Search Results
Post by Azherae on 2021-06-18 17:35:07
Ok so based on this response I asked my teammates to proofread this since I'm sick today and therefore less able to order my thoughts correctly. I don't want to edit the post since I don't like editing Feedback posts. They suggested skipping over the request list and reading what comes after, for context, then going back to read the requests, and hopefully that will make more sense. If not I'll try to make another post later when I can articulate better. Thanks for the feedback @Tyranthraxus
Post by Azherae on 2021-06-18 19:08:19
I'm not sure what you mean by easier in this case, so, to clarify, I'm just asking for some extensions of what happens already so I can do things one handed a bit faster. /p is already the command for 'everything I say after this is directed at my party' I just want /c to duplicate this functionality, and for the ''/" key to open chat, because right now you hit Enter to open chat. I wasn't asking for a conversion from 'things I say' in one handed shorthand to 'things that appear in my chat'. My group will ...
Post by Azherae on 2021-06-18 21:31:45
I didn't say anything about 'regularly'. I was talking about Siege stuff. But sure... Everything here is one handed... or at least 'one handed with the ability to hit the / key from the mouse' East West Gate Retreat Attac Adva Retr(eat) Wasted Carted - (holdover from Monster Hunter, means you returned to base instead of waiting for the raise) Rez - (the raise) Dead - (only means you are dead, might not mean you went back to base) X - (as a form of 'no') Sage Aware Safe Read Get Bac - (tanks use this to tell others ...
Post by Azherae on 2021-06-18 23:25:04
I think I should just disengage with you. "Hea/ Bard 1st". I am not sure if you are telling me that I should not play the way I do, or that I do not play the way I do, but either way it's not worth my time. My request stands. You are blocked for the time being.
Post by Azherae on 2021-06-18 23:57:01
But since I hate to leave a request unanswered, and of course I hate losing bad faith arguments, here's the stuff I remember saying or considered saying just in siege today: "at rgt gate", "bad way", "4 at ctr gate", "heat at wall" (I'd use the // here if I could), "halt", "gv 1 here" (a request for Hallowed Ground), "ready", "clr 2 ballista" (this would have been misspelled and missing the i), "rave heat adva", and "xx 2 far" I'm not saying I was busy healing every single time this came up. I'm saying I could be. The ...
Post by Azherae on 2021-06-19 00:39:25
Nothing specifically new from this week's Siege test in terms of observations, but I'll report anyway. There were less players, and a stronger 'understanding that you can and should just charge in if you have the advantage in numbers'. My group didn't join Siege from a high enough level Node to get the new, better gear (we should have fixed this between sieges but figured we didn't have time), and so the TTK on us was much lower. I got to see some 1v1 between two properly geared people and it looked fine in all cases. TTK wise (it's ...
Post by Azherae on 2021-06-19 12:29:13
I hear ya. What annoys me even more than that, though, is that the term 'good' has no set definition when it comes to video games. People trying to box game designers in with their personal arbitrary definitions of 'good' is not good for anyone. Especially not people who want the games they buy to be RPGs.
Post by Azherae on 2021-06-19 12:49:39
@Dygz - I was able to observe your movement and such, if you want, we'll invite you next test if we see you, so that you can test in a party as well. However, be aware that it's not much better. Quickly targeting teammates by clicking on the left HUD positions is fiddly at the moment, and the muscle memory for it doesn't work well in conjunction with healing anyone not in party or properly retargeting for attacks after. That first test on Norlan, the ability to target allied forces and enemies the same way was a bug, I ...
Post by Azherae on 2021-06-20 08:42:28
As an FFXI player obviously once I hear 'Weapon Skill' I assume an active ability. Lately I've been hearing 'Weapon Perk' which makes me share your concern, but not necessarily a lot. What I hope for is that every weapon has its own small weapon skill tree, and that you can use that entire Skill Tree (or most of it) as soon as you equip the weapon, and then after settling into it, you can use any required points to raise attributes of Skills, and Perks, of the Weapon you choose to 'main'. This would also let you switch ...
Post by Azherae on 2021-06-20 23:49:36
I really should stop myself from adding more than one, so, something simple and boring. "A Vigori" - A heal for Cleric that overheals as a temporary shield lasting like a minute after. Not stackable or additive. Just there to let you have the basic extra HP when you know things are about to get rough but you have a few seconds beforehand. ... I have too many ideas...
