Ryve, I gotta say, you're honestly the only TH-camr left who feels truly authentic when talking about Ashes. You call out the problems without sugarcoating, and I really respect that. So many others seem too blinded by hype to have any real distance from the game. I’m a "Leader of Men" and have already sunk a ton of money into this project, but right now, I have zero motivation to even log in and test. And honestly, it’s because of a lot of the issues you mentioned in this video. Even Alpha 1 was more fun for me than where we’re at now, and yeah… I even enjoyed Apocalypse more than this. I get that it’s a test-totally!-but with the current state of things, there are just too many roadblocks keeping me from diving in. The painfully long leveling phase, for example, feels so out of place in a test environment. Also, while a lot of people seem to like the combat already, for me, it’s just not doing it at all. If I could at least enjoy the combat, maybe I’d feel more motivated to jump back in. I’m fine with open PvP and the hardcore mechanics like XP loss-that’s not the issue. But for me, an MMORPG lives or dies by its combat, and right now (personally!), it’s just not hitting the mark. I completely agree with everything you said, especially your point about the game being 10-15% done and still having a long road ahead. Please keep up this kind of honest content-it’s exactly what the community needs more of.
8:00 at this point, honestly, I think they should just start designing systems around specifically preventing griefing and abuse. Don't build a system and then think of ways to minimize abuse. Start designing ALL of the systems from the ground-up, with abuse and griefing specifically in mind the whole time. 8:31 YES. Thank you
I bugged the logging into an attack issue. When you log in, your body arrives in the game before the loading screen allows you to take control of your character. You can literally hear yourself getting attacked but can't do anything about it. I logged in to an attack by a grem of all things, and it killed me. A GREM! How embarrassing. Couldn't do anything because my screen was still on the loading screen. I can't imagine the frustration of folks logging into their node city and being attacked by wardec'd folks and then losing mats all while having zero control of their character yet.
How will a harcore pvp mmorpg survive, if the target age demographic is people with wife, kids and a job? You see, this is where you underestimated the genius of ashes of creation. People say that this game will take forever to release, but that is by design. When ashes releases and all those people are in a retirement home, they'll finally have the time to do nothing but play ashes of creation. The fact that you don't have long term thinking skill like this is the reason why steven has millions of millions of dollars and you are here, being a giant piece of poultry.
The fact that you have room temp IQ is the reason you'll be making ten Twitter posts a day about how bad ashes is when it releases in 2-5 years and it's successful.
Loved UO, DAOC, SB, WoW but I’m past wanting to play a heavier PvP game. Over the years I’ve learned heavy PvP games bring a ton of drama and griefing. Agree with your point about it being niche right now, as a casual dad I’m keeping away from this one for now.
Guild wars should remain instant. They're the only way you can contest other guilds for grind spots right now and having 0 delay means small guilds have a chance at defeating the massive zergs. 4 hours like you suggested allows plenty of time for a guild to completely disappear from your side of the map or just plan when to log off to avoid pvp. At the same time, it also allows the massive zergs (like Actual Pirates for example) all the time needed to gather their 1000+ members in one spot for the war. There's an argument for node wars to have a timer. Possibly 30 minutes. This gives citizens in the area enough time to wrap up what they're doing and come defend/attack. A longer timer would defeat the idea that this map is huge and your locations mean something. If your node is under attack and you're all the way across the map, that's a sacrifice you've made when you traveled there.
