Best Of
Re: Why did you stop to play an MMO you once loved?
So much revisionist history in this thread. Nostalgia is a hell of a drug.
KingDDD
1
Re: Why did you stop to play an MMO you once loved?
I don't even remember if I responded to this post previously, but here we go:
Archeage, still my favorite MMO, I've played on official servers during CBT and launch, and 2.0 patch, then on Classic server about a year ago.
- Official version - basically p2w garbage was the main reason I quit, gearing was bad as well due to p2w.
- Classic version - repetitive content, lack of updates/new content, mismanagement in general, gearing was bad, and I realized it's not only due to p2w.
Those are probably the biggest reasons, though there were always smaller things I disliked.
Allods Online, my main MMORPG before Archeage. Basically a WoW clone, but I loved it so much more than WoW at that time.
- Horrendous P2W.
You straight up buy perma dmg/def boosts via rune system, and to get max level of those, you have to spend over $10k.
Combat mounts were op, other systems that granted you dmg buffs which required you spend money on it, lootboxes, class changes were expensive, build resets were expensive, god knows what else, haven't played the game in 7-8 years.
I've played others like ESO, GW2, Lost Ark, WoW, BDO, probably a few others that I can't remember, but I never loved those games as much as the above 2.
ESO - awful combat and skill design in general, overly repetitive. Build customization was good, items granting you unique effects was great, but everything else mid.
GW2 - nothing really pushed me to play, no power to gain, rewards felt lackluster, class system was trash, no trinity, skills being tied to weapons, very limited customization options, events felt repetitive.
Lost Ark - Daily bs, timegated trash, p2w, repetitive and boring, no depth, combat was good at least, bosses were fun.
WoW - Actually decent, until you get to the endgame, where it just doesn't feel interesting to me at all. Mind you I haven't played classic or earlier versions, only in the past 2-3 years have I tried this game properly.
BDO - Looks good and feels good to play for a bit, until it gets boring, very limited customization options, gearing is bad, didn't like the combat too much after a while, overall felt meh, with some great bits like nodes and workers.
Archeage, still my favorite MMO, I've played on official servers during CBT and launch, and 2.0 patch, then on Classic server about a year ago.
- Official version - basically p2w garbage was the main reason I quit, gearing was bad as well due to p2w.
- Classic version - repetitive content, lack of updates/new content, mismanagement in general, gearing was bad, and I realized it's not only due to p2w.
Those are probably the biggest reasons, though there were always smaller things I disliked.
Allods Online, my main MMORPG before Archeage. Basically a WoW clone, but I loved it so much more than WoW at that time.
- Horrendous P2W.
You straight up buy perma dmg/def boosts via rune system, and to get max level of those, you have to spend over $10k.
Combat mounts were op, other systems that granted you dmg buffs which required you spend money on it, lootboxes, class changes were expensive, build resets were expensive, god knows what else, haven't played the game in 7-8 years.
I've played others like ESO, GW2, Lost Ark, WoW, BDO, probably a few others that I can't remember, but I never loved those games as much as the above 2.
ESO - awful combat and skill design in general, overly repetitive. Build customization was good, items granting you unique effects was great, but everything else mid.
GW2 - nothing really pushed me to play, no power to gain, rewards felt lackluster, class system was trash, no trinity, skills being tied to weapons, very limited customization options, events felt repetitive.
Lost Ark - Daily bs, timegated trash, p2w, repetitive and boring, no depth, combat was good at least, bosses were fun.
WoW - Actually decent, until you get to the endgame, where it just doesn't feel interesting to me at all. Mind you I haven't played classic or earlier versions, only in the past 2-3 years have I tried this game properly.
BDO - Looks good and feels good to play for a bit, until it gets boring, very limited customization options, gearing is bad, didn't like the combat too much after a while, overall felt meh, with some great bits like nodes and workers.
iccer
1
Re: Why did you stop to play an MMO you once loved?
Wow: I started in vanilla but not at release. I absolutely loved the game during vanilla and BC. At the end of BC i was officer in a medium raiding guild (not super hardcore nor casual).
Then Woltk occurs. My beloved spec, warrior fury, was forced to play dual wield two handers, which has an atrocious look and feels. The dungeons were nerf to the hell and everything was cleaned with aoe day one(i had so much fun to wipes in heroics in BC). Half of raids were boring (Naxx takes only two weeks for our medium guilds). It become harder and harder to maintain a guild group for raiding (who need a guild when you can pick up everything?). Class homogenization started in WoLTK too (the famous bring the player not the class). I did continue after Woltk, but it was the first time i did a pause because the game bored me.
