Ashen Foundry

Group Dungeon Gameplay from Feb. 9th Livestream

Steven and company showcased some party-based gameplay in the February 9th live stream on Twitch. In the stream a party of developers including Jeffrey, Peter, and the two Alex' the developers ventured into the new Dünheim dungeon which was recently added to the Alpha Zero build of the game. Check this out for almost a full hour of juicy gameplay footage!

The party started in the Dünheim area and struggled their way through some tough groups of enemies and a boss whose difficulty was tuned for party gameplay. After adventuring through the dungeon, the groups returned to the open world and showcased a node as well as an example boss encounter in which Sorrow's Hunger (the boss from the PAX demo) came and attacked the village. 

Fear the Alpha Zero Windmill!After rescuing the node, the developers headed down to another nature-themed dungeon as well as the under-realm environment. The stream finished with a bit of battle royale PvP between the developers. Overall the broadcast really highlighted the variety of environments which are already included and playable in the Alpha Zero build. 

Lastly, Steven teased a humorous technical issue which has been afflicting Alpha Zero test participants who are getting stuck at a load screen depicting a pastoral scene with a windmill in the foreground. As an Easter egg to commemorate the formidable "Windmill Boss", Intrepid modified the loading screen to give the windmill a bit more fearsome character!

What did you think about the stream gameplay, what impressed you the most? Was there something that you particularly did not care for? Share your thoughts in the comment section!

About Atropos:

I am a dedicated gamer and MMO enthusiast who has been involved with MMO communities since EverQuest. As the creator of Tamriel Foundry and Ashen Foundry, I love the challenge of building platforms and tools for MMO communities to flourish.

5 Replies
  1. #1

    Tholren

    Contributor6 Posts

    I was very impressed by this stream, not for its' gameplay components, that has been the same as IGN's stream and as confusing as always due to the lack of more detailed information, which is normal given the current state of development. I was impressed by how evident their design philosophy is when it comes to the open world dungeons. I enjoyed many things about the showcased dungeons, but I was especially intrigued by their vertical progression, nothing is quite as RPG-like as descending into a dungeon to fight a boss. 

    I can't confirm it yet since I don't have access to blueprints of their dungeons, but it seems to me that the constant narrowing and enlarging of some areas or corridors alongside their notorious focus in creating obstacles for either LoS or maneuverability purposes is synonym of a great focus in design, and I can easily imagine people developing specific tactics for each dungeon, given its' unique topography and layout. I'm a nerd for battleplans.

    A very promising stream, indeed.

  2. #2

    Relic

    Member13 Posts

    One of my annoyances is zebedee clones from the magic roundabout :/

    Anyway, moving on....

    I realised what the magic ingredient was most MMOs are missing. Terrain based combat. Yep, seriously. High penalties and bonuses for;

    High ground, Ice terrain, bog terrain, swamp terrain, firm ground, etc. To go with the poisonous clouds and diseased areas.

    A firm footing is critical to combat stance and movement speed, just as much as altitude impacts range and accuracy. They only need to tag areas as a terrain type and then modify combat stats accordingly. Now consider the impact this would have on gameplay. Using pinch points, narrow passes, open ground and obstacles are really just a glimpse of the potential. Terrain based combat becomes the main method for breaking a stalemate. More so if the terrain type is dynamic and weather dependant :D

    Ponders dynamic river currents that may or may not allow you to cross, or dynamic avalanches that could tear you off a cliff edge.

  3. #3

    Nybling

    Contributor18 Posts
    Relic wrote on Feb. 13, 2018

    One of my annoyances is zebedee clones from the magic roundabout :/

    Anyway, moving on....

    I realised what the magic ingredient was most MMOs are missing. Terrain based combat. Yep, seriously. High penalties and bonuses for;

    High ground, Ice terrain, bog terrain, swamp terrain, firm ground, etc. To go with the poisonous clouds and diseased areas.

    A firm footing is critical to combat stance and movement speed, just as much as altitude impacts range and accuracy. They only need to tag areas as a terrain type and then modify combat stats accordingly. Now consider the impact this would have on gameplay. Using pinch points, narrow passes, open ground and obstacles are really just a glimpse of the potential. Terrain based combat becomes the main method for breaking a stalemate. More so if the terrain type is dynamic and weather dependant :D

    Ponders dynamic river currents that may or may not allow you to cross, or dynamic avalanches that could tear you off a cliff edge.

     Man, I don't disagree with you that terrain-based combat could be cool, but that has to be some really server-intensive stuff in the background.  I think we'll get there some day, though.

  4. #4

    Isarii

    Moderator80 Posts
  5. #5

    Latin

    Moderator14 Posts

    Pretty interesting.

    But I'm not too sure about the absence of an on-the-spot resurrecting mechanism - whether it be activated by yourself (with a cooldown) or by someone else in your party. Needing to walk back every time is going to be a hassle for everyone concerned, especially for longer dungeons and in larger groups.

    e pluribus unum

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