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Next Live Stream + Q&A Submission - Friday, April 30, 2021 at 12PM PDT

Post by SpaceWolf on 2021-04-28 22:00:39

Will there be any benefit to having multiple people in my friend group master the same Crafting profession, such as working together on a crafted item?

What kind of character do you want to play? How can augments help?

Post by SpaceWolf on 2021-07-09 02:31:47

I intend to play a Spellsword (Fighter/Mage), and look forward to doing so; I want the movement abilities Steven implies in this quote: "What we want the Fighter warrior to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player." ...

Which Philosophy For Passives?

Post by SpaceWolf on 2021-07-29 19:05:25

In my opinion, "background buff" passives are by far the least interesting type; "regenerate X% more MP" is the sort of thing that literally every Mage will benefit from, and it has no real effect on one's playstyle except "I can do things faster, ring-a-ding-ding". On the other hand, something like "regenerate MP faster and do more damage when below 50% health" has a quantifiable set of advantages and drawbacks that can drastically change an archetype and class from one player to the next. Something like that carries a risk to maintain, but is ultimately more rewarding if you ...

Melee Combat Feedback Post 7/30 Livestream

Post by SpaceWolf on 2021-07-30 21:24:01

The new combat shown in the stream feels floaty because the footwork is off. For melee weapons in particular, the way a character's lower body moves is disconnected from the way the weapon is being swung, and it gives the impression that the character is off-balance. I've been practicing Tai Chi Chuan for about 8 years now, and one of the first things I learned is that all combat stances and all movements - attack or defense - start from your feet. Issues with your footwork will affect the rest of your body, and our brains instinctively know this; ...

Dev Discussion #36 - User Interface

Post by SpaceWolf on 2021-11-13 00:33:22

In my opinion, the greatest UI/HUD I've ever experienced was in Metroid Prime . Now, this is a First Person Adventure game rather than an MMO, of course, but I feel a lot of the basic elements would work great in Ashes. So to break down what I like: The icons on the bottom-right represent every primary weapon type in the game; the one you have active is in the center, and the other three are permanently visible in their slots after you unlock them. Swapping from one weapon to another is done in a single button press (in ...

Next Livestream + Q&A Submission - Thursday, March 31, 2022 at 11AM Pacific

Post by SpaceWolf on 2022-03-19 21:51:41

I've heard that elemental spells may be affected by the weather, is there any plan for elemental augments or enchantments on weapons to be affected by the weather or seasons too?

Whatโ€™s your favorite weapon in the genre?

Post by SpaceWolf on 2022-12-21 18:17:46

Shortswords, definitely. I've favored Spellsword builds from when I first seriously played Elder Scrolls games (I'm a young pup who started with Oblivion), and I love the shortswords' balance of speed, reach, and most importantly, their easy shifts to blocking enemy attacks. The range tradeoff compared to standard swords or such is more than fine to me, since I view a shortsword as a defensive weapon first and foremost. I'd prefer to bring the death with spells, and use my weapon for precision strikes or disruptive blows, while knowing I can quickly shift to blocking since my attacks are ...

Dev Discussion #48 - Training (PvP)

Post by SpaceWolf on 2023-02-08 18:51:13

Is this going to be different inside dungeons than outside them? Because this is really two or more questions.

A question for crafters

Post by SpaceWolf on 2023-03-06 19:47:39

Crafting should be level-agnostic, but at the same time, I would argue any good crafting system will prevent any one player from being able to become a master of absolutely everything. Players should have only so many total points to spread between various crafting skills. For example with a total of 300 possible crafting points, a player could go with, level 100 Blacksmithing, Level 80 Alchemy, level 60 Cooking, level 60 Leatherworking. Or they could go level 100 on three skills, or dabble in a bunch of different skills, perhaps a little of everything. It's very important to ensure ...

Look for the node-helpers โ€“ a parallel levelling system.

Post by SpaceWolf on 2023-03-20 19:39:14

I personally agree with the idea that past a certain point, 'insurance' for players who've invested in a node is a good thing to have. I strongly dislike the idea of investments of this type simply disappearing, especially since my main MMO experience is FFXI, where every player has a small home (think studio apartment unit sized) that is fundamentally always there to fall back on. Storage options, furniture for cosmetics, and random fun stuff such as event figurines can be placed there. As a player who tends more towards wandering (I love to travel, both IRL and in ...

Which games have real living worlds?

Post by SpaceWolf on 2023-03-21 18:02:41

<GM> 1d64 <&Dice> GM, 1d64: 41 "no moon cycles" Final Fantasy XI - which was released in 2002 - has moon cycles. Every day of the ingame week, the moon changes colors in a set cycle, corresponding with one of the elemental types in the game (Firesday, Earthsday, Windsday, Iceday, etc). Each corresponding moon cycle makes magic effects of their element slightly more effective, and makes the opposing element slightly less effective. Here's a simple chart showing all of the game's elemental interactions, and the current moon cycle also plays into it, resulting in, for example, Water element spells ...