Yeah...I honestly in some ways agree lol. Because we use wars for contesting a lot in my guild. And not having that ability would suck. But, trade-offs. I'm torn a bit on it
Really wanna get this game i know it is Alpha. Just the indepth slower pace seems much better. Little worried on weapons tho I need greataxes and halberd damn it lol
13:59 You should plan on revisiting your video about how long this game will take. I think it's this one. You can look at your estimates and their Agile development cycle (which was obviously correct) and give a revised estimate. Also we know more about costs ($50 mil plus KS plus sales revenue) and how many developers they have so we can estimate that somewhat better. This is the big limiting factor. Even if this game needs 4 more years of development, they can't afford 4 more years of development! So I think 3 is most likely. th-cam.com/video/KkfzZ4pjmJg/w-d-xo.htmlsi=e0-Y-2q8sHJmJ66q
I think it has a bright future (I was one of the first 25s on EU server) but I’m leaving the alpha until it’s had more time to bake in the oven, systems are very slowly being put in. Kinda confused about your comments that combat is good, I mean has good potential but current pvp is a mess. Seen logs of player skills hitting for 5k + damage, lots of bugs, current mitigation% to pen% makes no sense etc, I’d imagine the game is getting pretty boring for now until they actually add stuff, IMO caravan system is way too attacker advantage, caravan routes are really limited, doesn’t allow for much creativity in routes taken etc with so many cliffs etc, maybe a player to map size issue, if it was double the size it would be much more fun
14:24 This is by far my biggest issue with the game, unless they've got insane amounts of content ready for all the other zones we're def 5 years or even more away from release. Narc was right on some things, the desert is pretty much nothing and has no POI's whatsoever, they'd HAVE to have all the poi's for the tropics and desert ready but unimplemented for the game to release anywhere near the next 3 years. we're talking 18 zones and they ALL need as many POI's as the riverlands, thats 18 befallen forge equivalents, 18 actual world bosses and who knows how many oakenbane/highwaymen equivalents. when I checked out the tropics and desert it really hit me how little the other zones must've been developed by now.
Yeah I kind of get the feeling they might not give every zone the same treatment. There night be hub zones more or less like the Riverlands that have the most POIs. Others might have less.
Im a non-hardcore player and I’d love to see your thoughts on why you think it’s not great for us. I really like the game and all the ideas, but as of now it kind of lacks for me, it’s basically mob grinding
I wish town centers would just be PVP-off zones. Low/mid level players being griefed out of materials by someone just not minding going corrupt in town, or being instantly killed by a bunch of high levels by randomly logging in during a node war they had no idea about adds nothing of value to the game IMO. I don't mind the current death penalties, as the XP debt is minimal and choosing your banking rate is risk/reward, but dying in the middle of town from actions outside of your control is just stupid. I do like the current amount of effort it takes to craft the best, as a huge artisan-enjoyer. Although it is kind of brutal for Journeyman since with 8 village nodes, the best you can get is 16 professions out of 22, and if one node is destroyed through a siege, there's not 72 potential other nodes to go for that station as there will be at release. Not sure if something should be tweaked for alpha for this purpose (maybe more building plots for lvl 3 nodes?). As for low/mid level crafting, as long as green/blue finished items drop from monsters, there's literally no point at all to do it, as it is about 100x the cost and effort to actually craft a blue piece when you can buy it for a couple of gold. Easy fix though: mobs only drop grey completed items, and not often. As for caravans, I wish it would cost glint/silver to flag as an attacker on a caravan, with part of it being deleted and part of it divided among the defenders if the caravan reaches its destination. This would add a risk/reward to attacking instead of being 0 risk and all rewards, discourage zerging caravans with a swarm of people, create a glint/money-sink to decrease inflation (the deleted part), and add an incentive to randomly join a caravan defense instead of piling on with the attackers for free loot.
To your first paragraph: This is a non issue.. I'm lvl 18, and have never had anyone just up and destroy me "because".. I run passed lvl 22+ all the time, and not once have I been targeted. I mine ore, and know the spots where the good shit spawns.. and see 20+ around that never attack. I'm in one of the larger guilds on Vyra, and still don't get picked off while being 7 levels lower. I have never been griefed as a low/mid level character.
@@lordbanhmi3389 Same, only time i've been PKilled is day 1 when groups didn't care. Should have specified I meant "in town". Nothing you can do if some high level one-taps you, even the guards kill him afterwards, you still lose your mats. Fortunately this rarely happens, but the fact that it's possible at all adds nothing to the game IMO (again, just in town centers, outside is fine).
