Best Of
Re: FUN vs. Chore?
Some of these seem like good ideas on the surface. The extraction could be fun, if there's worth in doing it. With the death penalty of exp dept and armor repair I won't be doing any pvp until I'm max level and have funds. And if the pvp isn't worth the cost I'll still avoid it even then. PvP can be fun, but it's also a chore.
I'm a player who enjoys pvp in most games. But Extraction seems like some FPS games, which really lost is allure for me a decade ago. Years of playing TF, UET, Quake, ect just makes the those quick style repeated matches boring. Could extraction be fun, yes, but I couldn't say what they need to do to make it fun. I don't know what matters in the game yet. Nodes? not to me. Dungeons? there won't be many. Raids? no sign of those yet. Caravans? not really enticing use of time for me right now. Might be later. Guess my point is a lot of the game requires the player to do some 'maintenance' on their character, if the reward isn't worth effort players will avoid it. Which is what your point is too. This is just a different perspective.
I think an extraction style event would be fun. You could actually use crates for it too. If it's team based or numbers restricted it'd need to be instanced. Open world will just favor the larger guilds, could be a killer to the event. Maybe you wouldn't want to announce it if it's Open world. Don't announce anything until the first crate is looted.
The town invasion idea is an awesome idea too. But how do you handle guards killing all the low level mobs? Or only use high level mobs which would nudge the low levels out? Do the mobs destroy any of the structures the players built in that node?
I also think dungeons (open and instanced) are under leveraged. There could be dungeons that "level up". As a groups wipe the dungeon gets stronger and stronger. Until a dungeon actually goes from a Level 10 dungeon to a Level 15 dungeon. Or the dungeon starts to spawn more enemies. This could go until the dungeon over flows and spills out into the open world/map. After it gets out of hand then the mobs start patrols in that area and eventually start to attack the town that's near by. They happens until the dungeon is cleared X number of times.
Exploration is something undervalued too. The treasure maps are a good start. I'd enjoy that more than gathering. But so much more can be done with exploration in this massive world.
Rewards are exp, gold, glint, materials, quest story, achivements, mounts, and maybe gear or gear materals?
If the reward isn't good, than the cost to participate needs to be low. For me PvP is too steep a cost until maxed. Which sucks because PvP as I level is actually fun in most games, but the cost is much lower.
I'm a player who enjoys pvp in most games. But Extraction seems like some FPS games, which really lost is allure for me a decade ago. Years of playing TF, UET, Quake, ect just makes the those quick style repeated matches boring. Could extraction be fun, yes, but I couldn't say what they need to do to make it fun. I don't know what matters in the game yet. Nodes? not to me. Dungeons? there won't be many. Raids? no sign of those yet. Caravans? not really enticing use of time for me right now. Might be later. Guess my point is a lot of the game requires the player to do some 'maintenance' on their character, if the reward isn't worth effort players will avoid it. Which is what your point is too. This is just a different perspective.
I think an extraction style event would be fun. You could actually use crates for it too. If it's team based or numbers restricted it'd need to be instanced. Open world will just favor the larger guilds, could be a killer to the event. Maybe you wouldn't want to announce it if it's Open world. Don't announce anything until the first crate is looted.
The town invasion idea is an awesome idea too. But how do you handle guards killing all the low level mobs? Or only use high level mobs which would nudge the low levels out? Do the mobs destroy any of the structures the players built in that node?
I also think dungeons (open and instanced) are under leveraged. There could be dungeons that "level up". As a groups wipe the dungeon gets stronger and stronger. Until a dungeon actually goes from a Level 10 dungeon to a Level 15 dungeon. Or the dungeon starts to spawn more enemies. This could go until the dungeon over flows and spills out into the open world/map. After it gets out of hand then the mobs start patrols in that area and eventually start to attack the town that's near by. They happens until the dungeon is cleared X number of times.
Exploration is something undervalued too. The treasure maps are a good start. I'd enjoy that more than gathering. But so much more can be done with exploration in this massive world.
Rewards are exp, gold, glint, materials, quest story, achivements, mounts, and maybe gear or gear materals?
If the reward isn't good, than the cost to participate needs to be low. For me PvP is too steep a cost until maxed. Which sucks because PvP as I level is actually fun in most games, but the cost is much lower.
1
Re: FUN vs. Chore?
It's just the vibe of game they're going for.
Some might also tell you that it's because Steven's concepts of 'Risk' and 'Reward' don't match the majority of gamers, but it's his game, so if he continues to consider Caravans to be fun, then you're better off suggesting ways for expanding on the basis of them to be more fun.
What you described is the 'more normal' form of this type of PvP content that you find in other modern games.
Caravans are supposed to be part of the 'Economy fun' not so much the PvP fun.
Changing Ashes' unique appeal to be more like that of New World or Throne and Liberty won't really be that great a benefit. The thing that would make most people I know 'consider switching from TL to Ashes' is not 'Ashes making more TL-style events', so even if they consider that, it probably doesn't need to be the first thing they change/get right.
Some might also tell you that it's because Steven's concepts of 'Risk' and 'Reward' don't match the majority of gamers, but it's his game, so if he continues to consider Caravans to be fun, then you're better off suggesting ways for expanding on the basis of them to be more fun.
What you described is the 'more normal' form of this type of PvP content that you find in other modern games.
Caravans are supposed to be part of the 'Economy fun' not so much the PvP fun.
Changing Ashes' unique appeal to be more like that of New World or Throne and Liberty won't really be that great a benefit. The thing that would make most people I know 'consider switching from TL to Ashes' is not 'Ashes making more TL-style events', so even if they consider that, it probably doesn't need to be the first thing they change/get right.
Azherae
1
Re: Melee Classes Survivability in Group PvP Needs Addressing
Successful melees in large scale often have a form of immunity, damage reduction, deflect, instant engage, and/or instant disengage. I've never been good at it, just seen what works for other players in various games. Without some of these utilities you're just a meat shield pawn.
1
Re: what is going on with this project
I stopped reading at "I will start by saying, like many i bought into the project almost 8 years ago, with the expectation that the game would have released maybe 4-5 years ago"
But what are they supposed to do now except to keep waiting ? Throw a little bit something of a Temper Tantrum like Narc and end their Contact with Intrepid with a self-destructive Video ?
I admit this was probably the One thing many People can not forgive Sir Steven. They expected the Game to come out quick and now they have to wait for like a small to not so small Eternity so that the Game can actually be as good as Sir Steven wants it to be.
Personally i am already thankful that it is happening at all. And that Sir Steven never gave up.
Aszkalon
1
Re: Another PvP loop
I don’t really understand the pushback?
Really?
MMORPG's are built on gear. Whether it is a one off item that you have the only one of on a server, and hard to get or expensive to craft item, gear that only drops from the hardest content in the game - players put time and effort in to getting the specific gear they want, working out what is the best they can get from the content they are able to defeat, that suits their build.
This is the core of what an MMORPG is (get friends to run dungeons to get better gear to be able to run harder dungeons). You are basically saying "nah, fuck that, let's do something else", and don't get why there is pushback?
You not thinking gearing needs to be changed to accommodate your suggestion does not mean you are right. It absolutely would need to be changed, as the very notion of full loot means gear has to shift from something players strive towards, to something that is a commodity. This is a hard requirement for any full loot game - even moreso when that full loot game involves destruction of gear.
A game where you have a reasonable expectation to hold on to an item until you find a better one to replace it can easily ask players to spend a dozen hours working towards that one item (or 60+ hours, as in the game I am currently playing). A game with full loot can't ask that much of players for a full equipment set, let alone one item.
Noaani
1

