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$75 pre order pack

Post by Ludullu on 2023-01-26 02:44:42

No pack can provide that. You can buy the alpha2 pack and then sit and wait till Intrepid announces when alpha2 will start. But please don't buy it. It won't be a game. It will be a testing stage where your character will constantly get wiped, where servers will have a ton of problems all the time and where devs will not only limit your ability to do stuff, but often ask you to do stuff that you might not want to do. I doubt they'd make us do those things, but it would be much better for the ...

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 05:32:34

And btw, when L2 started stealing more and more pve from WoW and started having more instanced stuff, they separated pve and pvp enhancement of abilities So even there the devs had to compromise in their design.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 06:01:32

Then why make a separate pvp enhancement branch instead of just making the basic "power" branch stronger? I'd assume it was to prevent a snowballing effect on mob power, while player power grew faster. Looks pretty stable to me. Especially on the NA side. And from what I've heard of WoW/FF14 expansions - that shit takes years. Except the change I'm talking about happened before GoD. And those updates are still super popular, even if a lot of veterans still prefer Interlude. But even GoD+ has had successful servers. Though, relatively successful, considering the overall shor-tlived nature of newer ...

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 06:10:54

Yet its top lvl pve is considered quite difficult and people spend weeks (afaik) trying to beat it on its release. And that's weeks of non-WoW-like "prepare for the fight for 20h and then spend 1h fighting useless mobs before you wipe on the boss within 5 minutes", and instead a "go fight the boss right this moment" kind of battling. If FF14 is so easy, why would they need all that time to beat the content? And the game has millions of players, so it's not like there's only 10 crippled players attempting the boss.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 06:14:10

I haven't played Overwatch, so could you tell me what kind of "rpg" elements does it have? I thought it was just different classes with a few abilities, and that's it. When I hear "rpg" I don't think about just classes, I think about leveling, stats changing and builds having different effects/powers. Iirc Dygz is somewhere close to that kind of thinking, so maybe you just have a different definition for "rpg"?

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 06:17:38

As we've discussed this before, L2 had big updates too and if you were to add up two updates from it, you'd get something similar to other games. And it also had several world-changing updates in its lifetime. But that's beside this current context. Nish said that L2's updates slowed down, when in reality they didn't. Not only that, they increased by quite a lot. Those "world-changing" updates came after the "Intrelude" one. So in a way, L2's updates ramped up in later years because they brought in more content.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 06:21:15

Mainly because this topic has been addressed in several threads already, even if in a roundabout way. Ah, you meant it in that way. Ok, I see your point.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 07:33:03

What does this entail though? Is there some separation of stats? Gear? Abilities? Cause any of those would be a "compromise" to make both pve and pvp feel better. Good pve would push people with CCs and attacks. And even better pve would concentrate those things on the proper targets. So increasing someone's CC res would require proper balancing in pve, otherwise it'll ruin some part of pve content.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 07:40:14

Can you give an example of where that happened? Cause I can't quite see how just an additional line of "this switches your player enemy's targeting to you" would need to be changed somehow if threat values or mob effects of an aggro ability change.

Summoner+Summoner huh whut

Post by Ludullu on 2023-01-26 07:41:29

As you said, there has been no info. Neither on the summoner, nor on how augments would work (let alone double investment ones).

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 07:46:46

Got it. Yeah, that kind of stuff would have to be properly balanced across both sides separately.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 07:48:53

But that is a compromise though. Instead of coming up with a design that's good enough for both, devs decided to literally make 2 different games (ability design-wise).

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 20:27:54

I mean, the same can be spun around to say that pvp has the priority. There will be arenas and even a node whose mayor is decided with pvp. That's pvp priority. BHs, caravans, open world pvp, open world bosses. All outweigh the pve that you can do, because people can always interrupt you. Pvp priority. World bosses will have the best loot and they can also be contested. Pvp winner gets the pve loot. Pvp priority. Open seas. Guild and node wars and enemy of the state features promote fighting all over the place and w/o any penalties ...

Please record and post Community Office Hours on Ashes of Creation Discord

Post by Ludullu on 2023-01-26 20:28:56

Yes please.

"Ashes of Recreation" - A football/soccer like recreational team-game played with in the AoC

Post by Ludullu on 2023-01-26 20:30:31

Yeah, any bigger-sized additions should definitely be a "later expansion" kind of thing.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 20:43:11

Again though, all of that stands on "who can win the pvp for loot". You won't be able to craft any gear if you lose the pvp for the mobs that provide the mats. And w/o gear you would then be unable to do a ton of other shit. This is the whole point of calling the game pvx. Yes, pve will have to be done as well, but majority of your actions in the game can and will be surrounded by pvp. This is why I dislike when Noaani or Dygz argue that Ashes is a pvp game ...

