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Post by Ludullu on 2022-07-24 14:05:03
I'd prefer for families to be self-sustaining within 2-3 specialties. So they'll be able to sell their stuff to others, while relying completely on the market/connections for everything else. And on top of that I'd love if crafting recipes required resources from all across Vera, so that a family that lives in one node couldn't just produce some item endlessly w/o ever trading or communicating with other people. If Intrepid are trying to make a truly social mmo, they better do it in the most social way.
Post by Ludullu on 2022-07-24 15:07:00
I definitely see your point on the quality of mounts, but I think you disregard the variety too much. Even just the ones we've seen in Alpha1 were varied in their appearance and style. With husbandry potentially being as deep as character creation, breeders might want a constant flow of new types of creatures (especially if seasonal changes will have any influence on breeding), which gives work to tamers. Yes, combining a "horse" with a "great horse" until you get a "super duper cool and fast horse" will definitely be a thing, but I'm pretty sure the majority of ...
Post by Ludullu on 2022-07-25 06:36:30
To me it's already balanced. Anyone who just wants to be a gatherer can just stay on lower adventure lvls and be protected by the huge amounts of corruption their killers would get. If you want to be high lvl in both - you're taking the risk of someone killing you w/o really getting that much corruption (that is, if they balance it how I'd prefer it). And with mules giving another dose of corruption to the killer, any low-volume gatherer can move their stuff safely.
Post by Ludullu on 2022-07-25 06:58:39
I think Intrepid will have to prove that they can create a super in-depth gearing and augment system for this interaction to not be based on just your setup. If there's, say, 20 different ways to achieve the same dps - meters would probably not be an issue during guild searching. But if there's maybe 1-2 ways to get to the very top of dps (in the context of those super difficult bosses Steven wants to have), then meters would lead to a "unless you have this kind of gear/class setup - ya ain't doing max dps" situation. I ...
Post by Ludullu on 2022-07-25 10:25:54
True. I just supposed that was the case because the 4th reference here says that others have to kill the mule in order to loot it, and I see no reason why that wouldn't give you corruption. I mainly base this on L2's pvp system, so I might be wrong, but I doubt Steven would want a ginormous exploit in his system. If the mule doesn't give corruption, what's stopping other players from just killing the mule, getting the loot and running away w/o any penalties?
Post by Ludullu on 2022-07-25 10:48:14
Same can be said about PKing overall, so that's not an argument against mules giving corruption. Imo yes. If your mount gets left behind after your death or if your pursuer kills the mount first - they should get corrutpion. We don't know how big the "fraction of the goods" is. It could be less than 10% so now you're completely fine with looting everything you can and having enough space on your person to carry it. Also, even if it >10% and the mule doesn't give you corruption - you're still free to just kill the mule, pick ...
Post by Ludullu on 2022-07-25 11:25:00
Except caravan system is an opt-in one and has its own risk/reward features related to it. And those features have been questioned multiple times in the past and will definitely be tested a lot in alpha2. Make mules very slow and make them not add points to the PK counter, but add as much corruption as the PKer would've gotten if they killed the mule owner twice in a row. This way moving big amounts of resources would be an absolute chore, while PKing mules wouldn't get you into too much trouble. As for super valuable resources, their amount ...
Post by Ludullu on 2022-07-25 12:54:47
Allegedly Intrepid wants to avoid repetitive grinding, though I don't think we've heard how exactly they want to avoid it. Dungeons will be manually designed afaik, so you will learn their layout if you visit them often enough. But that layout might change, depending on the lvl of the node that oversees the dungeon.
Post by Ludullu on 2022-07-25 13:32:11
Instanced stuff is not meant to be run multiple times, so I doubt this will be the case. Contents of the dungeon will allegedly grow with nodes, and considering that sticking 20 mobs in a room instead of 10 is not the best way of growing the size of content, I'd assume they'll go down the route of adding rooms and stuff. https://ashesofcreation.wiki/Dungeons#Dungeon_content
Post by Ludullu on 2022-07-26 03:43:43
We know that party/raid/guild/ally-mates can't flag against each other. But what about if one of them is a PKer? In other words, can your guildmate help you remove corruption by killing you?
Post by Ludullu on 2022-07-26 03:59:51
That's pretty much what Intrepid is planning to do. Intricate open world dungeons.
Post by Ludullu on 2022-07-26 04:58:44
1. Wiki just has the info that Devs have said, so unless you don't trust devs - you can trust wiki. 2. They'll tell us about the sale stopping way before they do (if they ever stop tbh, cause that's ez money for Intrepid). This still doesn't guarantee you your preferred cosmetics cause that shit's subjective. 3. I thiiink they've said there'll be a few servers? Can't confirm though, and even if I could I'm not sure if SAE/AU would be a priority server for testing.