Its Tab Target only noone playing Action Combat thats the biggest issue i have with this game... Pls let them go back to apocalypse combat but i guess its to late
When I went back to WoW classic and joined a pvp server, I was excited to get some low level PVP. The amount of crying people did and screaming at me using faction alts was insane. People on my own faction was telling me to stop pissing off the other side. The current gamer is a bunch of carebears.
Imstead of increasing the cap, they could instead let you create subguilds. Each subguild could have its own chat but there could be a sort of general chat where players from the subguilds and main guild could chat. Each subguild could have its own officers chat, as would the main guild but an officer chat for the officers of the main and subguilds to communicate. And being mechanically linked, the main guild could at any time replace officers of the subguilds.
Resources shown on the map. New player experience needs tuning. Little bit more casual player content. As many causal players can attest to, joining a guild only lasts as long as guilds get the numbers buffs, then we are booted. You either learn how to solo or don't play the game. I got news for people who don't think you shouldn't solo a mmo game, casual players are given no choice by guilds. I do believe it is unwise for people to sell a game by stating this game isn't for everyone, at the end of the day the game needs to stay profitable. Yoshi P coined the phrase "theme park", as in something for everyone. Yeah there is bottlenecking with nodes. Crafting and gathering is held up by the node system. Resources are bottlenecked, people are dedicated to crafting and gathering really are not interested in pvp. With all the bottlenecking going on with crafting and gathering, there should be a buff for gatherers to not be attacked and cannot attack. PVP for crafters and gathers is the markets. Resources are done very poorly, demand for resources is way to high for all the bottlenecking going on. The ultra rare resources in the game dropped by bosses is fought over, that's fine. by the same token, tier 1 resources should not be bottlenecked. At the end of the day niche games will never be as successful and do fail more often than not, and any changes they make to invite new players will come to late (think New World)
I think mmorpg world pvp is a recipe for disaster. The sweats will run everything and casuals will just be overwhelmed. Not 100% sure how the PvP works, but your description scares me. I play wow and mostly only do PvE servers. Was interested in ashes but maybe it’s not for me
"People are way to soft in this game" - Tell me about it. You can't touch someone's caravan without them losing their shit. Brother caravan PvP is the only content in the game! Tf you want me to do lol. There is only so many trees I can chop or monsters to hunt before I lose my mind.
I gave up on caravans because on my server there is a guild that puts spotters at every node to track when a caravan leaves. There needs to be some kind of risk system for caravan attackers. If a caravan attacker dies, they should lose two or three pieces of gear or a couple of levels. Right now, a weeping willow caravan is worth 8 gold and then there is a glint to purchase commodities. The caravan owner risks all of that for a payment that is about equal to the investment. Then there is the time involved. Attackers have time invested by watching all the nodes, but other than that, they invest nothing and have everything to gain. They get entertainment from taking the caravan, and they get profit, but if they fail, they lose nothing. They also have the advantage of being able to choose when and where to attack. They can generally tell if they have the power to take a caravan before choosing to attack. It would be cool if caravans could hold players that could not be seen. Three people see a caravan, driven by a non-guided low-level player, that is not guarded, but when they attack, five people jump out of the caravan and kill them, they lose 2 pieces of gear each, now that seems like some fun gaming. It would make being a guard of a caravan have real value too.
@@returnofCrusade I agree there needs to be a risk for attackers. Currently it's just repair fees if they keep dying. I don't think gear drops outside of corruption is a good idea, maybe cap the number of attempts on the caravan or something idk.
@@Rasmanit So you want to continue being able to attack caravans without any real risk? There needs to be a real risk on all sides, otherwise the caravan system is doomed to fail.