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 21:05:53

We don't know how truly difficult the pve will be. Unless it's somehow super difficult, I doubt that pvpers couldn't just kill a few mobs. Maybe it's my L2 bias, but to me there's literally no separation between a pvper and a pvers. You just fucking fight what's in front of you. And L2's mobs were way less difficult than players, so it was way easier to fight those until you got a player to kill, so I'd assume that even if mobs are somehow as difficult as players - pvpers will be able to just farm stuff w/o ...

Please record and post Community Office Hours on Ashes of Creation Discord

Post by Ludullu on 2023-01-26 21:37:04

Well, rip

Rogue + stealth

Post by Ludullu on 2023-01-26 22:18:19

A thin boi with big deeps. That's pretty much it. Though if Intrepid decide to go deep on detargetting abilities - the rogue should definitely be the master of those.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 22:30:02

If it's about the attitude towards the games you play (cause it's surely not about the content), then every Ashes player will also be considered a pvp player then. And it would definitely make sense if you won't play Ashes then.

The "Tank" : a bright invention back in the day I have grown to hate!

Post by Ludullu on 2023-01-26 22:35:16

Then my argument against Neura is won, cause the whole game will just be pvp content hell yeah

Static enemy problem

Post by Ludullu on 2023-01-27 23:36:05

Yes.

Threat Detection

Post by Ludullu on 2023-01-27 23:38:39

I'd personally prefer a tank ability that can indicate that or show that on the tank's side and not to anyone else. Make the tank have an in-lore "connection" with mobs where they see who the mob is angered at and to what degree.

Guild bombing

Post by Ludullu on 2023-01-27 23:39:52

Pretty much what George said. This is an intended owpvp interaction. You want others not to interrupt your farm? Prepare to fight them and protect your farm.

Naval Content and Mercenaries

Post by Ludullu on 2023-01-27 23:44:53

I'd like if they pretty much copied the base gameplay of Sea of Thieves. You have the wheel, you have the sails and the anchor, you have the cannons. One player can control all of them, but it requires a ton of attention and any 2+ member ship would most likely destroy you because they have more hands to control all those things. The caravan could range from a super basic small ship that's easily controlled by a single player to a huge barge with a ton of cannons and controls, so it requires a full team to sail. ...

Today 4man group in a 8 man area shows a larger issue in terms of difficulty

Post by Ludullu on 2023-01-27 23:50:41

They constantly pulled more mobs who then would almost oneshot some of them. And that big wipe of the tank during the blue forcefield against several mobs showed that a tank can't just defend the whole party in that forcefield. An 8-man group would risk pulling even more mobs, so the danger would be higher. We also have a super basic AI on these mobs, so we don't know how difficult they'd be on release. And as for def/hp/resist values on mobs - that can always be tweaked if needed. Overall I'd say that the danger lvls are already ...

[Feedback Request] Tank Updates Shown in January Livestream

Post by Ludullu on 2023-01-28 00:06:43

Unless you were joking about this whole part, I disagree. The whole point of having AoC class system is to have different types of the same archetype. Showing off GS tank was a way to represent a different kind of tank. I disagree. Found the animations quite nice. And atk speed felt appropriate for a hybrid game in 2020+. Same as the first point. A different kind of tank that has a wide variety of abilities. At the end of the video, when the whole party played way better, mobs held their agro on the tank most of the ...

Today 4man group in a 8 man area shows a larger issue in terms of difficulty

Post by Ludullu on 2023-01-28 00:23:59

Yep My bottom line is really low, so while watching that showcase I was literally internally screaming "let me play this fucking game". The forcefield, if I understood its mechanics correctly, is pretty much an ability that I was imagining for a tank. A "others get hit, but the damage comes my way"-type thing, but a full player-controlled thing, both on the tank's side and on the partymates' side. But again though, this is the base level that already has me excited. Adding proper AI, adding proper ability sets on mobs, proper mob group mentality and proper stat interactions ...

future showcase/livestream suggestions

Post by Ludullu on 2023-01-28 00:29:52

If anything I found this stream way more structured than the cleric one. They shown off the abilities, shown off the great sword gameplay, the lone hammer gameplay and then the hammer+shield gameplay. They moved through a location, agroing mobs along the way and "just playing the game" as a group with a tank would (a kinda shitty tank, but Steven gonna Steven). Unless they get another driver for the showcases and remove any kind of developer interaction from the videos - I doubt we'd get a much better stream. The ranger was pretty much the same thing, except ...

[Feedback Request] Looting Updates Shown in January Livestream

Post by Ludullu on 2023-01-28 00:35:25

The stat window should automatically compare what you're wearing to what your mouse is hovering over (if it's the same item type). The stat window itself was pretty basic, but the items themselves were pretty basic, so I don't have any concrete feedback on that front. It was easy to read, so that's always good. As for looting UI. It looked serviceable. I'm not used to the "need/greed" system, so don't really have anything else to say on it. As long as we have the option to pick any other looting method - I'll never see that window again. ...