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A few suggestions

Post by Ludullu on 2022-12-05 16:51:41

As for the suggestions, most of those are already addressed in the design. I'd suggest reading through the wiki and looking up different stuff that you're interested in. Any and all info about the game that we currently have is on there.

Fog in cemetery

Post by Ludullu on 2022-12-06 01:36:08

We're in a god damn high fantasy. Let fog be foggy as hell! Let it stick to shit, climb trees, cover people completely, all that good stuff.

Active Blocking feedback for Intrepid

Post by Ludullu on 2022-12-06 23:13:50

I still think that active blocking should consume mana and the weapon type could determine how much mana the block consumes. This way someone with daggers would probably try to evade blows instead of blocking, because they wouldn't want to waste mana that could be used for high value hits (I'm assuming dagger-wearing archetype(s) would have high mana high impact abilities), while someone who uses a staff or a 2h hugeass sword could take a hit or two w/o losing too much mana. Ideally the direction of hits would also be important and shield would obviously have a huge ...

Regarding the Hammer Ability

Post by Ludullu on 2022-12-07 18:42:04

I like it The game is a fucking high fantasy. There is magic and everyone appears to be able to use it. Hammer ability looks nice, works nice and imo fits the fighter archetype just fine.

Fog in cemetery

Post by Ludullu on 2022-12-07 19:16:20

I'm pretty sure what tautau meant is that Intrepid doesn't have to copy earth's weather or other stuff one to one. They can have the same thing but in a different shape/form. First pass of the fog might not look as good as it could, but just saying "we on earth have this, so make it exactly like this" is also not the best feedback for a high fantasy game.

Regarding the Hammer Ability

Post by Ludullu on 2022-12-08 01:23:53

Unironically

Regarding the Hammer Ability

Post by Ludullu on 2022-12-08 02:58:32

And I'm almost sure that there'll be several classes that feel repetitive in their ability visuals/effects. There always are and there ought to be several in Ashes purely due to its class design. Hell, most secondary summoner classes would probably have some very similar-looking augments in the skillsets. But it's not even about that. I see no real reason why Intrepid should limit themselves in how they design archetype abilities. Fight can use essence just as well as anyone else. His use would just take a different form from other archetypes. And the form of a summoned weapon is ...

Clearing Corruption

Post by Ludullu on 2022-12-08 08:20:15

Death removes a certain amount (currently unknown). If you have a ton of it - you'll need more than one death. I do believe the wiki mentions that. And so far there's been no indication that a friend can't just kill you. But the death penalties apply. You gotta remember, the only true corruption-related penalty is the stat dampening if you have a ton of corruption.

Clearing Corruption

Post by Ludullu on 2022-12-08 08:47:15

I'm not sure if I understand what exactly you're implying. Death penalties will be huge either way, so it's not like your friend killing you would change anything, so it doesn't really need to be changed (though I'd prefer that friends couldn't do that).

Clearing Corruption

Post by Ludullu on 2022-12-08 09:00:55

Yes, the experience debt is the penalty for death. Any death. Stat dampening is a separate additional penalty for when you have a ton of corruption on you. These are 2 different penalties.

Clearing Corruption

Post by Ludullu on 2022-12-08 20:30:12

The stat dampen from death penalty is related to the XP debt, because you "lose lvls", while corruption's stat dampen seems to be a direct stat reduction related to the amount of corruption you have. Same in effect, but different in the reason for it.

Fog in cemetery

Post by Ludullu on 2022-12-08 20:35:06

No one is saying for it to stay in this state. We all know that the visuals themselves look kinda shit. But that's a given cause we're, as you yourself said, in an alpha state. Unless I completely misunderstood some commenters here, they seems to say that the form and presentation of the fog is fine. Its properties don't match those of the irl fog, but that's ok because it's a fantasy fog. The visuals will be fixed later on in the development process. No one is stating the obvious "fog looks like shit", because in god damn every ...

Lol Apologies in Advance For Increased Cynicism

Post by Ludullu on 2022-12-08 21:19:45

And this, Azherae, is why I always say that I hope that Intrepid do what I think is best and why I'm never sure that they will. No matter how obvious some idea might seem to me, there's always a chance that somehow over a hundred professional devs either didn't think of that idea or just considered the idea utter trash even if it fit their design goals perfectly

Class Synergy Concern

Post by Ludullu on 2022-12-09 04:51:39

I mean, that's pretty much what I was expecting. You have an archetype-based part of the ability and then all the other archetypes react with it with their own parts. And those different reactions would have different effects.

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-09 04:57:13

While that kind of thing is fun and all, I don't really think that it would work nicely in an mmo setting, let alone a high fantasy one. Do you expect a magic explosion to throw hundreds of people in all directions? How would blocking influence that if at all? What about that fighter whirlwind attack? What if the fighter used a hook-shaped polearm. Would the ability hook in several people and twirl them around?

