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Post by SongRune on 2022-09-08 15:31:22
I think the specific question here is not, as @Jahlon answered, whether there will be various idle or running animations, but whether we will be able to cycle through them during character creation to get a feel for what our character's presence will be like when we're in game. I don't think they've answered anything like this yet, but I agree that the suggestion is worth considering.
Post by SongRune on 2022-09-08 15:46:31
Everyone here is looking at flying mount as a prestige thing, and that perspective makes sense from the majority of players. But that's not what they're for. They are command & control outposts for sieges, large battles, major PvP or PvE events. They are a gameplay mechanic with tactical value. If you're sieging a metropolis, their mayor can fly safely over the battlefield, and give orders, sight sneak attacks, and bring back reconnaissance. These mounts might be prestige, but that's a small secondary benefit. They are a powerful tactical tool which allows you to put your commander in the ...
Post by SongRune on 2022-09-08 19:36:06
All classes can use all weapons . Getting your secondary archetype does not grant any new abilities. Only the opportunity to augment or adjust the abilities you already have from your primary archetype. (What those changes may ultimately be is a matter of some speculation.) The use of daggers inflicted 100% damage both before and after the Ranger added a Rogue secondary class. (And so did Greatswords.) The Ranger, of course, probably has some skills that make using bows more effective, and they still have all of those abilities (and zero new dagger related abilities) after they choose their ...
Post by SongRune on 2022-09-08 19:56:14
I like having new abilities right away when I level up. Particularly if I'm far afield of any towns. I do understand that "free respec at any time" can be a bit much, however, and from what I understand is contrary to Steven's intent. Perhaps allow us to spend skill points anywhere (out of combat, of course), but only allow us to un-spend them in town.
Post by SongRune on 2022-09-09 01:24:33
Class identity is still intended. There were "no classes" in Alpha 1. The combat system hadn't been seriously designed yet, nor the class loadouts. Beyond "everything is subject to change", the combat system was not supposed to show anything close to final. It was a technical test, not a game design test. That said, if you're looking for a low identity, high 'maintenance complexity' game, and think you've found it in Ashes, I think (and hope) you've been decieved.
Post by SongRune on 2022-09-09 02:49:23
So your contribution is "looking for easy ways to salvage a failed project"? I find such a mindset unproductive. If they are failed as you describe, pivoting to survival genre doesn't retain their audience, nor will they do well enough to go beyond mediocre within the pivoted genre. This is literally what New World did. If they are not failed, then it is distraction, unhelpful noise that diverts community focus and discussion from subjects relevant to the type of game they have indicated they hope to make, and which the specific audience they've attracted as a result is interested ...
Post by SongRune on 2022-09-09 17:31:17
With regard to Military nodes in particular, I feel the OP's concern stands. I agree that a guild can band together to win most mayoral contests, and this itself is a reasonable balancer, but if the top PvP player on the server is proving a poor mayor, no guild can remove them due to the 1v1 nature of the contest. (ref: Mayors > Node elections ) Even if they allow for counter-build and counter-picking to remove the existing mayor, this makes Military node leadership excessively swingy from month to month. While "might makes right" is a style of society, ...
Post by SongRune on 2022-09-09 17:36:56
What?! That's pay-to-win! I demand no-click gameplay!
Post by SongRune on 2022-09-09 19:31:51
Warth has the unfortunate truth. To explain how they "detected" your cheating is to explain how to bypass the detection, and an actual cheat programmer would sound exactly like you did, when they were fishing. In the end they can't tell. I won't say that their systems are good, however, and there should be a good effort made to make sure the systems are working correctly and have a low false positive rate, but unless you give up on catching cheaters at all, you will always risk making mistakes. It's unfortunate that mistakes can't be explained, discussed and rectified, ...
Post by SongRune on 2022-09-10 16:42:07
I see you've never had a family with busy lives, sometimes random work emergencies, etc, where the teleportation is the difference between "something broke at work and I had to fix it, but I can still join late" and "guess we're not playing today". Planning ahead is good, but not everyone has the luxury of a perfect life. Family Summon is made for them. In a guild? Yeah, the guild was going to go on without you either way. But for a family? It makes a difference. There are potentially better ways to do it, but the base concept ...
Post by SongRune on 2022-09-10 17:07:33
I'm just gonna drop this here, from the last flying mount thread two days ago. What you describe is a massive tactical advantage in high-end content. It's intended to be a buff, not a 'gear piece', and I feel they should keep it that way.
Post by SongRune on 2022-09-10 17:33:04
And there are the military style solutions I wasn't the type to find. I retract my 'complaint' as it pertains to military nodes.
Post by SongRune on 2022-09-10 21:19:06
It does however reduce the value of actual exploration and area familiarity in terms of caravan route planning. A blessing for tourists, but a curse for explorers and locals.
Post by SongRune on 2022-09-10 21:57:11
If you are responding to me, please think again. If it shows no players and no caravans, it still shows an outsider who isn't familiar with a node and hasn't spent time exploring or scouting it the ability to bypass all of that effort, and to bypass engaging with a scout who is intimately familiar with the local region when they are trying to decide what route to take their caravan on when it passes through this area. In this way it reduces player interaction, and eliminates a good half or more of a scout's job.
