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Post by Azherae on 2021-04-20 03:53:47
In case the design team has not yet finalized the system for Animal Husbandry, please allow me to share my vision which came to me as I was waking up this morning. Design Specification Goal: To create a secondary 'economic factor' on the 'input' side of the Animal Husbandry profession Core Assumptions: #1. Each mount has some number of attributes, genetic expressions, using sliders or discrete values. #2. There is some limit on how often and how quickly a breeding pair can have a youngling. #3. That the goal of the design is to maximize player agency while retaining ...
Post by Azherae on 2021-04-28 00:44:35
(Name pronounced Aj-er-ray) Will it be possible to have a character build dedicated to teamwork with a group in the sense of weapon procs or similar, for example a Cleric that uses Daggers and can proc Bleed in order to synergize with the abilities of their Rogue partner who uses a Polearm, but has no bleed procs of their own from their weapon?
Post by Azherae on 2021-04-28 02:26:25
So, I like game design. I like narrative design. I have strong opinions . Sometimes I keep them to myself or just tell them to my group. Today I'm gushing. About just five minutes. Five minutes from the last LiveStream. I counted first 15, then 18, then 22 separate specific perfect things that make me think this game is the best thing I have seen in so long. Many of them are little things. Many of them are complex things. Many are personal opinion things. If I haven't managed to dissuade you from continuing reading by now, you were ...
Post by Azherae on 2021-05-10 05:24:12
Hm. Two of the responses above kind of miss... a point? "I don't care." "No one cares". But, this person cares... I personally care at least a bit. Not saying those responders shouldn't have posted, since this is counter-feedback, but at that point we'd need a whole poll. Maybe the majority of people don't care and therefore this game won't be for the people who prefer immersion of this type, since in some cases majority rules. And of course, if someone wants to put their oasis freehold skin in the middle of a snowfield, that takes precedence over someone ...
Post by Azherae on 2021-05-10 09:28:12
I think I missed the point of the replies I mentioned, so my bad on that. Both responses seemed to be giving their concept of how they felt about it, which I assumed would not be relevant to give, if the decision was already made outright (as indicated by the video given). Therefore I went the route of doing the same (and the indication that this particular type of cosmetic might not have the same impact and might not have been what they were referring to). I wouldn't give any feedback to indicate 'I want to be able to ...
Post by Azherae on 2021-05-13 04:14:29
Honestly a lot of this will depend on file structure of the client anyway. Anyone who seriously hates this will find some way to mod it so that any annoying freehold skin has its file replaced by some generic one. No one is harmed in this case, technically. So to the OP, while it would be annoying to do it every time, you can consider that it's quite likely that every freehold cosmetic that is really annoying, someone will find a way to 'overwrite' so you don't have to see it. The question is if that'd be considered unfortunate ...
Post by Azherae on 2021-05-13 05:14:49
Quest Design has about four parts that depend on the game type you're making. They're a little hard to explain but if you look at quests within games and then parallel to what I say here, it might make sense, depending on the game (a lot of modern MMOs are poor at quest development, but I believe that most of the time, you can see how the quest 'feels less good' by comparing the same principle) Part 1: Timeframe Since players often just skip through quest dialogue, and partially skip it because of the immersion failure, the actual first ...
Post by Azherae on 2021-05-14 09:21:26
I can't exactly say how much I craft because of exactly how I like my crafting, primarily in the style of FFXI. The amounts of materials matter a lot to me, as does the droprate, since it helps to balance things. It feeds into the feeling of being in the world when you only have to collect 4 or 5 pieces of ore to make an ingot, and you only need a few ingots, and then rarer stuff gets to be just that, rarer. By contrast I hate BDO which is just 'gather 500 of this, then go craft ...
Post by Azherae on 2021-05-14 18:56:14
Objection: Ad hominem. Also failure to establish relevance. It's moreso just 'a thing that can happen'. If you have a point other than attacking a (potential) fact as an asinine action and attacking the character of a class of people based on their immersion choices in an MMO, please make it, as I didn't manage to glean it from the last post.
Post by Azherae on 2021-05-14 22:26:58
Hm? Not me. OP. OP has given a perspective on something they want, and a way they understand that they will be affected by something. If we assume that OP would be the sort of person to take the option given (the only reason I gave it), then your comment is admittedly tenuously ad hominem due to it attacking a cognitive class to which OP implies to belong, but still so. Person A says 'this will make me have this feeling', and requests assistance or relief. Person B offers assistance or relief, mentioning possibility that this may not be ...
