Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
This sounds like children saying they are rping while holding the monster manual and listing everything off about every encounter and what they are weak to.
Eventually there is a point where you are not actually rping and just doing what you want.
What matters is whether it fits with the goals of the Ashes game design.
"Ashes is not made for everyone."
To me, that just sounds like RP'ing a professional.
As I said earlier, if I was my character, in that world, and I was an adventurer, you had better believe that is what I would do.
I mean, that is what I do with my real profession, and my previous profession, so why would I not do that if my profession was life or death?
It is the notion that this CAN'T be good RP that is just blatantly wrong. Not all RP needs to consist of bumbling idiots - sometimes our characters can be competent at what they do.
This isn't a isekai though you aren't going to get that kind of op power. If you are roleplaying that character you are going to be normal and not knowing all information you are going to have to figure things out as you go through it. And if you die its the end.
It has nothing to do with being bumbling idiots, its about you are exploring a world and encountering things for the first time. So you have that kind of alien feeling to the world and sense of danger.
If I were roleplaying a character they wouldn't know the information - this part is correct. Until, that is, they do.
Since using a combat tracker only gives me data on fights I am participating in, I am learning that information at the same time my character would. It isn't as if the first time seeing a wyrven or some shit my tracker could tell me what it does - it can only ever tell me what it has already done to me, and my character would know that. Yeah, the difference being as I explore the world, I pay attention to it. As per the above, I as a player can't use a tracker to learn anything that my character hasn't experienced - thus I am learning at the appropriate pace.
At the absolute best, your argument could apply to alts.
well, back in the day, people played ragnarok online at cybercafes in latinamerica. this was very common. also in the phillipines. i know people who still play games in cyber cafes, and some of those games are mmorpg (although they arent as popular as before). hell, i even know people who dont own a computer (they have phones and consoles though, and some dont even have those).
id say that it wouldnt work in usa, but it would in latin america (thats part of the west, and we have more people than usa). some people even go to cyber cafes and play not because they cant play at home, but because they can hang out with friends while playing. its a social activity.
with that being said, i dont want games to be limited to cyber cafes only, i wanna be able to play at home.
It's also common in South Korea - which is why Korean MMORPG's are inherently designed differently than MMORPG's from NA and EU.
The issue with the suggestion is that it would make any MMORPG that followed the idea to simply not be played in NA/EU, and many people in other parts of the world would still skip it over if they can't play it at home.
The other issue with it is that the people running the game couldn't just assume every Internet cafe was following the rules - they are generally no more trustworthy than the average MMO player (they are often managed by the average MMO player). So even in those areas where it is common to go to places like this, it would still be limited in regards to exactly which establishments they could go to in order for the developer to guarantee there won't be any cheating.
Idk what you're talking about I have the Perfect Observation and Godly Appraisal skills irl.
Get on my level I guess?
That means the game should give reduced rewards to players who are "looking at numbers".
And sometime should randomly reward choices which look like mistakes, potentially even suicidal.
Chaotic evil NPCs made by chaotic evil developers, for innocent adventurers.
And also to understand how useful you are and whether you are using rotation correctly. Which equipment and build brings more profit.
If the Creators are completely against this idea. It would be nice to at least use this function during training with a mannequin and generally create mannequins in the game on which you can train.☺️
If you can't tell how fast things are dying based off your own Cooldowns...then you're doing it wrong.
This is probably the most simplistic, ill considered opinion on this topic.
If you think knowing how fast a mob dies is a substitute for a combat tracker, you do not know what a combat tracker does.
This seems to be a common theme with most people that call them DPS meters - including the OP of this thread.
Before DPS/healing metering, team composition was based on what job classes you already had in your party and what class best filled the missing gaps in your team comp (based on spells/skills/abilities). Nowadays, we fill those gaps based on rankings within the metering system, with no real regard to their actual job class.
So my question is: Which do you rather prefer when forming a party, valuing job classes based on their available sets of skills, spells, and abilities, OR classes being valued based on their meter outputs?
In simpler terms: should ashes have DPS/Heals output meters?
well, the meter can help you determine which build does the most damage, however, I think they can also backfire.
also, you arent always just standing there dpsing. maybe build a does more dps, but since you have to move around all the time in PVP you might wanna use build b, just hit and run do more burst instead of sustained dps.
i prefer valuing classes on their set of skills and overall strategy. like maybe we want an aoe party full of mages, or just a single target hit and run with just archers, or maybe one of each class for the dungeons. etc etc.
