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Quantity of Abilities

Post by SongRune on 2024-09-12 02:41:19

I think this could work just fine. I don't think you even need to separate out the ability points and talent points to make it work. Intrepid seems to be doing something like this already. They showed it off when they were discussing Counterpoint and Crescendo. If you assume that all the rest of those circles on the Bard skilltree (hidden below) are passive choices too, with more to come, you're going to have to make some hard choices between taking abilities and taking passives either way. If those passives all have the same level of impact you get ...

Player enemy visual Health Bar update on hit.

Post by SongRune on 2024-09-14 19:10:57

Like you said though, he's still gotta log back in. He's still gotta farm that off, and while he does he's marked on the map for bounty hunters. If he ganks one guy a day, maybe he find a quiet time to do that. But after the first time or two, the whole node is gonna be on the lookout for him. When my node has a problematic ganker, I personally am planning on putting together a posse , and going to go deal with the problem. He can maybe hide for a bit, but not forever. It just ...

Player enemy visual Health Bar update on hit.

Post by SongRune on 2024-09-15 01:48:51

Well that's back to me then. If you kill me cause you're defending your spot, all that tells me is that you think this spot is worth defending. You're gonna be here, and you're gonna be accumulating STUFF. Stuff my guys can come take . If you cared enough to defend it you're not gonna be gone with the goods, and the longer you stay there to defend it the more valuable your drops will be when we take them. Ashes of Creation is huge. Even individual nodes are huge. If people can spread out as much as they're ...

Racial augments/perks and classes

Post by SongRune on 2024-10-16 19:13:23

If you make any kind of perk or augment that is in any way 'meta' for a given class, or even given build, you're limiting player expression unnecessarily. I do not want all Rangers to be Empyrean, all tanks to be Dunir, etc, because that's where the stats or buffs are. While my own propensities likely align reasonably well with my preference of races, anything that effectively race-locks a class, whether by hard effect, or even simply by 'meta', will make the game fundamentally worse. If you want to create actual in-game (possibly even "justified") racism, and all of ...

Racial augments/perks and classes

Post by SongRune on 2024-10-16 20:22:03

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Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SongRune on 2024-12-05 19:22:41

Obviously I haven't had time to log in yet, but this "dissolve, but lootbox" sounds... useless? I don't really understand from the provided descriptions why it's even in the game or what purpose it serves. I guess I'm on @GrandSerpent 's team with that... I feel like I got Chewy Meat from orcs in my last Talisman Delivery though, so don't quote me, but it might not be this patch when that happened. (It made me go "huh?", but I didn't really focus on it further to check or remember details.)

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SongRune on 2024-12-05 20:52:24

Oh, that's actually great. I'm looking forward to this now. As an unrelated side note: I'm happy I finally have an excuse to give NCSoft some money (the latest cosmetics). Gonna be buying my 2 months of "subscription" at once, but I think this brings me more or less up to date.

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SongRune on 2024-12-05 21:26:58

So anyway, now that I've taken a break to fight Grand Aelon, I've gotten a rune! I actually think I mostly understand what to do with it. Reading the patch notes helped, but the 'tutorial' was almost sufficient. It felt a little rushed, but then, they have been trained to avoid excess detail in their information because it would be "too complicated" for... well anyway. This looks like its' gonna be a hell of a grind to get the runes up to reasonable numbers, but also... possibly a relatively passive one? In game, they didn't mention anything like what ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SongRune on 2024-12-05 21:49:55

Sell it to me! /wave @all . Time to go play the game, rather than typing about the game. Well... once I'm done trying to fix a particular bug. *sigh*

📝 Dev Discussion #70 - Music in MMORPGs 🎶

Post by SongRune on 2024-12-07 21:13:40

Music is incredibly important, and is something that can significantly raise (or lower) the quality of a game's experience. Music binds memory and emotion. It provides both the impetus and emotional focus to help you engage with whatever it is that you are doing. Good music will also almost automatically pull you into the feeling of the place and situation that you are in. One of the most memorable tracks for me personally, from FFXI, is the soundtrack for Sarutabaruta. This is the starter field zone just outside my starting city (you get a choice of three). It's "nothing ...

Splinter(?) Topic: The Comfort/Nostalgia Login

Post by SongRune on 2024-12-20 20:55:19

Doesn't matter to me. I have this in FFXI, and while I do appreciate it sometimes, it's not necessary . In relation to my discussion of contexts defined by music , reusing songs for elsewhere for your home may give you a bit of a feeling that your home is there , but even reusing my favorite neighboring zones for my house, if the music for areas is done well ... It's taking you outside, and specifically because you have the other association, it will not bind your home and its feeling distinctly enough. Oddly, you could get some ...