Post by SongRune on 2022-09-11 00:01:57
You misunderstand. It is not about being "low on time and needing to progress". It is about being low on time and wanting to play . If your friends can't all gather together easily because of scheduling difficulty, you still want to play with them in this multi-player role-playing game. @Strevi 's non-solution is for everyone to go solo instead, if anything makes life difficult on that two nights a week you can coordinate everyone at once. It's not about progression. It's not about increasing numbers, or getting loot. It's about playing . Together .
Post by SongRune on 2022-09-11 01:14:05
Something that has been suggested before, actually, and I think works well is this: Instead of teleporting players, have them auto-path and auto-run to the summoner. This takes away all teleportation and 'sudden arrival' based exploits, and at first glance it looks like it would ruin the spirit of the thing, but if you look a little closer, a lot of people in the target demographic will have more time to AFK while they say, cook dinner, or deal with whatever else, which lets them get in position for content while they're able to actually play. It won't work ...
Post by SongRune on 2022-09-11 02:43:21
@TheWolfofGar , that's fair. If you got home from work, and only had time right then, you'd have had to have set up the autorun with someone while you prepared for bed the previous night. If you had several hours to play, didn't have to make or eat dinner, take a shower, or anything else that night that you could get out of the way while you auto-ran to give you more game time later, you... might not be the target audience in the first place. But that's a fair criticism. This variant doesn't try to solve that case. ...
Post by SongRune on 2022-09-15 00:08:54
This was never possible in the first place. Only the family leader can summon (and presumably it's not easy to switch that around or they wouldn't have bothered with the limitation), so it was only ever one-way. I went to reverify my sources, and... I couldn't find anything. I can therefore agree it's a matter of concern.
Post by SongRune on 2022-09-16 01:55:37
Nope. Absolutely still jarring. It's the content, not the volume. That's just extra steps.
Post by SongRune on 2022-09-16 02:05:01
Definitely not.
Post by SongRune on 2022-09-16 03:03:12
"Thereafter".
Post by SongRune on 2022-09-16 13:20:50
Let Bards be Bards. We're here to shape the tone and experience of an area, not to mimic it or draw it out. If this was about "not wanting what you hear to clash", I'd say sure, let the audio engine sort that out. But it's not. You've made that very clear. I'm here to inspire, not reinforce the area's gloom. I'm here to move minds and spirits, not "play an ambient track". My job is to resist and transform the environment, not reinforce it. If you want a Shaman class, ask for that. Don't try to get rid ...
Post by SongRune on 2022-09-16 13:33:02
Yeah. In case you weren't watching the other thread:
Post by SongRune on 2022-09-16 18:45:26
I don't know if it's planned, BUT, if it was, I'd use it to recruit spectator spies to tell me how my opponents are moving.
Post by SongRune on 2022-09-17 00:22:08
There's a lot of information on the wiki's Accessibility Settings page. I am lead to understand that Steven himself is colorblind, so you can expect some general understanding of the need for accessibility enhancements.
Post by SongRune on 2022-09-17 22:24:59
@Strevi , you have to be careful with this. If you use relics, you have to make sure the Tracker ones are abundant. If you use votes, you have to be sure they can't be manipulated by rival guilds. Making it a guild perk means it sorts "people who use trackers" and "people who don't" cleanly based on their choice of association with like-minded people, preventing any "clash of expectations" toxicity while keeping it available to all who want it (and are willing to spend a nominal amount on it). Making it something that a hostile guild or node ...
Post by SongRune on 2022-09-18 02:13:10
My point is this: If the tracker helps you optimize your performance and defeat stronger content more efficiently, then you get the rewards (which presumably provide progression) of the stronger content, and those who do not have access to it do so either slower, or not at all. You are right. Difficulty: The game does decide how difficult the content is. In fact, there is one thing that some of the posters here occasionally remind us of: If the raids are too easy to benefit from (not 'need', just benefit from) a tracker, then... yeah, it won't matter. But ...
Post by SongRune on 2022-09-20 00:38:34
I feel like this is a bad mechanic. You never want to make the personal incentives of a player conflict with the overall incentives of their team or you just cause a general social breakdown over time, not to mention the logistical breakdown that degrades the overall experience of the event for all involved.
Post by SongRune on 2022-09-21 13:49:02
Nothing at all happens in that case. If you fight back at all, you're considered "willing to PvP" and anyone can kill you. (Otherwise if your original attacker had a friend with them, the friend might get corruption.) If a mob kills a player, nobody gets corruption. Steven's chosen solution to the "cheese" of letting a mob last-hit is to make it so you don't know how much hp other players have left and might accidentally kill them yourself. I'm not sure how this helps with "making their even-match PvE suddenly become difficult due to low health though. You ...
Post by SongRune on 2022-09-22 00:41:57
It's that purples turn green after not fighting anyone for 90 seconds, so purples aren't just "in the world". To be purple means you just hit another player. Maybe to attack, maybe to defend. This probably covers what the OP requested, but the OP might be asking for something more like "please mark me as always purple", so that players could identify themselves easily as "open to PvP" rather than everyone looking like a sea of green, with no hint as to whether they're actually interested in dueling. (It could also be mildly confusing to someone new to the ...