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Which games have real living worlds?

Post by GrandSerpent on 2023-03-21 18:53:07

<GM> 1d64 <&Dice> GM, 1d64: 33 "npcs can never have any emotions or opinions about people, they can't be influenced in any way, you can't wear a mini skirt and get discounts" FFXI has a couple of systems related to this. There's a per-region fame system, where the number of quests you've completed affects how NPCs in that region respond to you. Some NPCs will also have a different reaction based on your job (so, if you're on Ninja, NPC Ninjas will have unique dialogue lines).

Freeholds and NPC

Post by GrandSerpent on 2023-04-03 19:15:32

This sort of system wasn't fun in BDO, and I don't think it would be fun here. In BDO, the equivalent system felt really heavy on micromanagement, and was kind of immersion breaking, because you're basically just moving stuff around in menus and not actually interacting with any of your NPC workers. In practice it was mechanically a lot more like one of those grindy F2P farm management Facebook games than anything I'd associate with MMO gameplay. I also think it would also make gathering/farming professions feel a lot less meaningful for players (why would you grow crops yourself ...

Dev Discussion #50 - Dungeon Delving

Post by GrandSerpent on 2023-04-13 21:57:10

To expand on this, I can't really imagine a dungeon run that takes much less than 30 minutes being particularly satisfying. A lot of what I enjoy about this sort of content in other games (e.g. FFXI) is there being a sense of progression over the course of a dungeon run, so you're not immediately dropped in at max difficulty, and have time to warm up and get properly coordinated with other members of your group. So, you might start out fighting solo enemies at the beginning of a run, then dealing with more tactically complex situations with multiple ...

Aggro/Threat mechanics don't work in PvX

Post by GrandSerpent on 2023-06-29 23:17:46

So, while I think this would be a valid tactic, the first Paladin also applying Mark and engaging the second isn't necessarily the only approach to that situation. While focusing on a different target is giving the enemy Paladin some mechanical advantage, it isn't necessarily overpowering enough that a strong player couldn't counteract it via activating a defensive stance, trying to debuff the enemy, or similar. Other members of the party using CC to create an opportunity to disengage from the Paladin could also work, depending on the formation/terrain. I think it comes down to an opportunity cost, mostly. ...

Next Livestream + Q&A Submission - Thursday, August 31, 2023 at 11am Pacific

Post by GrandSerpent on 2023-08-25 00:33:42

Has the team considered grapples/guard breaks to go along with the potential Active blocking?

Next Livestream + Q&A Submission - Friday, September 29, 2023 at 11am Pacific

Post by GrandSerpent on 2023-09-24 00:47:09

Has the team considered grapples/guard breaks to go along with the potential Active blocking?

Next Livestream + Q&A Submission - Tuesday, October 31, 2023 at 11am Pacific

Post by GrandSerpent on 2023-10-24 02:24:24

Can any cooking be done outside of a node or freehold, for example on a ship, at a campfire, or with a tool?

[Feedback Request] Alpha Two Caravan System Preview Shown in October Livestream

Post by GrandSerpent on 2023-10-31 19:17:30

I liked the improvements to the grass.

Next Livestream + Q&A Submission - Tuesday, December 19, 2023 at 11am Pacific

Post by GrandSerpent on 2023-12-08 22:55:55

Will enemy NPC groups have the ability to actually temporarily capture or attempt to ransom important Node NPCs?

Increasing concerns about community suggested scope creep

Post by GrandSerpent on 2023-12-16 15:31:13

I don't think this is really the community's responsibility. Ultimately, it's the job of Intrepid's project managers and designers to manage scope creep, and decide the cost/benefit of implementing any given feature. While they obviously doesn't have the time or resources to implement everything that players might want, they need to understand what possibilities excite people in order to be able to make strategic decisions about what to prioritize, what to rework, and what to cut. If I were running their dev team, all I would personally want was for the community to be understanding about the realities of ...

Is 64 classes still a good idea?

Post by GrandSerpent on 2024-01-15 23:52:31

I don't see how it matters whether people get information about a game's systems by manually punching numbers into a spreadsheet versus just looking at a log file. People are going to do it either way. The only thing that making the process more tedious actually achieves is making it harder for people to theorycraft and compare their data, which doesn't exactly help encourage an active community.

