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Alot more people are needed for this alpha. where is the hype?

Discussion in 'General Discussion' started by Copperfield, Oct 17, 2015.

  1. negocromn

    negocromn Black Knight
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    I don't think there will be a population problem at all for testing and stuff, it's just that, ironically, Rise of Agon is still vaporware™ tier.

    As other people said in this thread, when it gets clear Rise of Agon is really going to happen there will be a shitload of people wanting to play it, there's thousands of nostalgic DFO vets. Everyone might still leave in a few months ofc, but RoA will certainly have it's chance if everything is set properly.
     
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  2. Riftmaster

    Riftmaster Deadeye

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    Unless BPG is trying to copy AV, which seems unlikely given the staff involved....

    They probably wouldn't start talking about alphas and betas unless they had already damn near finalized things and were signing NDA's, licensing agreements, whatever.
    Maybe not until after they had done so.

    I wonder how strict AV is being with their NDA rules and whatnot.

    Edit: damnit I really need to change my sig, I keep getting half-blinded when I look at it
     
  3. Fnights

    Fnights Earth Elemental

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    And you will be lucky to have this amount of players, blame the vision of some devs here that like to keep the status quo and keep the game as it was, and blame also the old toxic community that is back here in force insulting everyone that dare to think different and make suggestions for the benefit of the game.
     
  4. Hugo

    Hugo Gravelord

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    The game is not staying as it was. Do not mistake the opinions of some on the forum for our stated design goals in our roadmap.

    Specialisations, real roles for crafters and traders, dynamic structures and player housing - This is just the beginning.

    We are not going to announce a laundry list of proposed features until we have experience of the code and can make realistic decisions on what we can deliver.
     
  5. Aristos Giannes

    Aristos Giannes Cairn Giant
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    Can you guys tell us exactly what kind of specializations you are going to add? And specifically, how you believe it will impact the game and not act like classes, or go down the same path UW did?
     
  6. Hugo

    Hugo Gravelord

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    I cannot go into a great deal of detail at this time no. I can however pass this onto one of our game design team and see if we can get this information posted. I can however say this.

    We will never approach a system where players must pick or switch between pre-determined classes. We are starting from the top, taking the viability and effectiveness of the hybrid as a benchmark and implementing greater opportunity cost for players who seek to be stronger in some areas and weaker in others. This will be in magnitudes of shades of grey, not black and white.

    The destroyer did this effectively and only added to the complexity of PvP.
     
  7. Aristos Giannes

    Aristos Giannes Cairn Giant
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    That's what concerns me though. Destroyer technically IS a preset class, since you choose it at an NPC and cancel out entire magic schools for some abilities in combat. There is no character progression or creativity added to that choice. In my opinion it just dumbs the game down by removing so much to add two new strengths in combat. I don't believe it added to the complexity of PvP either. Destroyer is literally just an 100% aggressive playstyle that hopes to catch an enemy off guard or in a bad position terrain-wise.
     
  8. Rawr

    Rawr Chosen of Khamset

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    I CAN! So here's what we're planning:

    CENSORED

    (Just a silly post to keep the hype train going)
     
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  9. Hugo

    Hugo Gravelord

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    I'd argue that destroyer did add to the complexity and the richness of PvP as it offered a much needed and viable alternate playstyle if nothing else.

    Let me explain it this way and in a way I hope eludes to your concern.

    SWG and UO as examples exhibited a skill cap; the destroyer specialisation was simply an inverse skill cap where you willfully limit options for a period of time as opposed to having a limited choice from a range of options. This was immediately a good implementation for Darkfall but one which raises concerns were you to continue implementing such rigid player extensions.

    You might contend (and I would agree) that this is indeed rigid and lacklustre for what you can achieve in skill based games. These were rarely the case in games like SWG and UO as you almost always encountered hybrids and variations between the lines as players were free to experiment and re-experiment.

    Our intention is to build a framework of specialisations to allow players to enhance their own desired playstyle freely with a modular system.

    As stated in our roadmap, specialisations will utilise a slot system allowing modularity and complexity; shades of grey not black and white.
     
  10. Fnights

    Fnights Earth Elemental

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    Seems you contradict what the other devs saying in the other topics.

    And dear Hugo, you are a nice guy and i agree with you, but your community clearly don't want specializations, they want jack of all trades by force to everyone, even on people who don't like or want to use magic, or staves, or want to be master of all crafting professions.

    I'm wondering how you can solve this issue and please not your old toxic community but new players too, when your same dev mates continue to write that the game will be the same with some tweaks here and there and they will not change the skill system.
    I fail to see further into your vision and how this will change the metagame if nothing will be changed.
     
  11. Aristos Giannes

    Aristos Giannes Cairn Giant
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    So similar to what DND is doing with their title system? If by modular you mean that you would be allowed to have multiple specializations active at once that all have varying degrees of impact, then that does alleviate some of my concerns. I do agree that destroyer allowed newer players to become competitive much faster, that was one good outcome of their implementation. Although, I still see that as a bandaid fix. I'd rather they had addressed the grind itself rather than just opening up an avenue to somewhat avoid it while also affecting the meta of combat.
     
  12. Fnights

    Fnights Earth Elemental

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    Reducing the grind don't solve the main issue, jack of all trades. How do you solve this? unless you want the status quo, and is ok since this community is just here to play the old vanilla game.
     
  13. Aristos Giannes

    Aristos Giannes Cairn Giant
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    We've been through this discussion a billion times.
     
  14. Leg enD

    Leg enD Ghost

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    Still having the 'everyone can do anything' does not mean 'everyone does the same thing' argument with this new team makes me very very sad..

    You want to expand on a rushed idea that was implemented to lessen the grind for new players... Lolwtf.

    Promote play styles through skill and gear diversity or die. Simple choice to take the harder option, any idiot can +/- dfo skills for trade offs, please don't.
     
  15. Gruesome

    Gruesome Skeleton Archer

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    Wonder where they got that idea from.
     
  16. Aristos Giannes

    Aristos Giannes Cairn Giant
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    Pretty much this. Transmutes buffing magic schools was a great tool that was already in game. Capitalize on mechanics like that to encourage diversity, and at the same time lower the pressure and incentive to grind.
     
  17. Elunex

    Elunex Crypt Guard
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    I am in large favor of the "play styles through skill and gear diversity" as legs put it.
    It does require some more tools to achieve this with greater diversity, as Aristos said with example of buffing transmute staffs to promote the use of a single source of magic.
     
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  18. Fnights

    Fnights Earth Elemental

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    So you want the jack of all trades, because trasmutation change nothing, i yes i used trans gear too.

    But jack of all trades don't reduce the grind, it increase it, not only this, it force people to learn magic even if they don't like it if you want to ocmpete at the same level.
    So the solution is, don't do anything and let players plays in this way or leave because "dakrflal is not the game for you"?
     
  19. Elunex

    Elunex Crypt Guard
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    I would like you to comprehensively explain what you mean with the terms "Jack of all trades" and "Hybrid" when you use them in context of Darkfall.
     
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  20. Aristos Giannes

    Aristos Giannes Cairn Giant
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    Transmuted staves allowed you to focus all your primary damage spells in just one school. You only had to delve into other schools for utility. You didn't need to have mastery and intensify in those other schools, just the effect. Having those of course gave you an advantage, but when 80% of your spells are coming from one school it's not nearly as big of a deal. Therefore, the power gap between a player using a transmuted staff and a hybrid with a cobra isn't as large. It doesn't sound like you used transmuted staves correctly, or efficiently.