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More money = less problems?

Post by SongRune on 2022-10-08 03:23:23

Impossible to say. They're still hiring quite heavily, so this month's answer and next month's might look quite different.

User Interface Suggestions (October 2022)

Post by SongRune on 2022-10-08 16:43:30

The reason the health bar is in a little indicator on the side like that is because you will see a similar indicator stacked below it for each party member. This makes it easy to track the overall status of your party, rather than having to then look in a different place for your own. No comment on the other matters.

Confused on incentive for open world PvP

Post by SongRune on 2022-10-08 16:47:54

The incentive to risk your gear is the odds of getting materials that are worth more than the gear is being higher than the odds of losing your gear. You do not have a high chance to lose gear until you have built up a lot of corruption. Until then, the relatively low (though nonzero) chance of losing gear is likely intended to be less discouraging than the chance of gaining materials. Statistically, this is a simple Expected Value calculation, and easily tunable as such. There's also no reason you necessarily need to bring your top level raiding gear ...

Confused on incentive for open world PvP

Post by SongRune on 2022-10-08 16:52:08

Well then. I hope those mats are good!

Server Population Management

Post by SongRune on 2022-10-09 16:05:40

As nice as that would be for people who've been on these forums for a while (or happened to register once, long long ago, and never returned until launch), the end result would be that players who only heard about the game on launch would have infinite queue times, because others would always be jumping in ahead of them. That makes for a terrible experience for those players, a terrible look for Intrepid, and bad PR for the game in the early weeks where they should be getting their biggest word of mouth boost.

Importance of the night in Ashes.

Post by SongRune on 2022-10-09 17:03:39

A lot of people in this thread have mentioned problems with night-time visibility limits, but no-one has mentioned what is by far the largest one: They have a major effect on game balance, and hit some classes much harder than others: As a Bard, if I see you coming from 20 seconds away, I start the fight buffed and we have a fair fight when you attack me. If I see you from 5 seconds away, I just die. Bards are balanced around having their buffs active. If I have time to see an attacker coming and buff myself, ...

People hating on visibility problems due to mist/lightning are wrong.

Post by SongRune on 2022-10-09 17:14:14

(Why are there two threads about this at the same time? I posted this in the wrong one initially, though it's relevant to both.) A lot of people in this thread have mentioned problems with night-time visibility limits, but no-one has mentioned what is by far the largest one: They have a major effect on game balance, and hit some classes much harder than others: As a Bard, if I see you coming from 20 seconds away, I start the fight buffed and we have a fair fight when you attack me. If I see you from 5 seconds ...

Importance of the night in Ashes.

Post by SongRune on 2022-10-09 18:01:39

I agree that darkness effects of that type make for interesting ambush style gameplay, the problem is that the effects reach far beyond that. If I was escorting a caravan, I would be singing the whole time, keeping my buffs up and ready. I'd do this in the daytime too. But it's not something that makes sense to do while I'm fishing, gathering, exploring, etc. If nothing else than because the time I spend sustaining my buffs is time a Fighter would spend gathering more materials. This sort of effect ultimately says to Bards "you don't get to play ...

Stealth/Sneaking Question

Post by SongRune on 2022-10-09 19:47:50

Rogues will have some form of stealth, and I believe Rangers will have some form of camouflage. I don't think we have heard anything at all to indicate that anyone else has any.

People hating on visibility problems due to mist/lightning are wrong.

Post by SongRune on 2022-10-11 17:14:24

I admit that if a Bard can buff to full instantly, it's not really an issue, but that honestly feels like a relatively odd design choice. If they can't, we're back to the same problem, unless you allow the buffs to be strong enough to make up for that time where they're just getting hit (or worse yet, stunned out of the cast), but if you allow that, they become OP in normal fights where they do have the chance to prepare, which unbalances things in a different direction. Alternately, you could allow Bards buffs to last on the ...