Is 64 classes still a good idea?

Post by GrandSerpent on 2024-01-16 00:10:27

To be honest I find the perspective you have on this confounding just because of how incoherent it is. You seem to believe that making the process of gathering data and discussing it more tedious and time-consuming will encourage people to do it? Is that right?

Splinter Topic: Micro-Competition vs Macro-Competition

Post by GrandSerpent on 2024-03-27 14:31:23

@Azherae so if I understand right, your point is basically that if a game doesn't allow players enough space to compete with each other outside of "who can win at PvP", it makes the entire game about PvP, and therefore devalues other systems and mechanics? I feel like that's a potentially a pretty big problem. Some aspects of open world PvP can be interesting, but just[/] fighting with people isn't really what I want out an MMO. For that I'd just play a MOBA or fighting game instead.

[Feedback Request] Alpha Two Fighter Archetype Preview Shown in March Livestream

Post by GrandSerpent on 2024-03-29 21:01:47

For context, I generally play Fighter or another equivalent hard-hitting melee-focused archetype in most games, so I have a lot of personal investment in this one. Based on what I saw in the showcase, I'm cautiously optimistic about Fighter in Ashes, but have some reservations. Overall, the ability I liked the look of the most was the heavy overhead attack that launched a grounded projectile (I think this was an optional upgrade of Maim ?). This looks fun to use, and seemed like it would give the class some ranged punish options. The Combat Momentum meter is also something ...

Corruption system and getting "the jump" in wpvp

Post by GrandSerpent on 2024-04-09 20:29:11

A: I don't think that I understand what the XP bonus would be meant to accomplish. I guess incentivizing a larger population of the playerbase to remain flagged, so that PvP players are more likely to be able to find someone to fight? I don't think I'd object to it if the XP bonus was relatively small. B: I wouldn't consider doing this, bonus XP isn't worth being unable to do PvE content undisturbed when I want to. If I wanted that kind of experience, I'd play a MOBA or fighting game instead.

[Feedback Request] Alpha Two Midnight Magic Preview Shown in April Livestream

Post by GrandSerpent on 2024-04-30 18:56:54

General thoughts on the night time lighting Overall my opinion on the new lighting is very positive. I think that the light levels are sufficient to allow clear visibility while still reading as "night-time", and I like the skybox and sky VFX. However, I have some feedback on specific details of the current implementation that I feel could benefit from a little additional polish. Highlights: It feels like this strikes a good balance between being dark enough to feel like night, and providing enough light for gameplay. The nebula texture in the skybox is cool. The soft blue moonlight ...

Next Livestream + Q&A Submission - Friday, August 30, 2024 at 11am Pacific

Post by GrandSerpent on 2024-08-28 15:28:00

Is the plan still to have different physical damage types, such as slashing, piercing, and blunt?

[Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream

Post by GrandSerpent on 2024-08-30 19:33:59

First, a few things I'd like to highlight as positives : So far, the environment art look good. I particularly like the material work on the various stone textures, and the overall density of the foliage. The various patches of ivy, overgrown planters, and grass growing up from gaps in the stone are very effective at making the area appear dilapidated and disused. I liked the VFX work on the fire dragon. The breath attack was very satisfying, and I liked the gradient from blue to orange flame, and the heat distortion effect. It reminded me a jet engine ...

What would you discuss about?

Post by GrandSerpent on 2024-09-17 17:06:43

As a fighter, I'd like a thread that actually had a really in-depth discussion on current combat.

Racial augments/perks and classes

Post by GrandSerpent on 2024-10-16 18:58:00

I don't think choice of race should have a significant mechanical effect. Players who like the lore or aesthetics of a particular race might feel disincentivized to pick them if a different race is better in the meta, or has a unique ability they want. I similarly dislike the idea of race-locked archetypes, as this would be a fairly arbitrary restriction on player freedom.

Post your ingame FPS here, along with system specs!

