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Post by GrilledCheeseMojito on 2021-04-29 02:52:41
Will there be a universally high respawn rate of gatherables, or will it matter by material, and be possible for a mine to just be 'out' of something?
Post by GrilledCheeseMojito on 2021-05-25 04:26:10
I've been really impressed with the quality of the quests and dialogue so far, is the plan to keep the same team members focused on the larger scope of content, going forward, or should we be expecting the work to be spread out amongst more staff?
Post by GrilledCheeseMojito on 2021-06-13 22:57:39
Here's some that are relatively small in scope but big in impact: 1. Different shoes ("Feet" armor slot) having different sounds when walking, and different sounds for terrain types. This is especially notable for the contrast between a heavily armored Tank and a Rogue, feeling the difference in the way you and those around you walk adds a lot. 2. On a similar point to 1, ambient noises in the world in general, like buzzing insects, shifting branches, rushing rivers and crashing waves go a long way to helping the world feel more real. This applies to enemies as ...
Post by GrilledCheeseMojito on 2021-06-23 02:24:46
What will you do, if anything, to ensure balance between sides of a siege? Not just in raw player numbers, but will there be any attempt at balancing out player strength, or just leave that up to other incentives?
Post by GrilledCheeseMojito on 2021-07-09 02:34:17
I always want to play whatever ends up at that combination of "Tank with the ability to heal other members of the party", especially if there's strong threat management involved that means I can get a significant amount of threat generation by way of healing the rest. Even if the healing isn't significant, topping people off after a big AoE so that the healers can focus on me, or alternately to heal myself so that the healers have lower costs until the fight rhythm goes south, both work. Ashes makes figuring out how to go from that concept to ...
Post by GrilledCheeseMojito on 2021-07-27 23:47:22
Disorienting, mostly. The engagement at range of an opponent was pretty intuitive and worked fairly well, though you had to be very careful with your footing to not just get javelin+onslaught'd instantly as opposed to you doing that to your opponent. The problem then came after the pull, because it's so easy to go PAST your opponent with the melee forward movement, that both you and your opponent end up having a hard time actually using your abilities against each other without a lot of clunkiness going on. So, I could engage, have a clear shot at someone, and ...
Post by GrilledCheeseMojito on 2021-07-28 03:17:48
Will there be a first person or other kind of photo mode? There's lots of beautiful spots in Verra that could make for gorgeous shots with one.
Post by GrilledCheeseMojito on 2021-07-29 03:34:15
My big sticking point in combo systems is making sure the rhythm of them feels intuitive, and that the system rewards "staying on beat". Anything that deviates from making combos feel like a satisfying dance of sorts ends up making combat feel stilted an unnatural. I don't mind precision in a true sense - I play games where I hit several hundred 33 millisecond windows in a row, after all - but I really am not looking to have that sort of experience when playing an MMO. If I wanted "super tight strings", I'd go back to pop'n music, ...
Post by GrilledCheeseMojito on 2021-07-30 20:24:25
Watching the stream made me breathe a deep sigh of relief because I won't be going past enemies or get my ability cone messed up when fighting enemies, but at the same time...at what cost? I do like the feeling of being able to wade through opponents and move along with your weapon, especially in large group settings, and the old movement-based system gave lots of options to achieve that, but I think that shifting to this free movement style creates other problems. Steven demonstrated it with a greatsword, and having a greatsword have the same "weight" as e.g. ...
Post by GrilledCheeseMojito on 2021-08-08 06:09:40
I'd like a giant fluffy rabbit. I would be willing to accept a compromise with a slightly violent-looking rabbit like the Hopping Gnashers currently in the game, but it's gotta be fluffy.
Post by GrilledCheeseMojito on 2021-08-10 00:22:46
I agree with the original sentiment, and I think strongly that keeping such a large max zoom not only decreases immersion and lessens the connection with the beautiful assets Intrepid has made for us, but also affects combat balance. There's one specific point that I haven't seen anyone bring up though. I strongly believe that so long as your computer can keep a stable high framerate and has a stable connection (say, 60FPS), and you've worked in game to make a strong build with powerful gear, you should not be put at a disadvantage because someone else can set ...
Post by GrilledCheeseMojito on 2021-08-11 23:41:54
The reasons you have given are all centered on the popularity of the game, and not any actual discussion beyond 'it is shit' without giving reasons why. If this is how you implement mechanics in a game, then maybe Ashes should have battle passes and randomized instanced matchmaking - Fortnite does that, and it has the most reviews of anything out there. Maybe try to engage on why they are bad design decisions instead of making it a popularity contest. Adding a feature to your game only if it passes a threshold of popularity is a great way to ...
Post by GrilledCheeseMojito on 2021-08-12 01:24:47
If it's a rogue or assassin class that's constantly moving around, sure, you can maybe twist it with the fact that their naturally high agility makes that possible. It stretches belief but fine, fair enough. But a tank? Bracing for huge hits in heels ? Not happening, no thank you.
Post by GrilledCheeseMojito on 2021-08-15 04:15:58
Build up enough funds to get a high tier pickaxe and travel the world in search of ore so I can corner the market in armors. And probably trip over 20 quests along the way and end up leveling on accident.
Post by GrilledCheeseMojito on 2021-08-26 03:47:55
A big part for me that doesn't get brought up often is the soundscape. I want different types of shoes on my character to sound different, and have specific sounds based on surfaces. If I'm wearing full plate I better be clinking along on every surface, with some heavy splashes along water. I want to walk through a field and hear chittering in the trees, or wander a desert and hear the rushing wind or things creaking in the heat. You don't need very high technology to achieve this - a few defined terrain types, various environmental mixed sounds ...
