Ashes of Creation: Problem with Instances, Underwater Gathering and Verran Tech



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29 thoughts on “Ashes of Creation: Problem with Instances, Underwater Gathering and Verran Tech”

  1. just to comment on the first part, the dungeons are supposed to be 80 percent open world and 20% instanced. I do love how they put a large focus on pvx, such as allowing pvp during raids and open world dungeons.

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  2. Nooo You blue Balled Me on the Last Comment!!
    Breee Unblock MEEE I NEED to READ THE WOT.
    If I click log out I will forget my password and die.

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  3. Instanced Dungeons: a guild or group of players could gather/loot some materials and by combining these materials they could open a portal to the "other realm". That would be the dungeon.
    Otherwise instanced dungeons would just not fit in an open world game, imho.

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  4. Nice video as always. Yah and according to me a mmorpg game is truly an mmorpg when the pve content is far more better and diverse. If it is just about pvp concept there are other games but the most that matters in a mmorpg is the pve aspect.

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  5. Maybe an idea for players looking for pve instances or something predictable perhaps a guild can build and run a gladiator pit or a theatre with arranged fights. Beast tamers can catch animals to trade or bread for fights etc… Just a thought

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  6. I like the instanced dungeons doesn’t take away from open world at all in my opinion. I’ve dungeons imo are great! And don’t have to worry about ppl coming and mercing you so I’m cool with it. Pve above and below the map works great for me

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  7. "Most MMO players actually dont like pvp at all" my man you okay there? MMOs are dying out because the PvE aspect is repetitive and annoying (therefore you just create farming bots to avoid the boring part of the game). PvPing for farming spots is usually the most exciting and not scripted (aka scheduled castle sieges) part of the MMO and drives the competitive spirit of players, forming the server politics and clan wars. Therefore instances are also a big pile of dog poo, you just end up creating the same content for xy number of players, who wont interact with eachother properly (except the group that is doing the instance). Having some instances is fine, making it like 1x per day and the group which finishes the instance fastest (or any other logic driven criteria) gets better rewards at the end of the day. Next day it resets etc.

    I 100% agree on revamping the PvE aspect, but instances have been tried before and failed miserably every time. You don´t play an MMO to lock yourself in an instance to peacefully farm, you play it to interact with the community and players -> creating groups, raiding, pvping, making friends, making enemies…
    Big part of the fun is the "unknown" aspect, discovering new things and also having your game experience different than the day before, that includes whooping ass of enemies on Monday and them getting revenge on you on Tuesday motivating you to progress and whoop them back on Wednesday.

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  8. well sad Sir – Nobody likes pvp as its boring as hell and harmful as well to majority of players,+ bare in mind that only pve players are core for any mmo,without pve – pvp will happen in a schools loo as the games be dead – i mean like pvp – buy yourself a mortal combat

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  9. I have thousands of hours in RuneScape, which is primarily PvE and now days all the bosses are instanced. This works with a game that has a HEAVY PvE focus, but not so much in the style of game with flagging or open world PvP.
    Another game I loved was Albion, which is the complete opposite, heavily focused on PvP and Guild v Guild interactions/alliances. In Albion there isn’t a flagging system and other teams can scout and dive on you in dungeons because they aren’t instanced and in open world, this adds an additional level of pressure/excitement to even the boring act of leveling (fame farming). OFC you could still brain dead level in guild owned territory but there was still a chance, even a small one, that you would get dived.

    Now I know that Albion is a completely different style of mmo, but in my opinion the signs all point to non-instanced based content for the majority of the open world activities. Here’s why:

    Steven has said on multiple interviews that MMOs are supposed to be social games, whether that be in response to Solo Content, New player Areas, etc. he has stated that he wants player to be around, for people to form their communities, guilds, friendships, and that this was something that got left behind in the development of newer mmos (obviously not word for word but I can’t be fucked to go find it, on mobile). Instance based content flies in the face of that whole idea, in my opinion, stumbling across people while leveling, doing quests, or exploring and chatting is a great thing and something that should be kept around, but the same goes for “dungeons”.

    Example: Underground in an abandoned mine, I am farming spiders for crafting reagents and clearing the upper levels, a group comes through the dungeon, heading down to the deeper levels. Maybe they invite me, maybe they ask what I’m doing, maybe they kill me to allow their (insert crafter name here) to farm reagents, maybe they just brush me off and keep going. Doesn’t matter. That is an opportunity for interaction, for the social side of the mmo. Games like WoW or those that copy it’s dungeon mechanics don’t have any player interaction other than queueing/lfg and then clearing, and this caters to a more solo/antisocial style of play. Which if anything Steven has said in the interviews is to be believed, is what he is trying to avoid.

    Obviously my opinion blah blah.

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  10. I never played Everquest so all my experience is from WoW and FFXIV. I've taken part in killing World Bosses in both – it was okay but never that interesting.

    Personally I prefer instanced content but I would be open to seeing an alternative.

    And I totally agree with you on PVP – the people here arguing you are wrong don't have anything to back up their claims. FFXIV has no World PVP, WoW had Millions of players at its peak and most of them stuck to Battlegrounds if they did PVP at all.

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  11. Night shifts are crazy))),listen maybe it will sound odd – but it is what it is,have an idea in terms of nodes – maybe developers will consider who knows – if the nodes are advanced and players want to use vendors/hotels – services node provides maybe something like minor tax to enter the node and use em would be a good idea,lets say tax will go towards lvl up node in general or something else,anyways just thought i share my idea so you can use it as your own mate,have a good night.Regards

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  12. I believe if they add some sort of Party voice chat for small groups it would be beneficial. Mmo's relying on Discord and other platforms is inconvenient. Of course a large raid has no issue taking the time to setup a discord. However if you were able to invite a nearby player and speak quickly without having to use outside programs, that would be a nice feature.

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  13. After playing 18 years of Lineage2(old mmorpg Steven was a fan off) these are my thoughts:
    *Instanced Dungeons PvE:
    -Low to no risk from content if organized.
    -No risk from other players, thus no competition.
    -Makes PvP based players pointless.
    The way I personally see it is that experienced PvE players in a PvP environment will scout and study what open dungeon/areas to farm in. Generally places were a lot of coordination is needed and a PvP group wont be able to be battleing players and content at the same time.
    Even tho this areas might not always be "the best" because a lack of risk, I think PvE players might be fine with those areas until they are able to go against some bosses.

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