Which games have real living worlds?

Post by SpaceWolf on 2023-03-21 18:19:13

<GM> 1d64 <&Dice> GM, 1d64: 22 "you can never befriend NPCs" OBJECTION! Here's another thing you might have forgotten about FFXI - every major settlement in the game has its own Fame system. When you're just starting off as an Adventurer, nobody knows who you are, and random passerby won't just trust you with important quests out of the blue; you start off with only basic sidequests available, and can advance your Fame through (off the top of my head) nine total levels by doing sidequests in cities, by advancing your rank within your home nation, and generally just ...

Which games have real living worlds?

Post by SpaceWolf on 2023-03-21 18:45:33

[2:33:43 pm] <GM> 1d64 [2:33:43 pm] <&Dice> GM, 1d64: 28 "your character never gets sore of running for hours, in the next day the character can run for hours again" First of all, a sufficiently conditioned humanoid - such as an Adventurer - CAN, in fact, run for hours every day. Humans are exceptional endurance runners for many reasons, and our ancestors hunted successfully largely due to this. I recommend looking up a documentary on YouTube or such if you want more details on this. Secondly, that's just an unfun mechanic. There are definitely cases where video games of ...

Next Livestream + Q&A Submission - Friday, March 31, 2023 at 11am Pacific

Post by SpaceWolf on 2023-03-27 21:15:45

Will large dungeons such as the Tower of Carphin have anywhere near them to start a Caravan from?

Dev Discussion #50 - Dungeon Delving

Post by SpaceWolf on 2023-04-17 18:50:48

FFXI's Assault system is immersively integrated into a major hub area, and provides teleportation to various campsites throughout the overworld for anyone participating in an Assault. This greatly streamlines the process of organization and preptime for an Assault, since "everyone be in/around this hub area on Wednesday at 6PM" is much easier to ask for than "everyone be in/around this far-flung dungeon on the far corner of the map on Wednesday at 6PM". Being in a hub area also means that preparing resources is simplified, since you're right by your item storage, player Auction House areas, etc etc. In ...

[Feedback Request] Alpha Two Mage Updates Shown in the April Livestream

Post by SpaceWolf on 2023-04-28 20:40:20

There was a time when I debated on Mage/Fighter or Fighter/Mage, but your stream almost definitely confirmed it for me: I plan on maining Mage. Blink's implementation is great, and moreover, I love all the utility effects you've added to various spells - your demonstration of Spellswording and how that interacts with the Mage debuffs was much appreciated. In the end, I prefer versatile builds that can function at mid and close range, builds that can kite well, and more ways to beat something than just punching straight through, and your current Mage progression seems to have these things. ...

Next Livestream + Q&A Submission - Wednesday, May 31 at 11am Pacific

Post by SpaceWolf on 2023-05-28 19:11:09

Do UnderRealm nodes have entirely different building types even when built up by non-Tulnar races?

Dev Discussion #53 - Roleplaying

Post by SpaceWolf on 2023-06-27 20:52:08

"What systems and features make roleplaying fun? What features help remove hurdles and barriers?" For me, the best facilitator of roleplaying is immersion. For example, a good chunk of my heavily modded Skyrim install is built around adding little features that improve immersion. Things like NPCs reacting with surprise if you turn invisible, freaking out if you have a reanimated minion or summon following you, things like dynamic taunts in combat based on your race, etc, are all things that naturally pull me into the game, and from there, roleplaying comes naturally. It's the little things, like having animations ...

Next Livestream + Q&A Submission - Thursday, August 31, 2023 at 11am Pacific

Post by SpaceWolf on 2023-08-25 00:41:32

Does being under a DoT effect prevent or automatically break the Sleep status effect?

Direction of Mage Class

Post by SpaceWolf on 2024-03-16 12:42:38

There's a fundamental thing Mage is missing to make me happy - recursion. By "recursion" I mean spells such as Drain (steal enemy HP to restore your own) and Aspir (same for MP). I personally like the way FFXI balances this - these spells are cheap and have fairly quick casting times, but very long cooldowns, relative to the game's APM (about a minute, which is a long time in an FFXI fight). A spell like Drain is important because it lets a Mage maintain their momentum while sustaining their health and MP. It means you aren't as dependent ...

Direction of Mage Class

Post by SpaceWolf on 2024-03-16 13:52:59

No because those are just two/three extremely small abilities added to the Mage core. They're literally the only things about the class as presented I'd change; I'm not interested in summoning or whatnot For the class to feel complete, I'd need some small utility stuff like that. Mages need options aside from just "hit stuff hard" and "enfeeble", even if those options are limited compared to a more dedicated class like Healers or Necromancers Just a bit of sustain, you know?