Post by Azherae on 2021-06-21 07:34:30
As a three-time Siege test participant, the current map would not work for this in any meaningful way long term. Current Siege is like playing a MOBA with less rules, and while I personally feel that it might benefit from either being considerably more like a MOBA or considerably less like one, the destructibility of chokepoints would encourage an attacker tactic that already seems quite strong (from the perspective of someone who has never played on the Attacker side, as I was gathering data). The gates being knocked down is a thing that actually helps and matters if your ...
Post by Azherae on 2021-06-21 14:46:38
Rule Exception! (I'm posting in this thread, that is) The part JustVine 'forgot' from our discussion was related to the feelings for the attacker. She mostly directly answered the question, so this is just context. Anything that makes the attacker feel like they wasted their time, or that the target 'got off easy', is likely to be annoying. Drama or sometimes even without drama, some people just want their enemies to suffer as much as possible. Politics therefore becomes the main thing here, the attackers feel 'good' because their opponents really have lost the full amount, and they can ...
Post by Azherae on 2021-06-21 17:09:24
Something Hirschegar said in this thread reminded me of why I was planning to make these. Disclaimer: I am not a Summoner, I just do this for the same reason as always. I took the data only from the post linked above, and this one , for various reasons. Things Summoner-interested people have said they want, in no particular order, sometimes sorted. 1. A potential Brood Warden wanted it to have to do with Spiders. Another wanted some golems and the ability to help soak damage with summons. A third wanted to use their own blood to summon, and ...
Post by Azherae on 2021-06-21 18:42:00
Can you clarify if Rogues will be able to achieve full invisibility with only their own skills, i.e. no augments, no specialized gear? (reason for asking, the wiki mentions partial, but the source cited doesn't seem to actually say anything about that)
Post by Azherae on 2021-06-23 10:58:39
I was holding off on this part while waiting for Corrections, but... An additional point to solve a minor 'issue'. Since players don't start with any of their Augmented abilities, but probably would still like to get some thematics going, perhaps someone in the starting area can offer or let them craft specific Rings (partially the reason for the Hands theme). E.g. equipping the otherwise effectless 'Ring of the Dead' changes the summons on that 'hand' to match those of a future Necromancer. Other obvious options: Ring of Claws, Ring of Fangs, Ring of Bladed Rings, Ring of Shield, ...
Post by Azherae on 2021-06-25 13:04:35
After participating in another two sieges, I think I can finally articulate what is 'wrong' with Siege as it is now, but I don't know what they'll do about it because it would be a pretty big departure from what we've already got. The 'problem' with Siege as it stands is either that it has too many defined paths once you get close to castle, making it more MOBA, or that it doesn't have enough prep and tactics required on either side, which means it isn't MOBA enough. If we wanted it to be more MOBA, three things would ...
Post by Azherae on 2021-06-25 17:06:46
To start from my own side, a correction. I've been told by my team member that the Ballistae are destructible, or at least definitely were in the first sieges and there's no reason to assume that's changed. But she also said she 'had to wait a few minutes for them to respawn', whereas I was talking about 'that whole section of the wall collapses'. Whether they 'respawn' or not, patching or rebuilding the wall is good, though I'd leave the holes broken if the attackers managed to make a proper one. The inner walls, I feel could get a ...
Post by Azherae on 2021-06-25 17:42:50
Yes, it's entirely because this is a 'numbers game intended to simulate a siege' that it needs to have a lot of design 'conversions'. The idea is that the defending force can't hold out forever and 'has to send out forces to push the attackers back' eventually or they lose, so I'd assume that this is represented by 'unless you're quite powerful, the wall will fall eventually'. The dragons, or whatever other large bosses, I saw as a reactive force meant to accelerate everything and add interest, so I figured they should 'move toward massive concentrations of battle, death, ...
Post by Azherae on 2021-06-25 21:42:59
I finally know what this made me think of. Sunless Sea. Basing it on that, it takes only three things. First is islands that aren't random, but built by the environment design team properly. Secondly, that they don't spawn in the same place on every server. Thirdly, you take a bit from BDO and have them just not appear on the main known map of Verra at all. So you can 'sail off the edge of the map', and as you go further you encounter more crazy, unkillable stuff and terrible weather, and the devs don't have to worry ...
