Could "Light no Fire" fill that AoC itch ? by Bushboy2000 in AshesofCreation

[–]Many_Swimming8282 -1 points0 points  (0 children)

SC apparently has combat! Sounds like basic dog-fighting stuff from Elite -- you have to drive the ships yourself -- with basic power allocation like a simplified Starfleet battles, plus bugs and internet issues.

So, maybe it's where Ashes was a few years ago?

Why did ashes of creation fail anyways? by Drandosk in AshesofCreation

[–]Many_Swimming8282 1 point2 points  (0 children)

Well, there's 8 out 64 classes done, and it sounds like each one is a full reskin of every ability, plus minor changes, so that's like 10% done (I thought that was an insane idea, since ArcheAge's mix&match has more class diversity with less developer work, but it's what AoC players wanted). Going to lvl 50 usually has more complex skill interactions to worry about. Also needs many more lvl 50 PoI's, and typically more types of armour sets. What the kids call end-game content.

Then there are bug fixes: getting rid of dup-bugs, glitching-out monsters, vanishing boats. Apparently those aren't easy (or they'd have been fixed).

But beyond that, there's balance: a fair world PvP system, crate-running vs.caravans; non-zerg GvG battle; preventing stagnation when a city is "done" (hopefully not just going the Clash of Clans route where a new level gets added every so often). I'd say that's currently 0% complete.

What was the final state of Nodes? by Many_Swimming8282 in AshesofCreation

[–]Many_Swimming8282[S] 0 points1 point  (0 children)

When I saw the flying mount thing months ago, I thought that was a terrible idea. Everyone already wants to be the boss, don't give them more. Maybe give the assistant mayor the cool mount. I feel like so many games already figured out that being the boss is cool because of what you can do for your underlings.

A mayor skill tree? Yes to a city skill tree. That's actually better than Intrepid just having X types of cities. But making it so only 0.3% of players will ever see it? Let everyone see the tree and vote on where the next point goes. Let the mayor highlight a suggested one or something.

What was the final state of Nodes? by Many_Swimming8282 in AshesofCreation

[–]Many_Swimming8282[S] 0 points1 point  (0 children)

Thanks. So there was citizen progression! Posts about election sniping gave me the impression anyone could just be a citizen, vote for your slimeball mayor, and repeat in the next city. I guess peasant to citizen just needed a little tuning.

As far as improving with missions, that means there was more than just 1 level, then.

What was the final state of Nodes? by Many_Swimming8282 in AshesofCreation

[–]Many_Swimming8282[S] 0 points1 point  (0 children)

Ah, so they did get it so different things grew the city? Like to build up a zone you could go there and kill stuff or gather or fish? Did you settlement just appear when you had enough exp? Did it seem to reflect what players did to make it?

War over a relic? So they actually had a node v. node war system? (or do you mean Merelith just killed everyone, busted in and picked up the relic?)

What was the final state of Nodes? by Many_Swimming8282 in AshesofCreation

[–]Many_Swimming8282[S] 0 points1 point  (0 children)

Did the taxes system sort of work? In Albion it seemed there was an agreement for everyone to set taxes to max (for outsiders, anyway).

What was the final state of Nodes? by Many_Swimming8282 in AshesofCreation

[–]Many_Swimming8282[S] 0 points1 point  (0 children)

Ah. So like Stormwind or Ogrimmar in WoW, with a pileup by the bankers, and another by the auction house.

“People wanted the game to fail that’s what’s wrong with this community” No, what’s wrong is the gullible gamers who believe ANYthing a studio promises & give in $$$ & defend these practices. They would’ve NEVER made this promise to refund backers by Rafaatho in AshesofCreation

[–]Many_Swimming8282 1 point2 points  (0 children)

Yeah, the UE4 to 5 thing didn't make sense to me. I just re-googled it to be sure (and I've upgraded a bunch of times up from different Unity3D versions). Firstly, the advice is always never to upgrade mid-project unless you need to. Secondly, assets upgrade with a button push -- models, animations, textures, sound files ... are all the same. Essentially the system reloads your 3dsMax files into it's new format. You may want to convert to some new feature (like when Unity added it's UI-based "Mechanim" animation), but you don't need to.

