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Ashes of Creation Mana Management, what is your opinion?

Post by Ludullu on 2022-11-24 19:35:29

I'd rather have mana management and higher frequency of ability use than having CDs determine how often I can use a skill in a battle. And if you want to have super short cds on abilities - I don't believe that it'd be possible to balance that kind of design well enough across all classes. Also, as has been shown in this thread, there's a ton of design potential in mana management, while just having CD rotations has fucking nothing to do with any good design imo. That shit's boring as hell. Of course you could have abilities that ...

Open Chat system or no?

Post by Ludullu on 2022-11-24 19:58:40

If general chat interrupts your immersion or RP, you're always free to turn it off. But there's no reason to ask for its full removal.

My take on multiple servers and why I think it is a grave mistake as opposed to one huge server.

Post by Ludullu on 2022-11-25 15:21:37

So you just don't care about the myriad of issues that come with having a megaserver (though you completely forgot to mention the gameplay itself). Good for you. Here's my reasons for disliking megaservers: I don't want to play a laggy game. EVE has to literally slow down time to support its fights and even then it's laggy as fuck afaik. Albion is an isometric game with simplistic graphics and also has no body collision. And even then, from a quick search of mass pvp, it doesn't seem that there's been some "thousands vs thousands" battles there. Ashes will ...

My take on multiple servers and why I think it is a grave mistake as opposed to one huge server.

Post by Ludullu on 2022-11-25 15:45:46

Again, it's not even about tech at this point. The game is not designed to house millions of people. They had to increase the world by 50% just to house the supposed 10k concurrents. In order to house over a million they'd have to increase the game world by god knows how much. Otherwise it's just gonna be a barren world with nothing to do because there's a 100 players per each gatherable and a thousand for each mob.

Could Sieges be affected by seasons and time of day?

Post by Ludullu on 2022-11-25 15:48:46

It could be a nice way to add some variance to the sieges and potentially favor one side or the other, due to how weather will supposedly affect players.

The option to Dislike a post

Post by Ludullu on 2022-11-25 18:20:13

My take on multiple servers and why I think it is a grave mistake as opposed to one huge server.

Post by Ludullu on 2022-11-25 18:37:06

I mean, you can jump between servers. In the region of your sub. And with fresh characters instead of the same one. The whole game's design is built around every server being unique and your reputation on that server being important (as Noaani pointed out). If Intrepid decide to change their design direction so drastically that the game fits a megaserver population - they'll have more problems than NW did. Alpha stage or not, the game has been in development for ~5 years. Changing it that much would take another 5 years and would also lose them most of ...

My take on multiple servers and why I think it is a grave mistake as opposed to one huge server.

Post by Ludullu on 2022-11-25 20:51:09

Then the classic phrase applies. This game is not for you. The design of the game is not meant to support this kind of actions.

Ashes of Creation Mana Management, what is your opinion?

Post by Ludullu on 2022-11-25 20:52:40

There's been no indication that archetypes will use different resources. Even running has been consuming mana so far.

Splinter Topic: Is 20-30 Active Skills Enough?

Post by Ludullu on 2022-11-25 21:22:19

Pretty much every single one of these have their own function (at least secondary) and only 2 slots are "same", because one is the ability itself and another one is a macros to use that ability on my own character with a press of one button. The bottom 2 rows would be used in 90% of pvps and all three rows would be used in 70-80%. I'd like to have around the same amount of tools, even if I need to swap between several bars to access them.

Simple proof of Vanilla WoW prep before raid

Post by Ludullu on 2022-11-26 00:22:15

I don't pay too much attention to Asmon's opinions on non-wow shit, but when he talks about WoW (and chat usually agrees in big numbers) - I at least trust his experience. Here's a very nice clip about the vanilla world raid prep https://clips.twitch.tv/CleverGentleAntelopeEleGiggle-w7NYZwkRIOkOEX93

Power Progression (To Infinity and Beyond?)