Post by Ludullu on 2022-07-26 16:38:48
The higher in rarity you go, the more difficult it'll be to keep your gear from decaying away. And the high in player strength you go, the more OE you'll need to keep up with the top people. And don't forget that gear acquisition won't be the same as in mmos with instanced content. You'll have to fight for mobs and bosses in order to get rare gear/mats/resources, so it's not like there'll be hundreds of gear pieces just floating around.
Post by Ludullu on 2022-07-26 18:04:38
Let me move all the dmg numbers into chat (ideally a separate chat window) and let me move any and all UI windows, and I'll be satisfied.
Post by Ludullu on 2022-07-27 11:55:05
I mean, 60% chance recipes and OE burning your shit were definitely pretty big sinks imo. Ashes will have 100% crafting and allegedly OE won't just burn your shit (still need a concrete word on how exactly it'll work), so AoC's sinks might not be as strong as L2's. But we'll have to see. I definitely agree on all the other points though.
Post by Ludullu on 2022-07-27 23:03:40
Maybe
Post by Ludullu on 2022-07-28 10:29:39
Post by Ludullu on 2022-07-28 13:16:54
Did I miss something or do you mean 1v1 arenas and apartments as "instanced solo content"?
Post by Ludullu on 2022-07-28 19:14:10
Yep, didn't know this and couldn't find this on the wiki, so thx. edit: found it just now on the "dungeons" page. Shoulda checked there too smh
Post by Ludullu on 2022-07-29 13:47:26
I think this is a classic case of misunderstanding between Dygz and anyone else Mag. I think Dygz is talking about purely visuals of an instanced dungeon, while Mag is talking about the functionality of the dungeon, which I assume is a repeatedly farmable dungeon where you get some semi-good rewards (haven't played WoW so dunno what exactly Mage Tower means).
Post by Ludullu on 2022-07-29 15:11:21
I think the main issue here is the comparison to Mage Tower, and from what I've quickly googled, it seems like Mage Tower was a grindable instance. So when the OP is asking for 'mage tower type instance", to most people that sounds like a "repeatable grindable instance". Which goes directly against AoC's design. Will Ashes have some solo instances? Yes. Would they be anywhere near a "mage tower instance"? From what I understand of that thing - no. And to me when someone says "I only have 30 mins to play, but want meaningful drops from a solo ...
Post by Ludullu on 2022-07-29 16:23:06
This a hot topic potentially. I'd say 10 pages by the end of August.
Post by Ludullu on 2022-07-29 16:33:30
And that's exactly why I went from cosmetics to gear pieces. Cause "meaningful to you" can mean whateverthefuck. But that's you applying your knowledge of the potential Ashes design to the suggestion, while everyone else took the suggestion at its face value. That being "what it was in wow", because that's what the OP referenced. Yes, I could project AoC's design on whatever feature I know, but usually when someone uses an example from another game, w/o explicitly stating details - they mean the exact feature they're referencing and not what it might be in the game. And the ...
Post by Ludullu on 2022-07-29 18:50:46
Looking great. Can't wait for models.
Post by Ludullu on 2022-07-29 18:52:04
Very animaish. Like the direction overall.
Post by Ludullu on 2022-07-29 18:52:54
Looks amazing so far.
Post by Ludullu on 2022-07-29 19:03:47
Don't really have anything that I'd add on top of what was shown. Vegetation looked nice and appropriate. Overall environment looked fitting and varied, with dunes/mountainous/barren locals. Mobs looked good too, though scarce, with Snorse being very ironic in that environment. The biggest thing I'd ask for is probably bigger sandstorms and overall sand blowing around, but I assumed that would be shown more once Intrepid shows us whether in this particular biome.
Post by Ludullu on 2022-07-29 19:11:36
They look so damn goooooooooood!!
Post by Ludullu on 2022-07-29 19:40:49
I cannot wait for the character creator showcase for this race cause I can't even imagine how cool all the combinations will look. Love them already!
Post by Ludullu on 2022-07-30 13:35:16
That was my question And I definitely want them to just include PKers into the flagging rules (as they kinda already are). Make it hard for party/guild groups to protect their PKer. Yes, you can't trade as a Red, but you can still do a controlled kill, so any dropped gear won't be lost. I think Steven was thinking more about "I'm alone and a PKer and my guildmates are somewhere far away and BHs might get me before my mates can", while my question was about "I'm in a group rn and I PKed someone. Now my mates ...