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Welcome to Disparate Worlds, where an irresistible force meets an immovable object, comparing and contrasting the worlds of Pantheon: Rise of the Fallen and Ashes of Creation. In this episode, Moxys and Sechari discuss Intrepid Studios’ recent Ashes of Creation ranger class reveal livestream (September 2022) and whether solo play should be rewarded as an activity in MMORPGs.
Timestamps
00:00:00 – Episode Intro
00:01:44 – Pantheon Testing Weekend Update
00:02:59 – Topic Intro
00:04:16 – Ranger Class Reveal
00:13:07 – Definition of Race Revisited
00:15:44 – Tab vs. Action Targeting
00:21:28 – Rewarding Soloing in MMORPGs
00:33:50 – Signoff
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*** Recommended Content ***
Ashes of Creation Livestream – https://www.youtube.com/watch?v=GjEP4P5vDZI
Carphin Tower – https://ashesofcreation.wiki/The_Wreckage_of_Carphin
Minotaurs – https://ashesofcreation.wiki/Minotaurs
Najash – https://ashesofcreation.wiki/Najash
Zombie Shambler – https://ashesofcreation.wiki/Zombie_Shambler
Combat Targeting – https://ashesofcreation.wiki/Combat_targeting
Soloing in AoC – https://ashesofcreation.wiki/Solo_players
Collision – https://ashesofcreation.wiki/Collision
Take care of yourselves, and remember always to be immovable in your principles and irresistible in your passion.
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***Legal***
All content unless otherwise stated is © copyright, Disparate Worlds, 2022. All rights reserved. Disparate Worlds is not affiliated with Intrepid Studios, Visionary Realms, or with any of their affiliates. The Ashes of Creation and Pantheon: Rise of the Fallen intellectual properties belong to their respective owners, together with all associated content. All other content used in the making of this video is used either as a source for commentary interaction or parody of our own content under fair use.
The intro logo sequence with the exception of the Disparate Worlds logo and the like & subscribe motion graphic was designed by Albikkk, flame effects by dhddesigns, social media icons by Starline (http://www.freepik.com). Background tracks used in this video are Stomp Clap Bad Ass by Tristan Ivemy and select tracks from the Ashes of Creation pre-alpha soundtrack. All non-game soundtrack music is available under royalty-free licensing at Audionetwork.com. The clip of the Dungeons and Dragons series from 1985 is the propertyu of Marvel Productions, D&D Entertainment and New World Television.
#MMORPG #AshesofCreation #Ranger
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From what I understood from the steam, Stephen was talking about a solo player not having to share loot. However I also understood that it was expected that most players would group
Nice episode guys! I lean more towards Sechari's approach to soloing, in that I think it should viable, except for Bosses, Dungeons and Raids (Nagasakee)
I am skeptical of the solo player being able to outlevel a group solely on the fact of down time unless regen times will be thru the rough. I can see a benefit of not having to share drops but xp feels like it is a bit of a stretch. I'm sure it will get balanced in the next alpha though.
For some reason I thought the Najash had armor. It was their detailed scales I was remembering. #Mistakes will happen. – Mox
If the difference is great enough if will incentivize solo play which isn't what we want. If the xp gain is the same then we should incentivize each group to do the other. There should be a benefit to each type of way you enjoy the game with a potential trade-off that could be off-set by completing the opposite content. Maybe group content can give you better drops and maybe solo gives you better crafting plans or materials which will in-turn nudge minimal player interaction via buying and selling. Mounts, transmogs, and collectables can be scattered throughout or out right sectioned to specific content. There are plenty of ways to incentivize content, but things get tricky when we are dealing with player power.
Another thought I'd like to throw out there in retrospect: I think power leveling should be a solo activity. If someone is playing the game just to blast XP to end game as quickly as possible, let them do it alone. Why should they be incentivized to group up because of the XP, only to inflict their content locustry on group members who want to enjoy engaging the content as a group? I hated being pushed to spacebar through flashpoint (dungeon) cutscenes in SWTOR just to make impatient group members happy. And I'd hate to end up back there again.
To me, groups should take time and savor the flavor. Let those who are in it for the relationships be rewarded with the relationships, and those who are in groups to engage group content that can only be engaged as groups do it for that reason. But if you weight the XP more in group content, you're always going to reduce group content to groups zerging everything down as fast as possible for the XP -and that ultimately destroys the group content experience.
In Destiny 2 there is no real reward or extra XP for soloing dungeon except if you want to get a title. Soloing a dungeon is extremely hard and I think Steven's idea is good for an MMO. Why should someone who has to put in extra effort to kill monsters and complete certain dungeons not be rewarded with more XP? Also, materials drop from dungeons so you don't have to share the reward and opens the possibility to crafting better gears. Which Steven has said in a past video that "crafters make the best shit". Those who are good enough to solo things 100% of the time should reap the rewards for being good. Playing in groups is going to be a lot easier then being a solo player.
Nice show fellas! Mox, it was great having you hang with us. You are always welcome! As for Rangers needing ammo, I too think it adds a burden on the class, but that burden comes with a potential benefit of specialized damage or some other advantage. Worth the trade off for me. -Therek
Context: not a traditional MMO player. Played a lot of runescape as a kid, then enjoyed new world for a few weeks. Almost entirely only a hardcore FPS player all my life, plus years of league of legends.
I don't really understand the argument where players are asking for benefits in action combat or advocating for them. It does not make sense to me..
Again.. no real experience in traditional MMOs, but it makes most sense to me that combat in MMOs be more about positioning, timing, resource management etc. It seems to me that those who are excellent at tab targeting and those who are excellent at mechanical aiming will be of a similar skill-level in combat, and to me that sounds like a great thing! Two different mechanical styles of playing, where mastering either will lead to similar results and having a great handle on both will set you apart and put you on top.
Probably an unpopular opinion, but I truly believe rewarding only targeting style over the other purely for the sake of it will take away from the game, make balancing combat more complicated and limit the top tier of players to those who have a very specific skill set, rather than allowing multiple different player types to be at the top, or at least get close.
Could be totally wrong, but that's my intuitive feel on it. Those with great mechanical mouse aiming skill will still be a step ahead of those who dont, but same goes for great tab targeters.. I think that'll end up being pretty special. To see Shroud excelling with his style, and a more traditional tab targetter doing the same.
I understand there are some skills which are one or the other, so there is some more nuance there of course.
Big rambling, big noob, but I think they've made a great decision.
I think it is ok that this game is more WoW like (about the soloing aspect) in style and pantheon more EQ like. This gives room to play and enjoy both actually. Of course i prefer EQ style but that doesnt mean i didnt enjoy WoW inmensely too.
About archery, in a game of this type, i think the best is going to be having different types of projectile but definitely no ammo.
In pantheon however i would go in the completely opposite direction: having ammo and the ranger relying a lot of their melee fighting, with an arrow shot causing a lot of dmg relative to a sword swing but having a limited number of shots and trying to avoid the unrealistic kiteing style while shooting the hell out of mobs.
are we ranger-acrobats? don't like that reminds me of asian action mmos. don't like the pull 6 mobs and kill them all with no problem. like the melee video showed.
rest of video is ok. just not a fan of action combat