Post by Azherae on 2021-05-17 06:16:14
Seconding what the previous two posters, and anyone else from the thread who spoke within that vein, has said. While there's obviously a place for measuring success vs. other guilds, I feel we'd all benefit from being able to see metrics of things like 'change since previous week' in a huge number of categories that the game will probably track anyway. If this were also available as a general thing in the Guild Freehold, to solo players, they could walk in, check what the guild is broadly up to, what they are about, etc, and decide if they want to ...
Post by Azherae on 2021-05-20 07:19:43
This post is merely a hybridized compilation of what the posters so far have said. Nothing following here specifically is intended to represent my own opinions, only 'the current most likely outcome of a system that probably threads the needle for all considerations above'. Any poster above that feels I have misunderstood or misrepresented their wish in this compilation, please make a note of it so I can correct it if I continue to do this. Combat Core: Step 1: Make two (or three) versions of the Q attack, one like the one we have now (which can be ...
Post by Azherae on 2021-05-24 07:21:45
A good point for the previous posters and new posters to consider here. Wands are ranged but it's not likely to be the same as the bow and how the bow works in general. Due to the relatively lower number of posts and lack of Corrections, I won't update anything, and this quoted post does not specifically note any desired way for ranged normal attacks to work, so I don't have an update for today. See you tomorrow.
Post by Azherae on 2021-05-25 04:48:39
I have watched some videos of Darkfall Online (since it would be unfair to ignore a post due to not understanding), and am familiar with the others, and have also played in the recent tests. Much of what the current posters for today, are mentioning, rely on concepts that are often more directly decided by skills and skill timings instead of auto-attacks or defenses, or diminish what we currently know the system to be, but that isn't to say it can't change, only to clarify that any change from the current model that I have experienced, to what is ...
Post by Azherae on 2021-05-25 08:11:26
Well, today I posted earlier than usual since I didn't expect activity, but here we are, so... @Trax - Thank you. The reason the MVP is laid out as it is now is simply that if we are getting tab-targeted combat even as part of the system, the obvious way to resolve the 'skill' question is to make timing the skill focus, rather than 'ability to aim with a mouse and keyboard'. As of now, I believe it has been specifically said that hard CCs and certain special high damage attacks will be Action targeting only with minimal exceptions, ...
Post by Azherae on 2021-05-25 16:46:44
I'm not sure how I offended you @Cypher , but I'll try to disengage on that front. I'm seriously asking because I don't know what you actually want, and while that would be clarified by finding all your posts, which I'm willing to do, there are indeed some limitations on time for reading forum posts specifically. Videos, however, I can do. For those who are not aware, Vindictus PvP plays like slower less flashy BDO, and Vindictus PvE, I can't judge, because it looks like watered down Monster Hunter, from the 40 minutes I've seen. So, for disclosure, other ...
Post by Azherae on 2021-05-25 16:53:05
Can you give us some information on the current plans for how Named Mobs in the open world are likely to work in the released game i.e. will they have set spawn points, respawn timers on the scale of hours or day(s), and therefore be 'camped', something else generally, or a mix of various spawn and respawn conditions?
Post by Azherae on 2021-05-26 07:21:36
I will attempt to explain simply why I am doing this and why it may be helpful. Generally in development, raw unguided feedback is effort to compile, and the devs generally cannot guide discussion because things rapidly devolve into 'who people perceive the devs to be favoring' or 'people who think the dev's posts agree with them, becoming complacent'. As a person with little stake in the specific outcome of the combat rework (Cleric) and a decent understanding of how to do this from my career, I am doing my best to do this part for them. Impartially guide ...
Post by Azherae on 2021-05-27 04:40:25
First of all I'd like to begin with a complete apology to @Cypher . (Cypher you can skip to Compilation and what comes after, everything after apology to you is explanation to the uninitiated) Having finally had time to review more of their posts in the Dev Discussion Combat thread, I realize completely that this was not a matter of antagonism, Cypher just communicates like this all the time, and whatever interactions we had mainly came from the problem of communication about a specific part of the model which was less clear to me , regarding a definition. What ...
Post by Azherae on 2021-05-27 10:49:08
So far, in the Alpha Pre-test, I have seen most of these things play out. Enemy Mages act like mages, attack from far, move away sometimes. Enemy Tanks actually use some defensive abilities while they move and seem to take less damage. So if we assume that is already in, what is it you want out of the feeling? For example, if you are facing an enemy spearman, what do you want to be the challenge on your side? Example: As Cleric, I'd just back away from them or attempt to evade any lunge attack and use that to ...