Steven's current take is that Ashes won't have DPS meters. I hope he sticks to it.
Yeah, I can see the benefits of meters so that you can hone your skills in a class, but I also feel that they completely take away the focus of the class itself, and just put the onus on the numbers instead. It also kills the vibe of the game's immersion.
FFXIV's content is real slow on delivery and consumed rather quickly so they make your final tier of endgame extremely tight on the dps and healing checks. that being said having whatever parses as the best DPS isn't gonna make or break a fight. What determines if you win or not is your overall player skill, DPS doesn't mean anything if you can't dodge AOEs that can normally be dodged or maybe you have a bad rotation and you're just not bringing out the most of your class kit.
The issue that comes up with parsing mainly in FFXIV is the low tier stuff, running 4man dungeons for currency and people will parse the randoms in there sometimes, and the randos will get shit on for not keeping up.
I'm a little mixed on this cause as a Healer who tries to push as much DPS as possible while healing just enough to make sure no one ever dies it kinda irks me when I see healers who are setup to just overheal and be as lazy as possible.
You can always make the argument that "you don't pay my sub" but at the same time when you join up for group play their time spent is on the line and anyone with any dignity will value their time, and to waste other people's time, by giving a bare minimum effort kinda offends me. Kinda in the same way it offends me when people try to tell me how to play, so this argument really goes both ways.
Only thing I can say is don't be a dick and expect people to play the way you want them to play, but at the same time don't be lazy and waste people's time with a bare minimum effort
noooooooooooooooo, this thread was finally dead for good. what have you done vaknar, what have you done? T__T
that was borderline evil
Here is a cool skill from Assassination Rogue in WOW. It's at the bottom of the rogue tree, so its probably good, but there are a few other good options. How much damage do you think this skill can do over its full length?
Don’t worry about it there’s a spoonful of data professionals here that actually can accurately disseminate data into anything meaningful. That will play this game, at least.
Most people barely understand the visualizations they’re seeing, so let them yammer on about it.
In my experience, this only holds true in WoW - and it only holds true there because that is what the developers want.
In WoW, they want all DPS to be interchangeable with each other. They want all tanks to be viable in all situations, they want all healers to be able to main heal on a raid.
What this allows them to do is to half arse balance. If the "top tier" DPS is t dealing the damage it should, it doesn't matter, it just means some other class is top tier damage now. Same with tanks - instead of then saying a specific build of a specific class is supposed to be the main tank on raids, if they happen to miss thst mark with balance, guilds can just take along what ever build is best.
Essentially, the "all DPS are interchangeable" thing is a mechanism to give developers an easier job, it isn't a result of combat trackers.
It is also worth pointing out that you commented about "Before DPS/healing meterin", but this isn't really a valid time period. People were parsing MUD's back in the very early 90's, Meridian59 had a basic combat tracker before it hit live, WoW had trackers during the games initial beta. There is no scope to talk about "before trackers", because that is not a time that existed.
What did exist is a "time before you were made aware of meters", but that is about it.
Here is a screencap of a MUD that i used to play, and we had this combat tracker in the 90s..
We didn't call it DPS, we called it Damage Per Round. And it would be different on every monster because of their Armour Class and Dodge vs your Accuracy stat.
Being able to see what items boosted your rounds is huge. That +1 crit ring might actually be stronger than the +5 accuracy ring, versus certain monsters. The only way to know that was to loop the area for hours until your round averages were calculated.
What's wrong with people knowing how bad you are?
Literally laughed at this for 20 minutes!
You don't even have the DPS meter and it's already making you unbearably toxic. I have never seen someone so succinctly disprove their own point. I wasn't part of this conversation and as PVPer I don't really care either way, but for some reason I found that incredibly funny. It was like the PVE nerd equivalent of "get gud scrub".
Apok made a joke. You laughed at it. Why is that toxic?
Laughter is good. Laugh more.
Laughing is not toxic. Intentionally making people laugh is not toxic.
Calling people toxic when they are not is being toxic.
Stop being toxic.