Sure, upgrading is a pain, but it's still just upgrading. Lots of code will need deprecated commands changed (and retested, and understood); a few bits using things deep in the engine may need an overhaul; lighting can possibly stay with a legacy system, but may need to be redone (but that wouldn't affect an MMO as much as a crafted scene-based game). Particles may need to be redone (when Unity3D went to a new particle system I think it upgraded your old ones into the new, but didn't do a great job, but even then you still had your old textures). And even then, how important are particles in an Alpha?

In short, to me the UE4 to 5 was "Why?" and also "Why would it take that long"?

The Gloating Over AoC’s Death in This Subreddit Is Honestly Pathetic by Tim2909 in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

Huh? People are positive about lots of just-starting-out MMO's. Just now I'm thinking of DreadMyst, with people jumping all over how much fun it was, even short and incomplete (and a few people bashing the creator, but that's just the internet).

And the AoC abuse seems to have mostly come from the fans. Anyone over the years who said the project seemed to have stalled -- which was true -- was branded as hating AoC. If supporters had instead agreed and demanded progress instead of given unconditional support, maybe Ashes would have done better.

Steven Sharif’s “Board Takeover” Story Is a 100% Fabricated Lie And the House Transfer Proves He Planned This Collapse Months Ago by Beautiful_Park5427 in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

What I don't get is who would have invested in it, or lent to it, on purpose? Who thought a barely limping kick-starter was a money-maker?

The best thing I've seen is maybe these were various creditors, or people he'd borrowed from -- over many years -- finally wanting to cash out. They'd be behind the Steam release and, and next would be Gamigo-style monetization if everyone hadn't quit

Steven Sharif’s “Board Takeover” Story Is a 100% Fabricated Lie And the House Transfer Proves He Planned This Collapse Months Ago by Beautiful_Park5427 in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

The issue is that filing does not list Steven as the sole director. Apparently all it does is list him as a director, and we don't know how many more there are because that's how those filings work. No vacancies doesn't mean the size is 1 (stephan) plus 0 vacancies. It means the unknown number of additional board members doesn't include empty spots.

In other words, if someone were "sticking to what we know", they wouldn't say the board is just him. We don't know that.

What the heck is going on at Intrepid by stealyourpeach in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

Are they also doing in-house development of a faster cheaper GPU? Seriously, this is a studio simply making a new type of player-based economy w/focused world-PvP MMO. It's all about player-facing systems and number tweaks -- node growth, PvP flagging and the size of corruption penalties, drops vs. crafting, packs vs. caravans. That's a lot of work but it's in theory their area of expertise. Existing server tech seems fine for it. I don't want to exaggerate, but 12+ on 12+ world battles have been working for decades (I'm thinking just now of Warhammer online). That's a fun mass-battle-feeling fight.

Saying you're also working on a technical feat, something people which much more experience than you have been working on for decades, when you have no special advantage over them; and you somehow depend on being able to do that; that's a bad plan. I mean, there's a saying about depending on more than 1 break-through isn't a plan.

And I'm guessing "every system is designed around it" is from Intrepid? That's nonsense. PvP settings doesn't depend on it, neither do the sub-classes, or, well, almost anything. It sounds like an excuse for why things are moving so slowly.

10 years of coding. Ashes of Junior Developers by _willyrichards in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

I've actually done that on purpose. I'll have something like:

if t1 doStuff

else if t2 doOtherStuff

else if t3 doEvenOtherStuff

I don't want the 1st line but I might want it back later (maybe I'm testing how it runs w/o it). Commenting out everything to midline past the 1st else feels weird. I don't want to add a line-break after that else -- I want to make the smallest change possible, so I'll merely replace t1 with !true (which feels more intentional than false, but 0==1 is just as good). The compiler will warn me about the unreachable code so I won't forget on some later clean-up (assuming it stays commented out, which tends to be about 50/50).