Regarding the hardcore leveling aspect I do have a couple of issues with it. 1. why does it need to take THAT long to get to 25? 2. will new players be left grinding irrelevant content for 200-500 hours before they can actually play with the established playerbase whenever the majority has moved on from low level content? 3. is the intent really to have level 10-25 8-16man raids that nobody will do after people are hitting endgame levels? seems odd to spend so many resources developing content that will effectively be dead and useless long term. 4. if the nodes actually end up leveling these grind zones up like they mentioned back in 2017 will that just mean new players will end up having nothing to do? for example will befallen forge go from lvl 25 to an actual lvl 50 raid? (makes sense to have raids and endgame considering you cant even get drops if you're 9 lvls above) 5. the alpha takes itself way too seriously and presents itself much more like a finished product than an actual testing environment. Adding that questing will probably never be a big part of the game, developing quests for 18 zones that are supposed to scale with node levels to some extent just isnt feasible. I Don't mind though because I actually prefer grinding, the question is just how much you gotta grind.
Ryve, I gotta say, you're honestly the only TH-camr left who feels truly authentic when talking about Ashes. You call out the problems without sugarcoating, and I really respect that. So many others seem too blinded by hype to have any real distance from the game.
I’m a "Leader of Men" and have already sunk a ton of money into this project, but right now, I have zero motivation to even log in and test. And honestly, it’s because of a lot of the issues you mentioned in this video. Even Alpha 1 was more fun for me than where we’re at now, and yeah… I even enjoyed Apocalypse more than this. I get that it’s a test-totally!-but with the current state of things, there are just too many roadblocks keeping me from diving in. The painfully long leveling phase, for example, feels so out of place in a test environment.
Also, while a lot of people seem to like the combat already, for me, it’s just not doing it at all. If I could at least enjoy the combat, maybe I’d feel more motivated to jump back in. I’m fine with open PvP and the hardcore mechanics like XP loss-that’s not the issue. But for me, an MMORPG lives or dies by its combat, and right now (personally!), it’s just not hitting the mark.
I completely agree with everything you said, especially your point about the game being 10-15% done and still having a long road ahead. Please keep up this kind of honest content-it’s exactly what the community needs more of.
I came here to pretty much say this.
2:56 YES. YES. YES. YES. YES. YES. YES. A THOUSAND TIMES YES.
8:00 at this point, honestly, I think they should just start designing systems around specifically preventing griefing and abuse. Don't build a system and then think of ways to minimize abuse. Start designing ALL of the systems from the ground-up, with abuse and griefing specifically in mind the whole time.
8:31 YES. Thank you
The only time I’ve been randomly pk’d has been while I’m corrupted. Personally I haven’t thought pk’ers have been that bad so far in this game
Thank you for all the valueable feedback
Nice video Ryve! I'm glad you are still so optimistic about Ashes because you're right, the core of the game is very good!
13:42 yeah, as a non-hardcore, I’d love to have more, WAAAY MORE incentive to pvp, and pvp people that are compatible with my lvl and gear
Ryve is a carebear
HAHA
Second. Agree on everything. You all play nice in the sandbox now.
I bugged the logging into an attack issue. When you log in, your body arrives in the game before the loading screen allows you to take control of your character. You can literally hear yourself getting attacked but can't do anything about it. I logged in to an attack by a grem of all things, and it killed me. A GREM! How embarrassing. Couldn't do anything because my screen was still on the loading screen. I can't imagine the frustration of folks logging into their node city and being attacked by wardec'd folks and then losing mats all while having zero control of their character yet.
Wow, I can't remember the last time I actually agreed with 100% of what was said in an Ashes video lol. Well played Sir Chicken.
😂
Good video man, always look forward to hearing your thoughts
Do you think this game will be another star citizen or will it really deliver on their promises in a reasonable amount of time?
How will a harcore pvp mmorpg survive, if the target age demographic is people with wife, kids and a job? You see, this is where you underestimated the genius of ashes of creation. People say that this game will take forever to release, but that is by design. When ashes releases and all those people are in a retirement home, they'll finally have the time to do nothing but play ashes of creation. The fact that you don't have long term thinking skill like this is the reason why steven has millions of millions of dollars and you are here, being a giant piece of poultry.