8 Person Parties are they to big?

Post by SongRune on 2022-10-11 17:30:52

Most games are designed on the basis that you are not supposed to have all the buffs, and need to make an actual choice for any given piece of content. Circumventing this is a valid choice which comes with a different tradeoff. If there are no limitations there are no choices, and if there is no choice, there is no agency.

8 Person Parties are they to big?

Post by SongRune on 2022-10-11 18:06:13

Intrepid has often stated the goal that a party should contain exactly one of each archetype. The first citation on the wiki under "Party" references the blog post Group Dynamics in Ashes of Creation , which may be relevant here. Specifically, "The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party." . I would expect that since their explicit goal is to require parties to have one of each archetype, they will test with parties of that composition and not repeat ...

Free trial

Post by SongRune on 2022-10-12 00:23:04

This is almost certainly about people who pre-ordered and got subscription time as part of that package: not something to indicate you can play without an active subscription, but to indicate that your pre-ordered subscription doesn't have to be spent immediately at launch if you'd rather join later.

Links to External Surveys on Action/Tab Combat?

Post by SongRune on 2022-10-12 03:39:32

Flagging System

Post by SongRune on 2022-10-12 18:00:23

I'm just going to quote my post from the last time this video came up.

Poison Pill - PVP Loot

Post by SongRune on 2022-10-12 18:13:15

So your thought is... "I should be able to remove the intended cost of staying green, and then also get the benefit of staying green"? You should just ask to remove the cost of staying green from the game.

Poison Pill - PVP Loot

Post by SongRune on 2022-10-12 18:59:01

To be fair, if you're hunting Greens for materials, you aren't going to carry materials with you when you set out. The worst you're risking in the long term is XP debt from being killed, and not getting to keep the materials you gained (even if you drop 100% of your materials on death, you only had the stolen materials to begin with). There is a small chance of losing your gear on death as a Red, but the chance isn't large until you're very red. You'll just bring slightly less expensive gear that you don't mind losing. So ...

Poison Pill - PVP Loot

Post by SongRune on 2022-10-12 19:10:05

Not directly, but he's definitely not kidding. Your level number won't go down, but XP debt has all of the following effects: (ref: Player death ) Note that we have no data on how severe these penalties will be.

Free trial

Post by SongRune on 2022-10-12 19:57:27

Ah yes, the "I'll pay $4 per hour for 2 hours of entertainment at a movie theater, but only $0.06 per hour for 1000 hours of entertainment from a videogame." To match the cost of an $8 movie ticket, you'd have to play your $15 subscription MMO for only 3.5 hours per month. If you instead play for a modest 10 hours per week, that subscription costs you $0.38 per entertainment hour. For a singleplayer game where the costs are fixed, a simple box cost makes sense. For a MMORPG, there are significant ongoing costs from operations staff, GMs, ...

Dodge Roll vs Quick Step and Dash

Post by SongRune on 2022-10-12 22:33:02

. Definitely. But you don't need any iframes to dodge-roll... - out of range (or out of the tracking cone, i.e. too far left or right) - behind a rock - behind your tank and have the arrow miss you. Dodging like that that should definitely be made to work. Like Azherae was saying, the point of dodging is to make one of those things happen, and have the arrow hit something other than you. You don't need iframes for that. Just don't let arrows do u-turns.

PvP Status and Wars

Post by SongRune on 2022-10-13 15:46:01

I don't think we have any information on this. The intuitive answer would be that they would not appear Purple as a result of being a member of an enemy guild, but rather get a separate "Guild War Target" icon by their name instead. Steven has said that guild wars operate outside the normal PvP flagging system, so this sort of decision wouldn't be terribly strange. You could see that player as Purple or Green (or even Red) based on their other activity, but still know they were free to attack, and that they could freely attack you, due ...

Class/Race specific professions

Post by SongRune on 2022-10-13 21:10:41

Hell no. I'm a woodworker. I should be able to make arrows for my ranger friends (if arrows exist). My alchemist friend should be able to make me poisons. Most rogues aren't master chemists. They KNOW A GUY. Don't even get me started on race-specific. Sorry, can't train under a Nikuan master. You're simply not allowed to learn.