Post by Azherae on 2021-05-27 23:46:09
The term 'certificates' doesn't always mean exactly that. In design terms it can sometimes just refer to 'any item that has a value and is tied to a specific creature, as a drop'. So in that sense, the Alpha test has 'certificates' now in the form of Essence Shards, which we just... take to a merchant and sell for Gold. You see, in economic terms, MMOs are ... ~trails off into a 20 page dissertation on MMORPG economies~...
Post by Azherae on 2021-05-28 00:00:37
@Cypher - it probably would, just really hard to set up, for various reasons. Even then it might still be worth it, because I'm watching tutorial videos and got a bit of wiki reading done and I still don't get it, but I can see that there's something there. For now though, is there any video on YouTube or similar that you can point me at that is more of a guide to how to play a specific character or class, or something? I can't seem to find good ones because I don't know what to look for. @Starcry ...
Post by Azherae on 2021-05-28 10:31:35
No full update today, just a minor one following today's spot testing. The current system has not, as yet, seemed to go in a different direction than the Compilation, in a way that would disqualify it from being a test case (or rather, being the current or next test case). @ColdGrayRain - A request for an opinion. Assume you had a Ranger or Mage with an ability that gives some debuff, that only gives the debuff if used in Action mode. Assume that there is a carefully positioned Tank between that character, and their target, that will take the ...
Post by Azherae on 2021-05-28 15:04:09
I'm actually really interested in how that would happen. How does one convince a PvE player that PvX is worth playing? I come from fighting games, where the characters are (for the most part, recently) equal, and all that's needed is practice and knowledge. But those games have 'matchmaking'. People of similar skill (or at least winrates) get matched against each other so they can feel something other than 'crushing misery at constantly being stomped on'. MMOs don't offer this. The person most likely to PvP you in any given situation is almost always the equivalent of a much ...
Post by Azherae on 2021-05-28 18:14:30
I play BDO. So um... you're right in a different sense. It's not half of your HP, it's all of it. "Don't get CC'ed."
Post by Azherae on 2021-05-28 20:06:08
It's worse. I can't afford to get good at BDO because it would take longer for me to get good at that, than fighting games. Some of that is BDO's design as a generality, but a very large amount of it is small things that are unfamiliar, but innate to the design of combat games, that few people think about. "How many frames of recovery are there when your opponent swings their weapon at you and misses?" "How much lag do I think this specific opponent has?" "If they resisted this debuff effect of my attack, which way should ...
Post by Azherae on 2021-05-28 21:16:52
I absolutely agree that there are people who will have that experience. But when I log into ranked matches in Street Fighter, I'm choosing to fight other people. I want a chance to learn and that value is achieved through being paired against players of similar skill. If a player never really wanted to PvP in BDO, and they get assassinated riding across a bridge while on their way to a boss that they want to participate in by someone that is so good that they never get to move... they never wanted to fight in the first place, ...
Post by Azherae on 2021-05-29 09:35:02
Today's update is not based on comments, but on finding time to get together with a teammate and watch them play Vindictus (new character from start) Rather than specifically speak about the game, as they played for only an hour or so (which, similar to BDO and other games, just levels you rapidly), I will make a clarification of something I said earlier about the game which is likely to come up, moving forward. This is not a claim that this is how it works in Vindictus. Like I said, an hour or so. Hitstop The concept is simple. ...
Post by Azherae on 2021-05-29 10:48:39
Right, that's how BDO works. First you use an 'engage', then you use a stun, do damage while they are stunned, then knock them away from you and root them so that they don't get to counterattack you or move while you prepare your next big CC (usually a slow so that they can't dodge properly or kite), and then you use your Super Armored large attack which is almost sure to hit, and dash through or past. If they survived due to having equal gear or something, now you're in position to kite them until the cooldowns on ...
Post by Azherae on 2021-05-29 13:37:20
@Dygz - Thanks very much for the input, your wishes seem to align directly with what Steven has implied Ashes should be like, my concern is: if they receive enough feedback from people who might not understand how very small things influence gameplay of this type, you won't get that. I think that most people want what you want or something close, but there are literally dozens of easy-to-miss pitfalls on the path to it, especially if many of the more vocal people are trying to get a specific thing out of 1v1 Action combat. I hope this discussion ...