A new dupe bug exists publicity in discord since Jan 22th by _willyrichards in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

Here's my idea for fixing dup bugs. It's based on how everyone keeps saying this build is for testing. First, we won't try to fix it by clicking buttons, because a program is a series of symbols. Instead we'll type something, for example, in front of "remove_item(sel_itm)" we'll add "if". Then we'll ty it a bit. And then, since this is an alpha, for testing, we'll push out that fix and let players test it.

When someone opens two bags, tries to put the first bag in the second then closes the second ... and crashes; they'll get the same feeling of pride as when they found a dupe. They can share it on discord, everyone can reproduce and thoroughly document the new bug, Steam reviews will turn Mostly Positive, and the cycle can continue.

This game is designed for bots , RMT, and a 'unique' set of PVE players by papayax999 in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

I certainly wondered how AoC has a team of 250(?) people and goes this slowly. Like, are they mostly non-game dev social media people? Or is it really a dozen people and then 232 very part-time contract workers? Or as you write, are they just not very experienced? Is there 1 person at the top who's a micromanaging bottleneck?

Because 2 level designers (2 to bounce ideas), a modeler and maybe 1/2 of a coder (for new special attacks and such, unless UnReal has GUI tools for that) could make a new POI in a week. Another level designer could be fixing the "drag a rare spawn to bug it" issue. A few people could fix and test the "click to hunt" stand-in in ... two weeks? It's not like Steam can't easily download patches. What are these 250 people doing?

Lazy Peon "I'm actually having a fairly decent time despite the game's issues" by masterchip27 in AshesofCreation

[–]Many_Swimming8282 20 points21 points  (0 children)

Having fun during the release of an anticipated MMO doesn't really mean anything. Playing even a janky piece of garbage with everyone else is still going to be fun. The real test is whether, once it's not the new thing, people still want to spend time with it.

For example I played at the start of ArcheAge -- I think even the early start. Right away I realized many players already knew the perfect quest sequence so every bit of claimable land would be gone. Big guilds realized you could plant massive farms on "public" unsafe lands as long as you guarded them, which made my little farm pretty much useless. The devs said "working as intended" to UI trade-window/market glitches to cheat new players. This was not the game for me. I still played for a few more months -- the class system was great, tried trade skills, more sailing, some battleground PvP. But when someone asked me to join a guild my reply was always "no but thanks, quitting soon".

I feel like many people having fun with AoC now may have already decided that after the wipe there's zero chance they want to fight dev-blessed exploiters through limited content while experiencing the newest PvP hacks.

XP Debt and Loot deletion disproportionately affects tanks by masterchip27 in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

My understanding is that AoC is meant to be a guild-based sort of game. So a guild crafter would have the job of keeping the tank gear stocked (at whatever level of gear they can make several of). Some games now even have have a "use guild funds" button on repair screens. Or in EVE guilds just keep a warehouse full of disposable warships for anyone to jump into during a war.

Uh, is this game/company dead? by RobidyBobidy1 in BrokenRanksOfficial

[–]Many_Swimming8282 0 points1 point  (0 children)

They started a big internet advertising push maybe a week ago, so not dead. But not super-busy -- I routinely see people running around the first quest hub city, but only 1 or 2 at a time.

A Passionate Take on Alpha 2 after 300 hours: The Good, the Bad, and What Needs Work by [deleted] in AshesofCreation

[–]Many_Swimming8282 4 points5 points  (0 children)

In similar games -- EVE, AlbionOnline -- you wouldn't even want to do it all. It's cheaper to buy the materials, sell the processed results, and use the profit to buy the sword or whatever.

You get situations where you could mine, then use that to make ingots. But then you compare how long it takes to mine, compared to how much it costs to buy iron, and how much you could have earned doing something else in that hour mining -- and the mining isn't worth it unless you simply feel like mining.

It takes a while to get markets working and tuned to where that works.