Little Questen for the Game to play please

Post by SongRune on 2022-10-14 15:49:35

Then Intrepid will be paid in advance $10/month per player from the pack they bought to get into it. Alternately, they get 2 years at $15/month from that pack purchase. If they can get 10 million players to pay that much to buy in, and then play the Alpha consistently for 3 years, I think that's more on the side of "a good problem to have".

Najash a.k.a. Naga a.k.a. Lamia a.k.a. 'Basilisks'

Post by SongRune on 2022-10-14 19:29:35

I like a lot of the OP ideas. I'd love to see a leaping/diving lunch into slither for a flanking style attack or quick movement. I automatically envision the folks from that image with dual straight or katana-like swords, and maybe poisoned blades, though there are probably mages too. https://twitter.com/AshesofCreation/status/1580181720745156611 There should definitely be a poisonous bite lunge or such (maybe with swords instead of face?), and probably a paralyzing or movement-slowing gaze. (Not hard CC, just some form of slow or 'random flinch' for a bit.) Binding 'tail wrap' style attacks too, though probably short and used to ...

About the proposed minigames for crafting

Post by SongRune on 2022-10-14 19:54:42

The problem with this sort of thing is that you have to come up with a minigame that all crafters (of a given type) like, when the only trait those players have in common is "Carpenter" or "Herb gatherer". Otherwise you're saying "I believe all lumberjacks should enjoy this minigame, and fuck the ones who don't". It's not something I feel is easily done for all professions. Fishing absolutely needs a minigame (imo), if you want most fishers to care. Do the other professions? Hard to say. But these sorts of decisions are really decisions about what types of ...

Fast Travel On Your Mount

Post by SongRune on 2022-10-15 03:43:55

From 1:27:26 in today's stream , Steven explains that at node level 3 and higher you have access to a building which allows you to get on one of your land mounts, pay a fee, and take a faster route to a nearby node. This seemed a bit weird to me. Faster than what? Riding your mount on the normal roads? Is it a move-speed buff linked to a specific path? How would this affect someone trying to intercept and kill you? We know it's an upgradable node building, so it's definitely something special, but at the same time ...

Fast Travel On Your Mount

Post by SongRune on 2022-10-15 04:08:15

@NiKr , I certainly won't deny the utility of being able to auto-path to another node in Ashes. I simply hadn't thought we'd get that based on the previous "no auto-pathing" statements. The (vague) implication was that it might be local nodes only, which would be a bit of a limitation, but still presumably useful. He said 'faster route' though, specifically. His language isn't always precise, and a basic "speed buff while on the road" would probably be useful. Auto-path between nodes would certainly be useful. (Though I feel it might cheapen the "large world" feeling they're going for. ...

Fast Travel On Your Mount

Post by SongRune on 2022-10-15 04:13:41

That does remind me that I feel like there was some kind of invisible "road speed buff" in Alpha 1, where your stamina wouldn't deplete (as fast?) when you were sprinting along roadways. It didn't seem consistent enough for me to tell for sure if it was real or not, but the code exists! (maybe?)

Fast Travel On Your Mount

Post by SongRune on 2022-10-15 04:34:30

I was gonna say "this seems off", but... no, honestly, I could see it. As little time as 3.5 minutes is, that would honestly be about right for "later node levels" and wanting things in the nearby region to feel a bit more accessible as civilization develops, without directly having a large impact on the real feeling of "world size". Particularly if you couldn't path across wilderness "gaps" because you had to stop (or at least waypoint) at Village or higher nodes at each step if you wanted to keep going. "Auto-path stations" might in fact be the answer ...

Confused on incentive for open world PvP

Post by SongRune on 2022-10-15 11:42:17

I mean. This would work if the caster of that AoE spell chose to specifically flag for that attack, so it was able to hit you. You're more likely to eat death penalty from mobs, though. Welcome to Ashes of Creation. The wiki's pretty good.