It looks like you're new here. If you want to get involved, click one of these buttons!
Today we break down our top five mechanics for the upcoming MMO Ashes of Creation. The game is looking more and more solid every day. With videos and features now hitting the fans, it seems there is a lot to look forward too. Here are our Top 5 mechanics to keep an eye on as Intrepid Studios continues development.
Comments
The game will be amazing, and it is developed by very promising Company, so if they recieve our support, the game will become record breaker for sure.
P.S. The Project Manager communicate directly with the community, so u can say that the ppl that will play the game actually participate in making it, how amazing that can be?
The Hype is Real BoiZ n Grlz!
No - its is way more complex than that. Each node can level up (or leveled down by destroying) and will change visually and in content.
To be honest - the game sounds to good to be true. They have great concepts and ideas - but that was something Dark and Light (back in 2004) had too ^^
I wish that they will succeed and can accomplish everything to 110% ... but I have doubts.
-------------------------------------
Playing: Overwatch, Genshin Impact, Black Desert Mobile, Hundred Soul, Cyberpunk 2077
Inactive: WAR, DAoC, RIFT, GW1/2, TSW, Age of Wulin, Black Desert, Blade & Soul, Skyforge
Philosophy of MMO Game Design
Not at all really. The name is the same but the system here is much different.
Here's what their FAQ says which sums it up pretty clearly:
So basically it's empty until players come along and build there, and what's there doesn't develop until players do things in that node to build the score. It will also differ between servers. One thing they said on a Q&A video they did is due to how the players can affect the world, they fully expect each server to develop differently, discover different things - you might even have a dungeon unlocked on one server but not another, etc.
That's my big beef with the game right now. So they're saying it's a mix - mostly tab target, although not an excess of abilities, but everyone has movement abilities and things like that. Although there are a lot of players on the forums and on the Discord asking for action combat, so hopefully they change their minds. The game is only in Pre-Alpha so it's early enough they can change course. For me I'm not sure I can enjoy another tab target game.
This game is on my radar, but not for this year at least. I will keep an eye on it though, it seems to have a better backing than many of the other indies.
There are several reasons but just one easy one is that scaling in essence makes all content level 1,so now that little bunny is just as powerful as that Giant Dragon.Obviously it won't be dumbed down to level 1 but still the problem of ruining immersion exists.
Actually if you fight that bunny at level 20 it would be far more powerful than the Dragon at level 5.This analogy really shows why the idea is so bad.
Never forget 3 mile Island and never trust a government official or company spokesman.
Also the Founder/Creative Director is on their official discord now and answers a bunch of questions. Might wanna hop on there.
Maybe zone cluster or zone area.I believe it is a simple trigger related to population of said region/area,it a certain parameter is met then change happens.
It is a very risky idea to incorporate,i applaud them for trying to do something but man it could fail badly and need constant tweaking.
I look at one example .."unlocked "quests.Well what happens if all those npc's are killed?Would it make any sense if it is permanently unlocked if using this mechanic?Then if you can destroy your surroundings,what do the npc's do,if they die then what,does everything disappear,do they start out as nomads?
I am again thinking of a problem Blizzard never fixed even to this day.A high level player comes back and kills npc's so people can't do their quests.Basically it creates a big opening for exploitation.Is this why they have scaling,well then that again would ruin immersion completely.A town gets wiped out,then rebirth and all are auto scaled?
I just get the feeling they are contradicting their own design,going for realism and world changing but then scaling everything back to as it was just ruined the whole idea.As i said this is a very risky idea that imo could have been scaled back and made simpler to keep from possibly ruining the game.
Never forget 3 mile Island and never trust a government official or company spokesman.
I guess he has never heard or looked into some of the gaming mechanics of Age Of Wulin especially the 'crafting unique gear' comment.
They said it's going to be tab-targeting and a little bit of action combat. I'm thinking it'll be something like tab-target the mob you want to kill, spells you cast go towards it, then if you want to drop an AoE or a area buff, then it can be dropped using action combat mechanics. We may know more this Friday, their releasing another video discussing the combat video they released recently!
I love goats.
I agree. If we build it, they will come.
Not sure what scaling you are referring to, but I can offer further clarity on the nodes and their influence on the environment.
Currently our nodes develop in a manner that unlocks story paths, dungeons, drop tables, boss content, influences seasons, allows crop development, affects housing options... etc Truly every facet of the game is tied to the development of these nodes. The term node for us denotes an epicenter to a Zone of Influence ( zoi ). The wilderness of the world is littered with nodes, each with their own zoi. As a node develops, it will absorb the neighboring nodes and their zoi. The first node to develop will halt the neighboring node's development. Developing nodes further influences the world around it and increasing it's applicable zoi.
You mention what happens if an NPC dies. Well our NPCs that spawn with the development of nodes cannot be killed. There is however a mechanic that allows the players to undertake a siege process against nodes that have developed to the Village (stage 3) or above (nodes have 6 stages, the highest of which is a Metropolis). This process is long and difficult. Requiring considerable resources and time. And the defenders (citizens) of a node will have the advantage going into this fight. Furthermore, there is a declaration period that will exist for 1-4 days prior to the siege itself (depending on the stage of the node), allowing the citizens of the node to prepare for battle. Once the siege has finished, if the node still stands it will not be possible to siege the node until a time has passed equal to 10x the declaration period.
Our goal is to create a world filled with story lines and content that is directed by the community. To watch players come together to defeat an epic world boss, or find a rare artifact at the bottom of a dungeon, only found because the community founded a city nearby.
A rich PvE world to discover, with PvP mechanics that allow change.
We are aiming for a blend of targeting and action. Making positioning important, allowing for mobility to influence skill usage. It is coming together nicely, and we will be showing more in the weeks ahead
Thanks! We plan on delivering!
Founder/Creative Director @ Intrepid Studios
Building upcoming MMORPG Ashes of Creation
Discord
5. Improved AI -often promised, seldom if ever delivered, and I'm not sure players will really enjoy playing the gaming equivalent of "Skynet."
4. Lineage 1 was my first intro to castle sieging, DAOC provided for experience bonuses for leveling within range of a keep your realm controlled, L2 allowed Castle owners to charge taxes on activities within it's influence zone.
3 Economy - see also SWG for unique crafted items, heck they had unique resources that existed only once ever until consumed forever. In my book nothing will top EVE as an economic stimulation. (built in spreadsheets don't ya know)
2. Caravans - Archeage, Albion Online, EVE and others have this concept and the opportunity to seed markets.
1. Nodes - this seems somewhat new, and a feature I'll be watching how it actually evolves.
Overall, good features I'd lke to see in any MMORPG and looking forward to their take on the new incarnation of some of them.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Redsalt... the other salt.
please do not make BDO combat. From what I am reading some people want that. >.> some where between old school and BDO i am ok with maybe.
can wait to see what you come up with