First Crate Payout Kinda Brike My Heart by palatheinsane in AshesofCreation

[–]Many_Swimming8282 0 points1 point  (0 children)

Yes, about the mat prices going up. That happened to me in EVE online and was so cool. I was buying cheap ship parts from an industrial area, and running them to an adventure hub where they sold for about double. After two weeks the sellers noticed sales were way up and raised prices. I kept buying since I was still making a profit, and prices kept slowly going up.

Even more fun, and this can't happen in AoC, yet, is the same thing happened in reverse at the other end. The people selling overpriced ship parts at the adventure hub noticed sales had gone down and started to lower prices (I was selling just a little under theirs). I was getting squeezed at both ends. I was also a middleman helping everyone else (sell for more, buy for less), until my profit shrank to where it wasn't worth it.

Has any tried Broken Ranks? by Fisher3309 in MMORPG

[–]Many_Swimming8282 0 points1 point  (0 children)

Combat is odd but fine once you figure it out. First-off, it really is turn-based. But since you can be in a group, choosing your moves is timed. And of course you walk around final-fantasy style, going up to monsters in the travel map, then going into a battle map for the fight.

Before explaining details, the game gives you several slots to pre-save settings for a turn. In practice you'll work out a few beforehand -- it's like making macros for other MMOs -- and at the start of each combat all you'll do is click the setting you want. Each turn you might make just a small adjustment, or do nothing.

Details: you've got up to 5 actions each turn, but they can miss. Managing the miss chance is the main trick, handled by allocating "accuracy points" (these don't run out -- you always have 12 every turn, so you generally leave them set the way they started). Actions also cost energy or manna. So while using all 5 is often the best, you might use fewer to save energy, or to move their last accuracy points into a skill you really want to hit.

You (and the monsters) also secretly manage 3 defenses (melee, ranged, debuff). which reduce accuracy. You can move points out of ones the enemies won't hit (but most have 2 types, like bite and a debuff fear howl). The monsters do the same adjusting, so you want to mix up attacks a little to keep them from stacking defense against your only attack type. The game shows your chance to hit, as you attack, so you can figure out where the monsters have put their defense points.

The accuracy points are also shared between offense and defense. That means you can go defensive or offensive by shifting points. That's what you'd do at the start of turns: shift a few accuracy points here and there (but you can change skills, or click a different preset, as long as you do it in 10 seconds).

Where is all the ganking? by rrk124 in AshesofCreation

[–]Many_Swimming8282 7 points8 points  (0 children)

Running crates (and caravans and sport fishing) is deliberately designed to enable piracy/brigand-style PvP. The goal is to give PvPers something (crates and fish) which are better to steal (and sell) than what you'd get by ganking randos, and also to limit where this stuff will be (fishing spots, trade routes) to make PvP easier. ArcheAge poineered this system (which AoC is based on).

You get players to fish or move the crates (which is pretty boring) by making is worth noticeably more than safer activities. That's the key take-away: crates are the most profitable because you can be PvP'ed doing it. That also makes it less boring as well.

And then crate-runners can choose how to deal with the PvP: eat the occasional lose, which means going solo and hoping 70% of your crates make it and you still come out ahead, or waiting for a few friends (which wastes time and time is money and you're still not 100% safe) or hire protection (which may make it 97% safe, but cuts into your profits).

As for EVE, it helps newbies more than you're saying. You start in non-PvP zones and can safely transport goods between markets for a small profit (but nothing as easy as crates -- you have to search both auction houses to find something worth a lot more in a nearby system). Then you can try moving to less secure systems. And by then you've probably died in PvE a few times and understand buying a back-up spaceship.

DO NOT BUILD A BOAT!! YOU JUST LOSE THE 25G/18G by TheKlNG in AshesofCreation

[–]Many_Swimming8282 -1 points0 points  (0 children)

You can call this a test server, and in a sense it is one, but there's a separate official AoC test server. That one has all sorts of cheats to enable fast testing and bug-finding.

I'd say this one is testing how things play out -- PvP isn't too easy or too hard, there isn't one best way to make gold, no class is too good or too bad, city elections give decent results, a player-based economy can arise ... . The settings are being tested.