Splinter(?) Topic: The Comfort/Nostalgia Login

Post by SongRune on 2024-12-20 22:37:36

To me, this is the purpose of publishing your soundtrack. Logging into the game to listen to it has always been, to me, "extra steps". I find it much more valuable, actually, to be able to call forth the emotions and memories without having to go through the process of logging in and making my way back home. Even more so, to be able to share them with others who have had similar experiences, as reminders of certain things, or to set a specific common mood. Of course, there is no reason not to also include such a thing ...

Bard damage type

Post by SongRune on 2025-03-19 02:53:49

Why would it even matter what type their basic attack is? Most of your damage is going to come from buffing themself anyway, and using their damaging and DoT abilities while soloing. In a party you care even less, because you have additional work to do setting up situations to maximize your teammate's output and opportunities. It doesn't even affect the weapons you can use. They've already said they're doing Magical Daggers/Bows/etc in addition to the physical ones. All you have to do is grab the Magic-based dagger, and voila, you're doing damage off your primary stat. It'd be ...

🌼👋 Dev Discussion: Gatherable Spawning System

Post by SongRune on 2025-03-27 03:49:00

Are there gatherable systems in other games that you enjoy? FFXI's fishing is perfect. No notes. TL's does just fine too. It's fundamentally similar, although I think they're still working on getting the depth of environmental factors involved. BDO's gathering systems are honestly okay. I feel like it was a bit much sometimes to be able to cut every tree. I don't think that it feels right, even if it's technically very realistic to be able to cut every tree in the forest. This is something that TL actually does well, in my opinion. On this very specific point, ...

TTK and Power scaling can be easily fixed.

Post by SongRune on 2025-04-10 19:09:58

That is approximately what I said when I first heard about this. I had some questions, obviously. I do not think I will be testing this particular update, myself.

Questions and suggestions on the new Artisan material requirement changes

Post by SongRune on 2025-05-05 22:59:18

To Intrepid, or any other designer: Do not punish skilled players for fighting strong creatures, even if you do not reward them for doing so. Forcing us to fight only mobs that are too easy relative to our skill and preparation is just asking us to get bored and leave. Explicitly punishing us for doing so is just telling skilled players to fuck off. We don't need more drops per hour. We don't even technically need better drops. We will find a way to make our game experience interesting, if you let us. But if you punish us for ...

Zinc and Copper

Post by SongRune on 2025-05-07 01:50:32

That seems... problematic. The 'generous' reason for that would presumably be a wish to allow Artisans to have some way to supply themselves without needing gatherers (or gathering skill). ...but then you're allowing Artisans to not need Gatherers.

How to Actually Slow down the leveling Process - Dynamic Mob levels based on Node Progression

Post by SongRune on 2025-05-15 13:37:24

Wasn't this already working? It should be super easy to tie spawners to global conditions like node levels. They're already doing it for POI events, aren't they?

Steven, Please Rethink “Not for Everyone”

Post by SongRune on 2025-06-22 20:25:45

An oft-overlooked but critically important part of any game is its ambiance. A ton of factors contribute to this. From the worldbuild to the design of combat and the layout of zones; from costumes and world chat to the things the game guides you to focus on, and even in what order. Every decision affects a game's ambiance in some way, both large and small. From your choice of combat style, to exactly how fishing works or how NPCs initiate conversations. Different players have different preferences, and WoW feels nothing like FFXI, feels nothing like FFXIV, feels nothing like ...

What should we loot on mobs ?

Post by SongRune on 2025-07-06 15:41:43

I had a little trouble following this post, and I found myself thinking about why that is. I reread it once or twice and realized that the problem is that I find it difficult to focus on a feedback that doesn't read like a thesis because that's how I'm used to seeing it presented. There's nothing wrong or off about this poster's feedback. They're clearly expressing the theme of their feelings, but because Ashes is so 'far out of phase' the same problem happens all the time. The post ends up being "talking about 'obvious things'" and my mind ...

🌼👋 Dev Discussion: Economy and Stat Rebalance

Post by SongRune on 2025-08-13 22:01:20

I've read the article, but it seems like it's mostly just basic boilerplate. Even still, I can't say that I like what I see. But as a result, I'm not really sure how to give useful feedback at the moment. Perhaps this... You must understand that Crafters and Adventurers serve different purposes within an economic structure. If you do not, you will eliminate the difference and remove the need for crafters altogether, whether you intend to or not.

Re: Econ-Friday Ranting (a Reference Post)

Post by SongRune on 2025-10-21 14:58:56

When I read this I thought there was no way that was the actual recipe. I had to look it up. Bad news, everyone! I was right! ... It's worse. You need another bear in the middle step too. There's no way this isn't AI though. No human could possibly think "let's see, to make leather, I need to get a hide from a bear, combine that hide with another bear to tan it, and then combine that tanned hide with another bear to get leather." Someone definitely told the AI "it should be three steps" and "no the last ...