Post by Azherae on 2021-06-25 23:11:17
I don't think the balance of the Ballistae specifically is currently part of the main test, in terms of closing space. This is because the regeneration rate when your weapon is sheathed is so high that you can just walk casually through Ballista fire. It's not nothing, but it's definitely 'Cleric ignorable', and I say this because I ignore it for up to 30 seconds at a time. I'm not claiming this is a good idea, but rather that Ballistae are probably meant to help in battles or hold off some siege engine we haven't seen yet. It might ...
Post by Azherae on 2021-06-26 17:55:32
Both these actually have a simple enough solution, but it takes really long to explain it. Making it more like Monster Hunter wouldn't help, and I say this as a serious MHW player. The complexity of Monster Hunter comes from something else, which isn't reproducible in Ashes without destroying a core gameplay point. The short version is that you can balance this sort of thing and make PvPvE more skilled by making a large portion of damage come from 'rotated skills' and a large amount of 'different non stacking DoT' (i.e. two different Cleric abilities with two different DoT, ...
Post by Azherae on 2021-06-26 21:54:10
Right, that's what the Poison Dragon does. If you haven't watched it yet, there's a good bit of footage of it on the Ashes of Creation Youtube, the April Development Update.
Post by Azherae on 2021-06-26 22:30:37
It can be very important to have things that are simple enough. While it can be very interesting for theorycrafters to have difficult choices, it can be off-putting to new players to have to rely on technical players and guides just to know how to make certain choices. So in this case, there's some benefit for people being able to easily identify the 'standard' or 'cookie cutter' build. Most other possible passives would be much more work to design, and balance, but above all else, to understand for the average player. So I expect it will just be moreso ...
Post by Azherae on 2021-06-27 10:35:42
Role Playing: The first requirement here is that a role can be defined, and it implies choice. Paladins and Overwatch are game in which I play different roles depending on the map, but we do not consider these RPGs. In Paladins we can make choices of 'passives' and slots. They look like the current Ashes ones. Technically Paladins has more passives than Ashes right now, and they're better tuned. This is still not 'an RPG'. Persistence is the first part. The second part is 'being able to choose how to play your role'. There is some benefit to your ...
Post by Azherae on 2021-06-27 10:54:46
Update from the Norlan Siege test for those who track changes through this thread. I wasn't giving feedback on these for a while since I assumed the Devs didn't need any, as they were already doing revamps. This time there was a specific request in server chat so I assume that's changed. I like it less now that the 'novelty' has worn off. My group (1 other cleric, 2 tanks, 1 mage, yesterday - the other tank and mages couldn't play) likes it less. To preface this, performance isn't an issue. It's smooth, it's mostly responsive, and for the ...
Post by Azherae on 2021-06-27 10:56:13
I don't think so. That's the point of the question. I think technically that means your answer is '3'.
Post by Azherae on 2021-06-27 19:51:39
Thanks very much, got it all. I think that we could benefit from some sort of 'highlight' on the enemy that is currently targeted with the Sticky Reticle, and this function could remove the need for 'standard tab target' somewhat. Last considerations were related to the complexity of doing this in really large combat situations like Sieges. Otherwise it doesn't sound like you would have any serious complaints about the Compilation, and the latest updates to the Combat system in the Alpha-1 Preview are starting to implement certain mechanics for mouse-over and reticle stuff which will be close to ...
Post by Azherae on 2021-06-27 21:19:19
This week's compilation from me is for Rogues, once again taken from only this thread and this thread since I can't be sure that the people who responded on Ashes Twitter aren't just the same people. Disclaimer: While I do play Rogue equivalents in other games, I have no intention of playing Rogue as main Archetype in Ashes, not even as an alt (at least not seriously). Let me know if you see bias or if you feel I added my own preferences too much anywhere. Things that Rogue-interested people wanted, with slightly better sorting than the Summoners: 1. ...
Post by Azherae on 2021-06-28 08:44:57
It sounds like you're tired of Themeparks and are making a post of heartfelt support for the current design philosophy of Ashes? Welcome to the realm, O Highfather.
Post by Azherae on 2021-06-28 17:18:24
The basic reason to not do what you're suggesting is that it does not actually have any effect. It helps with 'finding groups for leveling', but doesn't do much else of note. People just level alts or other crafts and claim all the same benefits of 'grinding a lot'. Technically, getting people to grind more is better because it funnels them and slows them down. When the server only has 30 people at level 44, it is harder for those people to form EXP-efficient groups so they either slow down anyway, or already had a full group 'static' who ...