Post by GrilledCheeseMojito on 2021-08-26 15:01:49
She meant that she specifically asked us a while back not to say things in this thread. I'm definitely not into the possibility that you have this extremely freeform game that claims to allow you to pick any weapon, and then set up a system by which one specific weapon combination is better than another - a Tank with Shield is, by your definition, going to be markedly better than anything else for the majority of fights because of the higher block rate than equipping 2H sword, and therefore builds will gravitate towards that. Even if you "don't take ...
Post by GrilledCheeseMojito on 2021-08-27 00:47:34
Since things are changing pretty rapidly on the network backend side as Intrepid develops the game, it's hard to get a clear answer on this as the actual network use may change in unpredictable ways. That said, during Alpha 2 I think one or more of us could run a network monitor (something like AppNetworkCounter for example) and give you a ballpark estimate of what you'd need, though you'd likely expect the amount to get bigger for release.
Post by GrilledCheeseMojito on 2021-09-17 12:54:33
It is not. People are not minmaxing your world, and not even your ships nearly as much as individual class decisions. It takes a lot more design effort to get the classes right, even if it will take a lot less art and programming effort than that needed for world, sieges, etc. She was talking about the archetype bases. Yes, all of those are specs that end up with their own flavor, but which of your specs do an ability that is outside of the range that Azherae specified? You don't need to keep up as much sustained healing ...
Post by GrilledCheeseMojito on 2021-09-17 13:00:55
I strongly support having hair and beard styling be entirely an in-game economy thing. We're already paying to get in, might as well make styling part of the world and give it more flavor - maybe you can only get certain beard styles in a Dünir node, or something. I don't know about being able to change your build easily once created, though. That one, I think it'd be okay if it were either really expensive (in-game currency) or an Embers thing.
Post by GrilledCheeseMojito on 2021-09-20 16:48:53
I hope we never get here. I definitely want to have situations like a PvP villain with a massive bounty on his head having a name that's just "Harold". Voting and word filters almost always backfire. At the end of the day the only real solution is a capable, well staffed GM team and real consequences for repeat offenders.
Post by GrilledCheeseMojito on 2021-09-22 14:29:14
There are a bunch of rabbits in game already, the Hopping Gnashers and the like. They're a bit too...feral for my liking, but I appreciated having them nonetheless. I personally would like an enormous fluffy white rabbit boss, distinct from the Gnashers, who uses powerful magic from the moon, as the rabbit is in fact one that "fell" from the moon to us. I think MMOs can really use "cute things that will absolutely destroy you". It's not even unrealistic.
Post by GrilledCheeseMojito on 2021-09-24 14:19:44
I think it's fine to have a once-a-day family summon that pulls your friends in to do a dungeon together, and then they can all go their separate ways as a compromise, but it's sort of a gateway to more fast travel mechanics. Adding any at all is dangerous and risks shrinking the size of the world in a serious way, and decreases the immersion feeling and the risk/reward of interactions. The risk of the dangerous trip to a dungeon or a specific location for a quest is zero if you can just zoom instantly across the map, after ...
Post by GrilledCheeseMojito on 2021-09-29 18:45:44
This sounds like a great time! A bouncy yet majestic steed that packs quite a punch both in antlers and fists. I love it.
Post by GrilledCheeseMojito on 2021-09-30 19:17:49
From the Alpha-1, minus the occasional issue where the map marker pointed somewhere completely unrelated, I think they handled the marker balance mostly alright. I would certainly advocate for the marker covering a much larger area than a single spot whenever possible. I also enjoyed the integration certain quests had with it - some NPCs actually tell you they will mark your map with a specific location, and you can increase your precision there, as you would when needing to talk to a NPC you've already talked to (e.g. "Return to Karl to report your success"). I also think ...
Post by GrilledCheeseMojito on 2021-10-01 00:10:21
As has been discussed for most of the past 5 pages, the problem is that the certificates generate an uncontrolled amount of total gold on the server dependent entirely on player time investment. This will make your economy spin out of control into inflation, because there's no true limit to the money supply, and any sinks you add will only hurt players who aren't min/maxing on certificate farming.
Post by GrilledCheeseMojito on 2021-10-01 15:47:38
Beautiful. Give them a little more arm girth for punching and I'm all about it.
Post by GrilledCheeseMojito on 2021-10-13 21:37:12
Proximity voice chat will just open up even more avenues for griefing, and it's not that much of a desired feature to begin with. You don't even need to look far to see the negative sentiment; every time it's been brought up in this forum in the past six months you immediately see that a lot of people want to turn it off, and the counterexamples brought up in this thread already outweigh the positives. If you want voice comms with your team, the out of game voice call ecosystem is probably the healthiest it's been. Or learn to ...
Post by GrilledCheeseMojito on 2021-10-14 16:42:00
Both mounted and on-foot footfall having proper sound differences based on terrain makes a big difference to immersion. It's a good deal of work, but it's a lot more jarring when it's not present. I don't expect this until much later, but having it for both mounts and for different kinds of footwear (leather boots making a different sound from plate armor, etc.) is something I think is really important.
Post by GrilledCheeseMojito on 2021-10-23 01:52:03
Will I be able to unlock high level buildings on my Freehold for artisan skills I don't have at high levels yet, or don't have on the character directly connected to the freehold, for use by my friends/in-game 'family', or my alts?
Post by GrilledCheeseMojito on 2021-10-30 16:59:29
That's not even relevant. There's five total guild castles for the entire world. We had 9 nodes in A1 alone, and that number is going to be much, much larger on release, with up to 20 in an area the size of the A1 map. Five total potential sieges a month versus as many nodes as players desire to siege in that same month, you're going to get more node sieges. Especially in the early days, when new nodes are being established on the borders of the "known/explored" world for a server, you're going to see way more skirmishes ...