Class Synergy Concern

Post by Ludullu on 2022-12-09 05:28:34

I probably missed something during the stream? I thought it was just a single example of a single interaction. Did we hear that this was the only synergistic ability out there? I might be on a relatively pessimistic side of things, but I find it hard to extrapolate any kind of future developments from what was shown in the last stream.

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-09 05:33:32

But Absolver seems to be a hand-to-hand combat fighting game. Some ragdoll physics are fine for that and their combat seems to account for some minimal loss of control over your character if you got badly hit. I'd personally dislike if my character loss control in a ragdolly way during a fight in a non-fighting mmo. Especially when there's a ton of magic that "supposed to" throw me around like there's no tomorrow. The boss slamming the ground and throwing people around might look cool, but I'm not sure if it'd fly with most players.

Class Synergy Concern

Post by Ludullu on 2022-12-09 05:36:11

All yall damned quotings w/o removing a message with a ping keeps pinging, people!! Either just remove the pings or at the very least the @s in the message. Puhlease

Class Synergy Concern

Post by Ludullu on 2022-12-09 05:52:12

But wouldn't it always be a "stacking" effect? Either on the target or on the first player to use a synergy ability. The game has to track the subsequence of usage somehow and the stacking is the easiest way to do it.

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-09 05:58:48

Guess this is the main source of difference in our opinions then. I'd rather stay 3s in a stun than be thrown around as a ragdoll. That's most likely just my L2 bias showing again, but it somehow feels better to me. It might also come from the nature of the ragdoll physics. Usually ragdoll means a pretty long animation, and if it's somehow animated super quickly it just looks like shit. And while I'm completely fine with super long stuns, I'm sure others aren't (as pointed out by your "1.2s" comment). And I just don't see how a ...

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-09 23:43:28

And this is exactly why I say that ragdoll just doesn't work for mmos. Ragdoll is supposed to be slow and random and fun. That video shows it perfectly. They stumble, fall, wobble, shake - all of that good stuff and it all takes forever. Even the stuff I saw in Absolver videos doesn't come close to "proper" ragdoll.

Active Blocking feedback for Intrepid

Post by Ludullu on 2022-12-09 23:48:41

The only reason why I want it tied to mana is because it'd lead to more depth of gameplay. You'd have to think more about your movements and actions and others could influence your actions.

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-10 07:09:27

Yeah, to me that's not a ragdoll at all. That's just a falling animation in a fighting game. It's tight, quick and looks just fine. When I hear "ragdoll" I'm thinking of that exanima video and even more so the GTA4 physics. I spent days shooting at people and watching them stumble, fumble, crumble and fall.

Class Synergy Concern

Post by Ludullu on 2022-12-10 23:22:11

Both are good and smth I'd like to see in the game (or along the lines of). Though on the second one I'd maybe prefer something like the dota 2's Puck's ulti, where targets in a radius get tied to a point on the ground for a time and if they run too far away from that point they get a stun, but instead of a point I'd tie them to each other. Hell, you could even combine yours and mine. They get tied with chains that give a strong dot, but if they try and break the chains ...

Lol Apologies in Advance For Increased Cynicism

Post by Ludullu on 2022-12-10 23:35:43

It was always about going through a pile of shit to find a gem. It's just that lately the pile itself has been growing bigger and bigger. The gems are still out there, though under the pressure of the pile they've become even smaller than they were previously. I've also kinda given up and am just playing idlers and Genshin now

Important question in regards to the future of Ashes of Creation.

Post by Ludullu on 2022-12-10 23:37:06

I'm not sure if Intrepid can even do anything to prevent that. Well, outside of banning literally anyone who dares to even say a bad words targeted at someone. And I mean ANY BAD WORD.

I would like to see physics like Exanima!

Post by Ludullu on 2022-12-11 00:58:28

We'll be able to push people cause body collision and the fighter showcase showed that mobs can push us with their attacks. So I'd assume we're quite close to what you want already. Maybe not quite as close to ragdoll stuff, but the physics already look better than most games I've seen.

How about unlocks based on guildperformance?

Post by Ludullu on 2022-12-11 13:06:55

As long as those bring something positive to the broader server's community - I'm all for it. Having a "you're ahead so here's something to get even more ahead" mechanic is smth I'd prefer not to see on a guild scale.

What Are We Getting For December Showcase?

Post by Ludullu on 2022-12-11 23:56:39

Don't think it'd be a quick thing, but I'd definitely appreciate any kind of bigger system showcase. Augments/nodes/social orgs would be preferable. To me it would show that there's some bigger-sized progress than just "we have a location, we have a few abilities on an archetype that has already been shown before and we have a few mobs with dumb AI". Oh, on that note, I guess a new boss fight would be nice too.

mouseovers, weakauras, and scripts for healing

Post by Ludullu on 2022-12-12 03:29:40

I think this is a skill issue. As long as there's some indicator of what you're doing - that should be enough. The indicator should be resizable, but I'd hope Intrepid doesn't let you have some flashbangs and super loud alarms for an ability use.