Post by GrandSerpent on 2024-10-21 17:39:46

GPU: RTX 4090 Resolution: 4k Graphics Quality setting: Ultra Super Resolution (DLSS/FSR): Off Frame Generation: Off CPU: Intel i9-12900K RAM: 128 GB FPS: 60

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by GrandSerpent on 2024-12-05 18:56:30

I feel like many of TL's crafting/economic systems work decently well, but have a discoverability problem. It's not immediately apparent, for example, what the criteria are for an item to be sellable on the Auction House, why you'd want to create a lithograph from a gear piece, or why you'd want to extract a trait from an item, despite these all being relatively important concepts. This patch is giving me similar feelings overall. The new rune system looks cool, but I can't find clear information in-game about how a player acquires runes, or how synergies between them work. Similarly, ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by GrandSerpent on 2024-12-05 20:37:34

I'm so surprised that they didn't put spear drops on more of the spear-using enemies. I believe up until now, they've been relatively consistent with putting green/blue drops on enemies with a matching weapon type, so it's an odd oversight (?). It doesn't seem like it would have been too disruptive to toss some lower-tier spears onto the drop table for e.g. Reptilian Lancers. I find games more immersive when enemies drop gear they could plausibly have been using, even if it's not specifically strong or useful. You can always sell or desynth it. I figure they must have ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by GrandSerpent on 2024-12-05 21:08:29

True. It's easily possible that it was just an oversight, or that the JIRA ticket for updating the loot tables got assigned to the wrong person or something. We'll probably have to see how this changes in the next patch. I imagine the dev team is working extremely hard on player housing and the new region. Coordinating that alongside all the other ongoing content updates must be a challenge.

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by GrandSerpent on 2024-12-05 21:23:03

On the subject of "poor discoverability", I'm having a look at the new Rune system now, and it feels like, while the basic functionality of how to slot runes into items is pretty clear, there are some details I can't figure out. It's not immediately clear whether it's possible to remove runes and put them into another item, overwrite them, or change which slot types an item has. Since I don't know whether certain decisions are irrevocable, and risk messing up my expensive purple gear, I'm a little discouraged from experimenting with the system. It's also not super obvious ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by GrandSerpent on 2024-12-05 21:43:00

I think that's all I have to note about the current update. (Besides the fact that I'd really like to understand what's going on with this random glitched item in my inventory. Its missing a name, has a weird category, and the icon changes based on whatever I last moused over. The icon in the tooltip also doesn't match the one in the inventory screen.)

What is going on with Ashes wiki?

Post by GrandSerpent on 2025-01-08 21:39:15

I just had a look at this in the browser dev tools, and it looks like something deeply weird is going on. The server seems to be responding to requests to load most pages in a reasonable amount of time (1-2 seconds), but a few specific pages (e.g. Combat) are hanging for almost a minute. I don't know the details of how this specific wiki software is implemented, but my guess would be that there's something computationally intensive going on when the server is generating the HTML for longer pages (e.g. Nodes, Combat). It also looks like content-heavy pages ...

Let's TheoryRaid #7: Lightning Dynamism (and Player Expectations?)

Post by GrandSerpent on 2025-03-11 20:49:59

It's a cool idea, but I feel like that might be too much mechanical complexity for an open-world boss. There could potentially be a hundred players all getting into each other's way trying to do a jumping puzzle while also handling all of the boss's other mechanics. I think that world bosses are a pretty challenging thing to design, because they need to not be overwhelming for casual players, while still being interesting enough to not feel like a big HP bar.

🌼👋 Dev Discussion: Gatherable Spawning System

Post by GrandSerpent on 2025-03-26 17:44:09

@Azherae and @GrilledCheeseMojito have both covered a lot of my opinions on gathering systems already. To expand on this a bit: Are there gatherable systems in other games that you enjoy? Throne and Liberty - TL gathering is a bit basic, but I like that different materials are more common in certain biomes, and that what drops you get can depend on the weather. Subnautica - Maybe 80% of Subnautica's gameplay loop is focused around exploring to find where the resource you need for a specific crafting recipe spawns, and figuring out how to survive the dive to get ...

What i hope and wish what Intrepid will realise regarding Weather Effects

Post by GrandSerpent on 2025-05-04 08:04:45

Of course it's possible, we've had this for years, they had a whole showcase about it. It's coming.