Post by Ludullu on 2022-11-26 01:12:33

Logarithmic Stop&Go, but with parallel x1.1 expansions rather than continuous x2 ones. (colors are the expansions) Each expansion would give an alternative way to get to the 90th percentile of power, while also pushing the ceiling of power by ~10%. And those alternative ways will be faster than the previous versions, but staggered by 1 tier, so if the max tier in Update 1 is 5 then in Update 2 all gear up to tier 4 will get an faster alternative way of acquisition and Upd2 would add a tier 6. With overenchantment the previous top tier would be ...

Ashes of Creation Mana Management, what is your opinion?

Post by Ludullu on 2022-11-26 01:17:41

And why do you think this way? Afaik neither L2 nor AA had those kinds of additional class-based resources (outside of maybe consumables). And I don't think Intrepid have ever mentioned their intent to add those kinds of resources to the game. Other games might've done it and some people might like it, but what are your basing your supposition on?

Power Progression (To Infinity and Beyond?)

Post by Ludullu on 2022-11-26 01:51:27

The ceiling goes up while the players with old gear stay the same, so effectively those players are now "weaker". But weaker only when compared to a person who's gonna be the first one to get a full BiS set of newest top tier of gear. What I meant by the 90th percentile is that any new player would be able to farm up to the previous top tier of gear faster because there would now be a different way to do it. Here's an example. In update 1 there's 5 tiers of gear representing 20% of "power" each ...

Power Progression (To Infinity and Beyond?)

Post by Ludullu on 2022-11-26 04:11:01

But wouldn't this in theory mean that you'd need to go back to some previous stage of farming? Or do you think that there'll be some stage of progress that'll be almost universal across all node lvls, where you'd be able to just buy repair mats for your older gear? Cause, if we assume that best (or at least great) gear requires a few weeks (if not months) of farming and then needs constant upkeep to sustain itself - you'd be on a constant treadmill of farming any and all versions of best gear that's in the game. Mainly ...

Power Progression (To Infinity and Beyond?)

Post by Ludullu on 2022-11-26 04:14:20

But that's my point. To me it'd be completely fine to just raise the difficulty of the same old bosses and change their loot to the newer gear. But I'd assume that pvers would complain about the repeated content. L2 had boss drops in later updates that were exact same as they had been at game's release (at least afaik). And the bosses themselves didn't change all that much either. And as Azherae pointed out, some people wouldn't want to keep fighting the same old mobs time and time again just to farm some piece of gear.

Power Progression (To Infinity and Beyond?)

Post by Ludullu on 2022-11-26 04:48:52

Ok, then it was just a misunderstanding on my part. Then I hope the masses are ok with regrinding the same spots. Though considering the entirety of the mmo genre, I don't think there's been a single game that didn't have you do that. Maybe EQ2 is close, but from what I understood from Noaani's posts, there you just grinded the failed attempts at bosses rather than just beat the boss again and again. In other words, as long as the content itself is fun, people will most likely not mind.

Shards or Megaserver?

Post by Ludullu on 2022-11-26 18:23:54

Except we do know. There's gonna be 5 starting areas and there'll be queues, that supposedly will be remedied by preregistrations. We know that there'll be no shards either.

Simple proof of Vanilla WoW prep before raid

Post by Ludullu on 2022-11-26 22:46:02

Yes, and we're all saying that we want an economy that purely based on consumables being valuable. We want those to be valuable, but we want the economy itself to be much deeper and better than that.

Simple proof of Vanilla WoW prep before raid

Post by Ludullu on 2022-11-26 23:19:00

And as most repliers have already said - WE LITERALLY WANT THE SAME THING. Except we want more than a super simplistic system, while all you are asking is the biggest simplicity of all. And as my Asmon clip showed, some people hated wasting money on random consumables just to get to do what they preferred (those being raids). And if you watch more context from that clip, there was dissatisfaction with the concept of world buffs too(at least as they were presented in WoW). In other words, even people that played the same game (though iirc you didn't ...

Splinter Topic: Is 20-30 Active Skills Enough?

Post by Ludullu on 2022-11-27 03:43:17

https://ashesofcreation.wiki/Action_bar There will be an option to include multiple hotbars.[2][4]

Shards or Megaserver?