I played during the full time of Cata more for my guildies than the game itself, i still overall prefered Cata to Woltk. Mop, i look to talent "tree", the incoming loot treadmill, the theme of new expansion, nothing was appealing. And that was the time to stop this page.
I did retry retail in Legion but the experience was bad (class homogenization++, the "legendary" weapon for everyone) . M+ is the worst content in term of game ambiance they could have add. Stopped again some months after unable to find a guild or people to play with.
The covid and the lockdown period, i return to wow classic, and the game still works. I got my first guild while doing a Sunken Temple then when this guild fall, one of my previous guildies invited me in his guild. I played with them until the re-release of Woltk (this time i known what to expect so i stopped it here).
During Wow classic i did retry some modern extension, same story than Legion, unable to find people to play the content that's interest me and stopped two months after.
Then Woltk occurs. My beloved spec, warrior fury, was forced to play dual wield two handers, which has an atrocious look and feels. The dungeons were nerf to the hell and everything was cleaned with aoe day one(i had so much fun to wipes in heroics in BC). Half of raids were boring (Naxx takes only two weeks for our medium guilds). It become harder and harder to maintain a guild group for raiding (who need a guild when you can pick up everything?). Class homogenization started in WoLTK too (the famous bring the player not the class). I did continue after Woltk, but it was the first time i did a pause because the game bored me.
I played during the full time of Cata more for my guildies than the game itself, i still overall prefered Cata to Woltk. Mop, i look to talent "tree", the incoming loot treadmill, the theme of new expansion, nothing was appealing. And that was the time to stop this page.
I did retry retail in Legion but the experience was bad (class homogenization++, the "legendary" weapon for everyone) . M+ is the worst content in term of game ambiance they could have add. Stopped again some months after unable to find a guild or people to play with.
The covid and the lockdown period, i return to wow classic, and the game still works. I got my first guild while doing a Sunken Temple then when this guild fall, one of my previous guildies invited me in his guild. I played with them until the re-release of Woltk (this time i known what to expect so i stopped it here).
During Wow classic i did retry some modern extension, same story than Legion, unable to find people to play the content that's interest me and stopped two months after.
Jayma
2
Re: Why did you stop to play an MMO you once loved?
I started playing Wow at the tail end of bfa and played shadowlands until I got to raiding and found out I had to get a bunch of ad-ons to play without people nagging me about it.
instantly killed my interest in the game. if a game can't be bothered supply the tools needed to play itself then it's not worthy of my time and effort.
it's also not fun to have most of my screen taken up by ad-on windows and tabs instead of just watching the fight and the mechanics.
instantly killed my interest in the game. if a game can't be bothered supply the tools needed to play itself then it's not worthy of my time and effort.
it's also not fun to have most of my screen taken up by ad-on windows and tabs instead of just watching the fight and the mechanics.
Kyskei
1
Re: Divine nodes: "Mega Catacomb" Dungeon. Will the Catacombs Be PVX or pure PVE?
I hope its like Dark & Darker, an escape looter.
Parties queue up to enter in a match making sysem where groups are pitted against each other in an instanced catacomb. All parties from across Vera that queue at nodes of the same tier are matched up for the first level, if you choose to go deeper rather then escape then you go into the queue of the next higher tier. This lets thouse entering from the highest tier nodes essentially skip directly to much deeper levels while still letting anyone go deep if they can survive. When you exit either by dying or escaping you return to your original location ofcourse. The catacomb is like the High seas a no corruption zone.
Parties queue up to enter in a match making sysem where groups are pitted against each other in an instanced catacomb. All parties from across Vera that queue at nodes of the same tier are matched up for the first level, if you choose to go deeper rather then escape then you go into the queue of the next higher tier. This lets thouse entering from the highest tier nodes essentially skip directly to much deeper levels while still letting anyone go deep if they can survive. When you exit either by dying or escaping you return to your original location ofcourse. The catacomb is like the High seas a no corruption zone.
Lodrig
1
Re: Steven's response to secondary archetypes
You don't really select the effects of the Augment.
You apply the Augment to an Active Skill. The same Augment could do different stuff depending on which Active Skill it's on.
But, players are not selecting what the Augments do. We are just choosing which Active Skills we want to apply the Augment onto.
"A HoT changed to a DoT that added a debuff, that when attacked returned X% amount of healing when you damage that target..." is basically a HoT that also deals damage and maybe adds a debuff.
That seems possible since the Healing Active Skill is still providing Heals.
I think the quote does not say an Active Skill can be changed entirely. I think the exact words used were "radically" and "fundamentally". And that doesn't mean that the changed Active Skill is not going to fullfill the original impact of the Active Skill. Rather, same original result overall - might have some extra stuff added to it.
