Greetings, glorious testers!
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
allegedly
Here's the OP, so we can focus on that:
I think the fun is not about killing the other players but the fight itself, which has as reward the loot - both sides will have some on them.
Fighting against other players who flag is the best part because you know there are no hard feelings after the encounter. You may even chat with them later, create an alliance, sit with them at the same table in a tavern...
I am curious how many players will really stay green. I think will be less than 30%
For AoC, “casual” may end up with a totally different meaning compared to other games. That can be both good and bad for some. It’s definitely being designed to be multiplayer with everything that goes with that. Especially incentivizing social groups in a variety of ways.
Sounds like PVX is also the direction. Who sticks around will depend on how well Intrepid executes and what other games are around to play. If the “forced” PVE or PVP is too much, then I think it’s another incentive to group up and specialize into the gameplay you prefer.
Frankly, Intrepid needs to focus loyalty on the players they expect to stay for the long term instead of the fair weather, next WoW killer gamers who come and go after a few weeks. In addition, not everyone’s opinion is equal with respect to what would make this a good game. Trying to please everyone would produce something truly mediocre.
Focus on doing AoC well. Make sure the combat system and feel is strong. Make the players earn their rewards to ensure accomplishments are more meaningful. That’s my opinion, and yes, it may not be any better than someone else’s.
" Forced PvP on a forced Set of forced PvP rules (lol) isn't forced. It's very forceful to think it is truly forced when the only think that is forced, is the enforced Rules for PvP. "
Now try to say this very fast, if you dare. 😁
✓ Occasional Roleplayer
✓ Kinda starting to look for a Guild right now. (German)
@RocketFarmer unfortunately that focus can drastically change from here and even post launch which is already evident from several years ago to current with changes. Will have to see what that result is over time and time again.
@Aszkalon not really forced in the same way one would think about especially for choices by players in design. Immoral gameplay is more volatile and detrimental as a whole. It's not really about conquest as it is about civilisation and economy building through the nodes.
Those who harvest common resources probably will be safe unless there is a war.
Those who seek to obtain rare resources will fight more often.
I am curious how players will transport materials from freeholds to nodes, if mules are still in game, if they will prefer doing multiple trips with mules or one with a caravan...
The commodities we buy from NPCs seem to exist to separate the caravan system and the related risk from the gathering and resource production flow.
Yeah, that's the intermittent volatility of it with incentive. Raiding caravans can be more efficient than open world looting. Player choices can have repercussions to them especially with reputation within the game, node and ZOI.
https://www.youtube.com/watch?v=E2zwBuLY_hM
Pretty good video providing good explanations and perhaps insight to your questions