:)
That's the plan, hoping to retire in about 5 years and playing the hell out of Ashes, lol.
The fact that you have room temp IQ is the reason you'll be making ten Twitter posts a day about how bad ashes is when it releases in 2-5 years and it's successful.
@ElizaReyGaming ;)
@ElizaReyGaming :)
Agree on every point. Great vid.
That Battlechicken suit is glorious
Loved UO, DAOC, SB, WoW but I’m past wanting to play a heavier PvP game. Over the years I’ve learned heavy PvP games bring a ton of drama and griefing. Agree with your point about it being niche right now, as a casual dad I’m keeping away from this one for now.
Guild wars should remain instant. They're the only way you can contest other guilds for grind spots right now and having 0 delay means small guilds have a chance at defeating the massive zergs. 4 hours like you suggested allows plenty of time for a guild to completely disappear from your side of the map or just plan when to log off to avoid pvp. At the same time, it also allows the massive zergs (like Actual Pirates for example) all the time needed to gather their 1000+ members in one spot for the war.
There's an argument for node wars to have a timer. Possibly 30 minutes. This gives citizens in the area enough time to wrap up what they're doing and come defend/attack. A longer timer would defeat the idea that this map is huge and your locations mean something. If your node is under attack and you're all the way across the map, that's a sacrifice you've made when you traveled there.
Yeah...I honestly in some ways agree lol. Because we use wars for contesting a lot in my guild. And not having that ability would suck. But, trade-offs. I'm torn a bit on it
Really wanna get this game i know it is Alpha. Just the indepth slower pace seems much better. Little worried on weapons tho I need greataxes and halberd damn it lol
13:59 You should plan on revisiting your video about how long this game will take. I think it's this one. You can look at your estimates and their Agile development cycle (which was obviously correct) and give a revised estimate. Also we know more about costs ($50 mil plus KS plus sales revenue) and how many developers they have so we can estimate that somewhat better.
This is the big limiting factor. Even if this game needs 4 more years of development, they can't afford 4 more years of development! So I think 3 is most likely.
th-cam.com/video/KkfzZ4pjmJg/w-d-xo.htmlsi=e0-Y-2q8sHJmJ66q
True
I think it has a bright future (I was one of the first 25s on EU server) but I’m leaving the alpha until it’s had more time to bake in the oven, systems are very slowly being put in. Kinda confused about your comments that combat is good, I mean has good potential but current pvp is a mess. Seen logs of player skills hitting for 5k + damage, lots of bugs, current mitigation% to pen% makes no sense etc, I’d imagine the game is getting pretty boring for now until they actually add stuff, IMO caravan system is way too attacker advantage, caravan routes are really limited, doesn’t allow for much creativity in routes taken etc with so many cliffs etc, maybe a player to map size issue, if it was double the size it would be much more fun
14:24
This is by far my biggest issue with the game, unless they've got insane amounts of content ready for all the other zones we're def 5 years or even more away from release.
Narc was right on some things, the desert is pretty much nothing and has no POI's whatsoever, they'd HAVE to have all the poi's for the tropics and desert ready but unimplemented for the game to release anywhere near the next 3 years. we're talking 18 zones and they ALL need as many POI's as the riverlands, thats 18 befallen forge equivalents, 18 actual world bosses and who knows how many oakenbane/highwaymen equivalents.
when I checked out the tropics and desert it really hit me how little the other zones must've been developed by now.
Yeah I kind of get the feeling they might not give every zone the same treatment. There night be hub zones more or less like the Riverlands that have the most POIs. Others might have less.
Im a non-hardcore player and I’d love to see your thoughts on why you think it’s not great for us. I really like the game and all the ideas, but as of now it kind of lacks for me, it’s basically mob grinding
Basically what you said. Takes forever to level is you don't ultra min max. Gearing takes even longer
Whats your thoughts on PIRATE SOFTWARE 😂😂😂😂😂😂😂😂😂😂
Haha
I wish town centers would just be PVP-off zones. Low/mid level players being griefed out of materials by someone just not minding going corrupt in town, or being instantly killed by a bunch of high levels by randomly logging in during a node war they had no idea about adds nothing of value to the game IMO.