Ya his wording could be taken many different ways. Cant wait for the Augment update. My guess it will be some time after May 1st when we get the last Base Archetype. This is one of the areas has me most intrigued. Between how questing/Events/Story Arcs works in this game and the skills. Its much of what EQ Next wanted to make. I cant wait to see IS pull this off.
Re: Steven's response to secondary archetypes
You don't really select the effects of the Augment.
You apply the Augment to an Active Skill. The same Augment could do different stuff depending on which Active Skill it's on.
But, players are not selecting what the Augments do. We are just choosing which Active Skills we want to apply the Augment onto.
"A HoT changed to a DoT that added a debuff, that when attacked returned X% amount of healing when you damage that target..." is basically a HoT that also deals damage and maybe adds a debuff.
That seems possible since the Healing Active Skill is still providing Heals.
I think the quote does not say an Active Skill can be changed entirely. I think the exact words used were "radically" and "fundamentally". And that doesn't mean that the changed Active Skill is not going to fullfill the original impact of the Active Skill. Rather, same original result overall - might have some extra stuff added to it.
You apply the Augment to an Active Skill. The same Augment could do different stuff depending on which Active Skill it's on.
But, players are not selecting what the Augments do. We are just choosing which Active Skills we want to apply the Augment onto.
"A HoT changed to a DoT that added a debuff, that when attacked returned X% amount of healing when you damage that target..." is basically a HoT that also deals damage and maybe adds a debuff.
That seems possible since the Healing Active Skill is still providing Heals.
I think the quote does not say an Active Skill can be changed entirely. I think the exact words used were "radically" and "fundamentally". And that doesn't mean that the changed Active Skill is not going to fullfill the original impact of the Active Skill. Rather, same original result overall - might have some extra stuff added to it.
Dygz
1
Re: Node alliances should be thought about like factions
I don’t think we’ll need factions the way I see this game becoming Balkanized. Players may create alliances and factions with plenty of drama, backstabbing and intrigue. Plus you are going to have to keep track of who to trust, so it’s not as “safe” as the usual MMORPG Faction system. Even information has to be protected more so than in other games.
Re: Node alliances should be thought about like factions
I mean... it's an RPG which means I would typically have alts and those alts might not belong to the same Guild or the same Nodes.
Even with one character, that character might prefer to focus on Node and belong to a Guild that has an Alliance with the TheoryForge Guild affliated with the TheoryForge Community.
And it could be that part of the lore for the TheoryForge Community is that there are some rival in-game Guilds that belong the TheoryForge Community.
In an RPG, character conflicts don't always have to be player conflicts.
Steven's expectation is that Mega-Guilds will have to split into several in-game Guilds, due to membership quota restrictions - and that some of them might find their in-game Guilds have conflicts.
Like most of these kinds of suggestions - I think we should wait to test how allegiances and Node Affiliations and Alliances feel under the current design before we advocate for changes to the design.
"Faction" is really just a semantic label. Ashes has lots of factions built in already.
(Typically, in an MMORPG, Faction is something you choose at Character Creation and can't be changed afterwards - which Ashes is trying to avoid.)
Even with one character, that character might prefer to focus on Node and belong to a Guild that has an Alliance with the TheoryForge Guild affliated with the TheoryForge Community.
And it could be that part of the lore for the TheoryForge Community is that there are some rival in-game Guilds that belong the TheoryForge Community.
In an RPG, character conflicts don't always have to be player conflicts.
Steven's expectation is that Mega-Guilds will have to split into several in-game Guilds, due to membership quota restrictions - and that some of them might find their in-game Guilds have conflicts.
Like most of these kinds of suggestions - I think we should wait to test how allegiances and Node Affiliations and Alliances feel under the current design before we advocate for changes to the design.
"Faction" is really just a semantic label. Ashes has lots of factions built in already.
(Typically, in an MMORPG, Faction is something you choose at Character Creation and can't be changed afterwards - which Ashes is trying to avoid.)
Dygz
1
Re: Node alliances should be thought about like factions
Factionless design is exactly why I got interested in Ashes. This is also why I'm campaigning for the rebellions.That's why you need to think of node alliances as factions. In faction based games your harmful actions against people in your faction are limited. Node war is a harmful action, and you can't do it to allies. But...you can still slap people around in your faction if they are jerks. It's nice.
And like with factions, you don't have total control over who is in your alliance, since node membership looks like it will be first-come first-serve. AKA you joined Horde and your current node is the Barrens
The classic guild affiliation is much more PvP related
Also, nodes are not alliances, because, unlike the guild alliances, you can attack your nodemates. This is yet another contradicting point in this design, which also proves that nodes are not factions.
Ludullu
2