Post by JustVine on 2021-08-25 02:17:52
Honestly I am kind of on the fence right now for two reasons.
1. Without knowing what summoners design is going to be like relative to the combat system, it's really hard to say if I will get to enjoy the open world pvp. I love strategic combat. I love team combat, but god do pet classes usually suck in pvp. I originally had more faith Ashes would be the one to breal the curse but some of their design decisions relative to action combat are making me question that. If they go split body my hope for a good summon class will drop quite a bit.
2. They have said very little about farming. I am a farmer. I am a tavern owner. If the farming system sucks my ability to meaningfully participate in the economy drops considerably. I know what crafts I like to do in games. Farming is my jam. Ashes claims they will have one. But if it sucks I am less targeted as an audience.
Why I think I am probably in the intended target audience anyway:
I like risk. I'm a thrill seeker. I am comfortable with swings in fortune WHEN an emergent story forms from it and I had agency in taking that risk and my fate in the outcome. The emergent story telling is what attracts me most. The npc quest writing in alpha gives me hope tgat there will be a good blend of player and world creative interplay. Im tired of stale linear storytelling worlds. I like good story, but I want to be a part of it. Few mmos give me that feeling. The possibilities of Ashes emergent stories, culture, and politics excite me.
I crave a good economic system where travel and emergent regional trends matter. Every mmo I have played other than ffxi (which I arrived slightly too late to existence it's true peak) has a terrible stale meaningless economy. Ashes hits so many things I would do if I were making an mmo with a good economic system. Ashes claims it requires so much interconnectivity between crafts and players. I can't help but feel targeted. I'm risk tolerant enough that i'd be one of the brave crafters wilding out for rare stuff and Ashes will need people like me for the game to be great economically.
Team based combat is what I want out of an mmo most. I am tired of mmos with either too small a team size for my core team, or too few or inflexible roles. The 8 classes Ashes chose for it's archtypes make me really believe they mean it when they say they want a good teamwork oriented experience. I just need the 2nd archetypes to really deliver in flexibility in role and play style for certain team members and the combat system to not be ass for these three things to be a masterpiece for me. I really hope Jeffery's influence on the teamwork oriented design focus holds through.
Even if they end up missing me due to design mistakes or narrowing their scope I think the above are some pretty damn good reasons for thinking I am their target audience.
1. Without knowing what summoners design is going to be like relative to the combat system, it's really hard to say if I will get to enjoy the open world pvp. I love strategic combat. I love team combat, but god do pet classes usually suck in pvp. I originally had more faith Ashes would be the one to breal the curse but some of their design decisions relative to action combat are making me question that. If they go split body my hope for a good summon class will drop quite a bit.
2. They have said very little about farming. I am a farmer. I am a tavern owner. If the farming system sucks my ability to meaningfully participate in the economy drops considerably. I know what crafts I like to do in games. Farming is my jam. Ashes claims they will have one. But if it sucks I am less targeted as an audience.
Why I think I am probably in the intended target audience anyway:
I like risk. I'm a thrill seeker. I am comfortable with swings in fortune WHEN an emergent story forms from it and I had agency in taking that risk and my fate in the outcome. The emergent story telling is what attracts me most. The npc quest writing in alpha gives me hope tgat there will be a good blend of player and world creative interplay. Im tired of stale linear storytelling worlds. I like good story, but I want to be a part of it. Few mmos give me that feeling. The possibilities of Ashes emergent stories, culture, and politics excite me.
I crave a good economic system where travel and emergent regional trends matter. Every mmo I have played other than ffxi (which I arrived slightly too late to existence it's true peak) has a terrible stale meaningless economy. Ashes hits so many things I would do if I were making an mmo with a good economic system. Ashes claims it requires so much interconnectivity between crafts and players. I can't help but feel targeted. I'm risk tolerant enough that i'd be one of the brave crafters wilding out for rare stuff and Ashes will need people like me for the game to be great economically.
Team based combat is what I want out of an mmo most. I am tired of mmos with either too small a team size for my core team, or too few or inflexible roles. The 8 classes Ashes chose for it's archtypes make me really believe they mean it when they say they want a good teamwork oriented experience. I just need the 2nd archetypes to really deliver in flexibility in role and play style for certain team members and the combat system to not be ass for these three things to be a masterpiece for me. I really hope Jeffery's influence on the teamwork oriented design focus holds through.
Even if they end up missing me due to design mistakes or narrowing their scope I think the above are some pretty damn good reasons for thinking I am their target audience.