Post by Ludullu on 2022-11-27 04:48:35

It's not about whether it's possible, it's about whether such huge changes should happen. NW did a 180 in their design during alpha and we know how that turned out. How exactly would the game change for you, as a singular player? Node sieges might already bring together 1-2k people to fight over the node. Those people will be split apart around the node's center during a siege purely due to body collision. So you, as a singular player, would never even see more than a few hundred people on your screen, be it a 10k server or a ...

Simple proof of Vanilla WoW prep before raid

Post by Ludullu on 2022-11-27 15:38:07

When the majority of your target audience disagrees with your design decisions - you've fucked up those decisions. Lore can be presented through countless means and I'm sure Blizz could've found one that didn't bore and tire their entire playerbase. I've played a much better owpvp game. And consumables didn't have anything to do with the meaningfulness of farming or owpvp that happened while farming. And as I stated before, pretty much the entire economy of L2 was propped up on a single type of consumable. The meaning comes from the things you get while farming, not from what ...

Simple proof of Vanilla WoW prep before raid

Post by Ludullu on 2022-11-27 16:10:53

I, yet again, remind you that quite a lot of people on these forums come from games that WoW copied and whose features it made more casual. We've all grinded things for months and knew the real value of gold. And we're all saying that we want that kind of value back. Steven himself wants it back, which is why he chose to use the maga slogan. You are the mainstream here, not us. But what we also want is the separation of said grind, so that more people could enjoy the game. So that a casual alchemist who ...

Hit stat, expertise stat discussion (to reduce miss chance)

Post by Ludullu on 2022-11-27 16:34:37

I'd prefer people to not miss higher lvl players as much as in other games, mainly so that owpvp would seem more welcoming to newbies. Personally I think that lvl25 should be able to hit lvl50 w/o any problems. The power of that hit would be determined by the gear itself and any dodge/mitigation mechanics would come into play through augments and skillful play. Imo items should be rare by default and BiS stuff should be super rare (no matter the tier). And their value would come from that rarity and from their specialized stats, which in turn would ...

Ashes of Creation Mana Management, what is your opinion?

Post by Ludullu on 2022-11-27 20:34:07

Of course everyone. Mages shouldn't just be able to spam their shit endlessly and fighters shouldn't be able to do the same.

Nodes and Class Fantasy

Post by Ludullu on 2022-11-28 00:23:36

I'd prefer there to be no connections between archetypes and social organizations. Mainly because that'll become "the meta" of those organizations. People who're playing archetypes not related to the nodes would feel bad about joining those nodes because they don't benefit as much, and people who wanna optimize their gameplay would be pushed towards joining particular nodes rather than those that they might prefer themselves.

Nodes and Class Fantasy

Post by Ludullu on 2022-11-28 00:38:46

But those questlines would have to have some rewards, right? And usually unique quests have unique rewards. I guess you could just have cosmetic rewards for those quests, but I doubt they'd be seen as something special or valuable, considering that anyone of that archetype can go get the quest in their related node. And then if you tie the quest to citizenships - we're back to people being pushed onto nodes that they might dislike.

Overthinking Numbers of Nodes and Their Populations

Post by Ludullu on 2022-11-28 01:43:18

GWS There's supposedly 50k people on a server (at least later on in the game's life). So I find it really difficult to figure out how exactly all of those will be spread out over the game or how the game will be designed to account for all of them. Especially when it comes to citizenship and anything related to it.

Overthinking Numbers of Nodes and Their Populations

Post by Ludullu on 2022-11-28 02:11:00

10k concurrent and 50k overall registered per server. And population ties into conflict. If nodes are accounting for 5k people XPing in them daily, but then only 2k do so, the node will start to decay. Decay of a stage-3-5 node would influence its parent node. A weak stage-6 node would probably be easier to siege. And even w/o sieges it would lead to changes in the layout of the land. And that, in turn, would lead to conflict, cause change always leads to conflict, either due to a power void or through a shift of populace from the ...