I don't mind the current death penalties, as the XP debt is minimal and choosing your banking rate is risk/reward, but dying in the middle of town from actions outside of your control is just stupid.
I do like the current amount of effort it takes to craft the best, as a huge artisan-enjoyer. Although it is kind of brutal for Journeyman since with 8 village nodes, the best you can get is 16 professions out of 22, and if one node is destroyed through a siege, there's not 72 potential other nodes to go for that station as there will be at release. Not sure if something should be tweaked for alpha for this purpose (maybe more building plots for lvl 3 nodes?).
As for low/mid level crafting, as long as green/blue finished items drop from monsters, there's literally no point at all to do it, as it is about 100x the cost and effort to actually craft a blue piece when you can buy it for a couple of gold. Easy fix though: mobs only drop grey completed items, and not often.
As for caravans, I wish it would cost glint/silver to flag as an attacker on a caravan, with part of it being deleted and part of it divided among the defenders if the caravan reaches its destination. This would add a risk/reward to attacking instead of being 0 risk and all rewards, discourage zerging caravans with a swarm of people, create a glint/money-sink to decrease inflation (the deleted part), and add an incentive to randomly join a caravan defense instead of piling on with the attackers for free loot.
To your first paragraph:
This is a non issue.. I'm lvl 18, and have never had anyone just up and destroy me "because".. I run passed lvl 22+ all the time, and not once have I been targeted. I mine ore, and know the spots where the good shit spawns.. and see 20+ around that never attack. I'm in one of the larger guilds on Vyra, and still don't get picked off while being 7 levels lower.
I have never been griefed as a low/mid level character.
@@lordbanhmi3389 Same, only time i've been PKilled is day 1 when groups didn't care. Should have specified I meant "in town". Nothing you can do if some high level one-taps you, even the guards kill him afterwards, you still lose your mats. Fortunately this rarely happens, but the fact that it's possible at all adds nothing to the game IMO (again, just in town centers, outside is fine).
Its Tab Target only noone playing Action Combat thats the biggest issue i have with this game... Pls let them go back to apocalypse combat but i guess its to late
When I went back to WoW classic and joined a pvp server, I was excited to get some low level PVP. The amount of crying people did and screaming at me using faction alts was insane. People on my own faction was telling me to stop pissing off the other side.
The current gamer is a bunch of carebears.
Is that cursor technically against tos? Lose track of that damn thing far too often
I mean.. It might be lol. Yolo Mouse is the program I use. I've used it for years in a lot of different games
cool
Imstead of increasing the cap, they could instead let you create subguilds.
Each subguild could have its own chat but there could be a sort of general chat where players from the subguilds and main guild could chat.
Each subguild could have its own officers chat, as would the main guild but an officer chat for the officers of the main and subguilds to communicate.
And being mechanically linked, the main guild could at any time replace officers of the subguilds.
Indeed
So what is the Emblem on your chest you Carebear!!!
It's Italian
can some one gime a short version of this video?
Resources shown on the map. New player experience needs tuning. Little bit more casual player content. As many causal players can attest to, joining a guild only lasts as long as guilds get the numbers buffs, then we are booted. You either learn how to solo or don't play the game. I got news for people who don't think you shouldn't solo a mmo game, casual players are given no choice by guilds. I do believe it is unwise for people to sell a game by stating this game isn't for everyone, at the end of the day the game needs to stay profitable. Yoshi P coined the phrase "theme park", as in something for everyone.
