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Re: Fighter attacks.... the case for no critical damage
I don't think locking out critical hits by default is the way to go for any class for several reasons. 1) Strictly removing options from a single archetype is against the spirit of the game when said game values player agency as a core design pillar. A better way to do it would be to have an augment that does something… -
Suggestion (Subclasses system, possibility to change classes)
Hi everyone! I would like to share an idea that could be of great benefit to this game. I read the information that there will be no class change option. But the game is under development and I heard that some ideas that will positively affect the game can be heard. Moreover, there are much more pluses in this system, but… -
Re: Sentinel Ideas!
Just to clarify once more. I'm not talking about kiting the boss at all. That's just a terrible idea as it would punish most melees DPS far too much. A class designed around kiting bosses would indeed be a terrible idea as that would end up with raid teams benching melee dps for ranged dps. But here we go. Let's start out… -
Re: Different sized hitboxes - A Suggestion.
1. The double-hitbox system would be more data-intensive. One of the reasons they don't want a complex system may be to ease off on data-processing, but neither you nor I know the reasons as we haven't been told specifically as to why yet. Thus the best thing we can do is add suggestions for them to evaluate since THEY… -
Re: Mounts
I actually do not agree. In reality, fighting an animal does not usually make it tameable afterwards. I am sorry for such an example, but imagine beating a dog to death almost, than making it follow you and beliving that it would never betray you or be fond of you in any way, whatsoever. That is absolute nonsense. An… -
Re: Two Biggest Lessons to Learn From World of Warcraft
I agree with all the points made in the OP, although for me a big reason why games like WoW, ESO, FFXIV, etc lack the sense of adventure is because of the fast travel and convenience they offer. Here's the daily routine for most end-game players: 1. Log in to your character (usually in the main city where everyone stays… -
Re: New to MMORPG’s; how do I prepare?
@Mazinayy Hi. It's pretty much like a solo RPG except that you're in the same space as many, many other players. 1. It'll start the same. Make a character. 2. Then you find yourself out there with a whole ton of players. 3. Early levels you'll probably be solo. Killing to start the ball rolling. 4. After progressing a bit… -
Re: pay2win is ok but intrusive p2w is not?!
So what you're suggesting is a spiffy cloak in the cash shop doesn't require rigging, physics programming, rigorous testing for clipping, and other activities necessary to render an active CGI component in a moving breathing game world? It just requires someone to draw it? ... 1) Why would a character artist be completely… -
Re: How to reward conflict. Node system cooperation/contention balancing and combating Corporatism.
The resource rewards from attacking a node will simply not be enough, by itself, to entice node sieges. Loot and plunder are just icing on the cake of a successful siege. I do believe node sieges will happen, but not at a high frequency, and not just because of the resource gains to be had. Even after a successful siege,… -
Re: Ashes of Creation - October News, Rumors, Concerns, Complaints
Jahlon, good video! As a software engineer (not gaming) I have observed a consistent misunderstanding of the testing phases of development and what to expect out of each. Given, well technically, there is no exact definition, per se (no ISO standards to reference), and each subesquent game developed and their respective…
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