right there with you complaining
  • SettiteSettite Member
    Arya_Yeshe wrote: »
    random encounters are cool, cooler if they happen at the sea

    would be cool having random NPC faction wars against the node

    That would be peak. It gives a node "practice" for wars and keeps things lively in the event that a server is unwilling to attack a particular node. At a point before I stopped playing TnL our guild got a bit too strong and other guild would dodge fighting us over rift and boonstones which took a bit of the fun out for me, so I can see the benefit to such content. On top of that in would be a pve loop that requires a bit more effort along with stakes. Could be a good way to get pve players more into the pvp side if that makes sense. I think If it was a guaranteed event once you're node reached a certain level that you had to experience at least once before another node could declare on you. I'm just yapping at this point tho. Great idea.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Arya_Yeshe wrote: »
    would be cool having random NPC faction wars against the node

    That is an idea I could get behind.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I liked that in chrono, no matter what direction, you would run into content. Was satisfing.
  • SpaceWolfSpaceWolf Member, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    I liked that in chrono, no matter what direction, you would run into content. Was satisfing.

    I love it when games feel that way, but in the Node system and related things in other games, it can be really hard to produce handcrafted content without sacrificing the scale of your world.

    The Node system is intended to create a very large world that updates/builds itself in direct response to player activity, which is a great idea for a PVP-centric MMO. But the tradeoff is that it can make detailed quests/storylines harder to develop, since your quests have to account for the world constantly changing.

    A good fallback for this when developers lack space is procedurally generated content - "go to X location and grab Y item, then take it to Z person in $othernode". That's a template that's super easy to fill in, but dedicated storylines and detailed sidequests tend to be be built around a world with rigidly set locations, with the quests built around those places.

    I'd love to see a game strike the balance between something like the Node system (which is in itself a very cool concept) and handcrafted content, but honestly? This sounds REALLY REALLY HARD to do right.
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