Yeah there is bottlenecking with nodes. Crafting and gathering is held up by the node system. Resources are bottlenecked, people are dedicated to crafting and gathering really are not interested in pvp. With all the bottlenecking going on with crafting and gathering, there should be a buff for gatherers to not be attacked and cannot attack. PVP for crafters and gathers is the markets. Resources are done very poorly, demand for resources is way to high for all the bottlenecking going on. The ultra rare resources in the game dropped by bosses is fought over, that's fine. by the same token, tier 1 resources should not be bottlenecked.
At the end of the day niche games will never be as successful and do fail more often than not, and any changes they make to invite new players will come to late (think New World)
I think mmorpg world pvp is a recipe for disaster. The sweats will run everything and casuals will just be overwhelmed. Not 100% sure how the PvP works, but your description scares me. I play wow and mostly only do PvE servers. Was interested in ashes but maybe it’s not for me
Yup
"People are way to soft in this game" - Tell me about it. You can't touch someone's caravan without them losing their shit. Brother caravan PvP is the only content in the game! Tf you want me to do lol. There is only so many trees I can chop or monsters to hunt before I lose my mind.
yup. seems to be calming down now a bit though. people are starting to get it
I gave up on caravans because on my server there is a guild that puts spotters at every node to track when a caravan leaves. There needs to be some kind of risk system for caravan attackers. If a caravan attacker dies, they should lose two or three pieces of gear or a couple of levels. Right now, a weeping willow caravan is worth 8 gold and then there is a glint to purchase commodities. The caravan owner risks all of that for a payment that is about equal to the investment. Then there is the time involved.
Attackers have time invested by watching all the nodes, but other than that, they invest nothing and have everything to gain. They get entertainment from taking the caravan, and they get profit, but if they fail, they lose nothing. They also have the advantage of being able to choose when and where to attack. They can generally tell if they have the power to take a caravan before choosing to attack. It would be cool if caravans could hold players that could not be seen. Three people see a caravan, driven by a non-guided low-level player, that is not guarded, but when they attack, five people jump out of the caravan and kill them, they lose 2 pieces of gear each, now that seems like some fun gaming. It would make being a guard of a caravan have real value too.
@@returnofCrusade I agree there needs to be a risk for attackers. Currently it's just repair fees if they keep dying. I don't think gear drops outside of corruption is a good idea, maybe cap the number of attempts on the caravan or something idk.
@@Rasmanit So you want to continue being able to attack caravans without any real risk? There needs to be a real risk on all sides, otherwise the caravan system is doomed to fail.
Yolo 😯
Wait, you like how Steven handled the Narc allegations when he straight up ignored parts?
That's debate 101, dude. You have to ignore and dismiss the things you don't feel like answering.
@allthatishere It will come back to haunt you.
you mean how narc lied and mislead people in his videos
@@thedaeron3877 I mean, sure? He was pretty disingenuous at times, but are we really going to act like everything he said was a lie?
Been a while dude how you been
this fkin chicken is the gm of genesis!?
That's the current rumor
It's true lol
Regarding the hardcore leveling aspect I do have a couple of issues with it.
1. why does it need to take THAT long to get to 25?
2. will new players be left grinding irrelevant content for 200-500 hours before they can actually play with the established playerbase whenever the majority has moved on from low level content?
3. is the intent really to have level 10-25 8-16man raids that nobody will do after people are hitting endgame levels? seems odd to spend so many resources developing content that will effectively be dead and useless long term.
4. if the nodes actually end up leveling these grind zones up like they mentioned back in 2017 will that just mean new players will end up having nothing to do? for example will befallen forge go from lvl 25 to an actual lvl 50 raid? (makes sense to have raids and endgame considering you cant even get drops if you're 9 lvls above)
5. the alpha takes itself way too seriously and presents itself much more like a finished product than an actual testing environment.
Adding that questing will probably never be a big part of the game, developing quests for 18 zones that are supposed to scale with node levels to some extent just isnt feasible. I Don't mind though because I actually prefer grinding, the question is just how much you gotta grind.
The Base Chicken speaks the TRURH!!
Loller
Its not good
It's ok
First nerd
garbage
True