Direction of Mage Class

Post by SpaceWolf on 2024-03-19 16:33:51

@Pyrolol - as it currently stands, saying Mages should be limited to big boomy stuff and giving them Drain abilities would step on the toes of Necromancer seems like an overinterpretation. As it stands, classes (never mind the game as a whole) are incomplete, and the idea here is to discuss the direction we want things to go in. I come from Final Fantasy XI, where Black Mages (the direct analogue to AoCr Mage) have various tiers of elemental nukes, but also have some supplementary debuffs, and Drain-enemy-HP/MP spells that are balanced by long cooldowns. HOWEVER, Black Mage is ...

[Feedback Request] Alpha Two Fighter Archetype Preview Shown in March Livestream

Post by SpaceWolf on 2024-03-31 22:44:44

Okay first of all, dang. I really like this class! As somebody who tentatively plans on going Mage/Fighter, I find that a lot of Fighter's abilities are a great foundation for how I like to play games in general! The momentum system as an additional resource seems like a great idea. Forcing Fighters to sustain close-to-mid combat - essentially to sustain a 'fair fight' with their target in order to use their best stuff - seems like a great balancing factor. At first I was concerned by the lack of sustain options, but then you started to show those ...

Dev Discussion Poll | Battle of the Keybinds! โš”

Post by SpaceWolf on 2024-04-12 22:19:11

'I' for 'Inventory' I, because as some others have said, inventory access is a non-urgent action (or at least, it really should be). Items intended to be accessed urgently can have their own hotkey/mini-menu systems, such as Ammo for Monster Hunter's bowguns, and the item slider menu thing it has for potions and whatnot. As a modded Skyrim player, I have a lot of spells and abilities to choose from, and general-purpose combat ones get sorted into the keys nearest to WASD, and non-urgent ones get moved further out. Inventory? For me, that's actually Numpad Zero.

The Essence is HunterxHunter Nen?

Post by SpaceWolf on 2024-04-22 21:05:15

Nen is just the name Hunter x Hunter uses for its power system; while various abilities can be created by using Nen, Nen itself is basically just a Vague Life Aura Thing, or VLAT for short if you will. To be more precise, Nen is essentially the discipline with which HxH characters refine their auras into powers, but, importantly, any given power can only actually DO a few things at most, and it's rare for characters to have more than a couple such powers. So for example, if somebody decides to use their aura abilities to make a fireball, ...

[Feedback Request] Alpha Two Midnight Magic Preview Shown in April Livestream

Post by SpaceWolf on 2024-05-02 05:15:07

I do rather like the new skybox, and I feel like a greater emphasis on stuff in the environment that glows at night (say, magic mushrooms or whatnot) would help with the aesthetic. A greater emphasis on bloom lighting from abilities and effects could have the potential to make nighttime visuals really interesting and distinct... OR possibly overstimulating; a visual designer, I am not, I just adore Satorl Marsh in Xenoblade. I couldn't find a video that cleanly shows the transition, but... here's Satorl Marsh in the daytime... And here it is at night. https://www.youtube.com/watch?v=Sv4TcWkFQd4 Beyond that... the Ball ...

๐Ÿ’ƒ Dev Discussion #66 - Storytelling With Archetypes ๐ŸŽถ

Post by SpaceWolf on 2024-08-10 23:52:01

I like the spirit of what you're saying, but couldn't disagree more with the method. Depriving players of agency is bad - forcing Bard players into doing specific things and/or interacting in specific ways in any given environment is directly detrimental to immersion and proper RP, for said players. Sometimes Bards just wanna go to the tavern to chill with their friends, too - even the best singers and poets need time off, you know? A better method for handling this, IMO, would be how FFXI handles 'showing cutscenes from completed questlines'. In FFXI, there are several Bard NPCs ...

[Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream

Post by SpaceWolf on 2024-08-31 21:53:49

I have several criticisms. PRESENTATION - The first impression in the video isn't good. The angle of the sun shining over everything was so oppressive that I was literally physically squinting my eyes. I want to tell you whether or not I like or dislike the design of the fortress itself, but I can't because the sun was getting in the way for most of it. - While I appreciate the lore explanations in the beginning, I feel you were meandering way too much before engaging with the actual content. I found myself getting impatient and skipped ahead a ...

Racial augments/perks and classes

Post by SpaceWolf on 2024-10-16 23:06:38

I'm fine with races having minor differences/effects that are a function of their lore. For example, if one race hails from a place with a lot of volcanoes, and another hails from the Frigid Northlands, I think it's fine to give race 1 Fire Resistance and race 2 Frost Resistance. Then you get into balancing, tho - what if one of those effects is overall more powerful than the other due to how the game's designed? What if there's almost no sources of Frost damage, but lots of Fire damage? FFXI has differences between base stats (nothing too drastic, ...

Mouse Inversion

Post by SpaceWolf on 2024-10-24 16:05:45

I couldn't agree more; I've been playing games with an inverted Y-Axis since I was 3 years old (flight sim on the Sega Genesis ) and I invert it ASAP in any new game I start. Trying to play without Y-Axis inverted in pretty much anything feels like trying to flip my brain upside down, lol. The current Alpha builds are mostly unplayable to me without this.