Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!
Search
-
Re: Dev Discussion #64 - War / Siege Systems
Likes: -Strong Area Effect abilities available to a variety of classes and AE/Anti-zerg builds. Most MMOs have reduced AE effectiveness if a certain number of enemies are hit. I would like that removed/excluded from Ashes and possibly have some abilities that become stronger the more enemies impacted. -Area denial… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? My feedback for this is both 'too long' and 'probably not applicable to Ashes' as far as I've seen. Might edit depending on a different thread. What would motivate you to declare a siege or war on others in-game? Breach of contract/agreement, alliance… -
Re: Dev Discussion #64 - War / Siege Systems
Developing too many systems and game loops specifically designed for group PvP (that is besides the flagging system which is there for the protection of every aspect of the game) leads to fragmentation of the games player base. If you create systems that provide rewards based on win conditions you end up with a section of… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? I really like staggered respawn waves, and not just die + timer and having that be unique for every player. I prefer a rolling timer for respawns as it allows for some very cool tactical plays like holding respawns and also helps group players together… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? If a victory condition of a war (the war as a whole, not the war events or the sieges) is to kill a certain number of enemy players, I would like to see some options to contribute to that total using PvE (as opposed to separate PvE only victory… -
Re: Dev Discussion #64 - War / Siege Systems
100.000% agree here. I read that for Example "Node Sieges" last 2 Hours or so -> and this is absolutely right. The Fate if a Node prevails or falls to level down or Destruction, this should be an epic Time-Window which shouldn't be decided beneath Two Hours, or at least even One Hour even if the Battle is very one-sided… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? A few things I dislike about mass PvP are when players can simply win any fight by bringing more numbers and zerging nodes. Skilled players are currently organizing zerg-level guilds easily, which ruins competition and servers in general. This often… -
Re: Dev Discussion #64 - War / Siege Systems
What systems and features in mass PvP combat do you like and dislike? I really love tug-of-war style gameplay. Straight resource races can get pretty dull IMO. If one side really starts pulling ahead, there usually aren't any mechanics built into the system to really allow others to catch up. Even during the PvP showcase,…
18 results