Best Of
Re: FUN vs. Chore?
Why not STEAL something that is very popular in other games.
The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.
The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.
Bro do you just spend every day hating on any feedback ever posted on the forums
Nope.
Only the stuff I happen to come across that has obvious faults.
I'm not saying the OP's idea doesn't have some merit, I am just pointing out the pitfalls with it. If they want to rework it to remove those pitfalls, great. If they don't want to do that, this is also fine.
It really isn't my fault if the bulk of community ideas are unworkable as initially presented.
Noaani
1
Re: FUN vs. Chore?
Why not STEAL something that is very popular in other games.
The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.
The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.
Bro do you just spend every day hating on any feedback ever posted on the forums
Chicago
2
Re: FUN vs. Chore?
Why not STEAL something that is very popular in other games.
The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.
The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.
Noaani
2
Re: Steven, Please Rethink “Not for Everyone”
WoW is perfect as is: 3 different server types. Which is why it's lasted so long on the top.
But, yeah... I consider the Ashes servers to basically be like playing one a WoW PvP server.
Which is also why I consider Ashes to be a PvP-centric game, despite Steven labeling that as PvX.
"Not for everyone" really means Ashes is not for people who enjoy WoW/EQ/EQ2 but refuse to play on the PvP servers.
But, yeah... I consider the Ashes servers to basically be like playing one a WoW PvP server.
Which is also why I consider Ashes to be a PvP-centric game, despite Steven labeling that as PvX.
"Not for everyone" really means Ashes is not for people who enjoy WoW/EQ/EQ2 but refuse to play on the PvP servers.
Dygz
1
Re: Hard cap for Node citizens count
Soft caps are always superior for a game like Ashes because it is consistent with the feeling of player agency the game is built around as a foundational game design concept. Just like there is a 'soft cap' on player behavior via the corruption system rather than flagging for pvp.
JustVine
1
Re: Hard cap for Node citizens count
I agree that this would probably be better for balance, but I also think it would lead to a lot more negative behaviour and the type of friction that isn't necessarily good for the game.
So I'm not opposed to it, I just expect it to cause things I don't like. If they find a way to avoid those, no problem to me.
So I'm not opposed to it, I just expect it to cause things I don't like. If they find a way to avoid those, no problem to me.
Azherae
1
Re: First impression
sounds like some in here are disappointed in the lack of progress Intrepid's made. I actually wouldn't disagree with you.
but my point (and I'm surprised this needs to be clarified) is if you're comparing an alpha state game where the content and systems have yet to be fully implemented with the beta of another that's nearly feature-complete and your conclusion is: "the beta game has more polish" you've added nothing meaningful to the conversation and showing you don't understand game development.
the beta period is literally for applying and finalizing the polish you're pointing out is absent
but my point (and I'm surprised this needs to be clarified) is if you're comparing an alpha state game where the content and systems have yet to be fully implemented with the beta of another that's nearly feature-complete and your conclusion is: "the beta game has more polish" you've added nothing meaningful to the conversation and showing you don't understand game development.
the beta period is literally for applying and finalizing the polish you're pointing out is absent
Re: First impression
Currently I believe they're hurdling through Alpha phases based on a pre-determined time line but aren't actually hitting thr milestones required that they set for themselves to advance phases. The phases aren't that meaningful if the objectives aren't achieved the phases advance as if they were. I wouldn't expect a meaningfully different testing experience for maybe a year or longer.
Re: Steven, Please Rethink “Not for Everyone”
Yeah, I mean... I prefer PvE, but I like PvP sometimes... especially for about an hour while defending towns.
So Sieges are a great feature for me.
Similar here. I imagine the ideal Experience as something which is probably also along the Lines of what Sir Steven himself plans.
Like a PvP Server in WoW. There is a constant Danger of being attacked - but you can work mostly on PvE-Goals and CHOOSE whenever you want to engage in PvP.
City Sieges are just the nice Cream ontop. Something to make the Game more spicey. WoW didn't have that, but WoW would have been better if it would have had that.
The "Warfronts" from Battle for Azerit were this for quite a bit.
Aszkalon
1


