Best Of
Re: What Quality Does Intrepid Want Regards To Water/Effects?
It would be wonderful to slider the hell out of the visuals but the effort to provide that level of goodness for the few with enough PC to actually run it might be a drain on dev time.Can the Dev's not make this all optional ? How good or bad or lush or barren a Game will look ? So that every single Player can adjust the Setting just for themselves ?
I hate to say it, but you are starting to sound like me.
This was the exact answer I was about to give.
Noaani
1
Re: What Quality Does Intrepid Want Regards To Water/Effects?
It would be wonderful to slider the hell out of the visuals but the effort to provide that level of goodness for the few with enough PC to actually run it might be a drain on dev time.Can the Dev's not make this all optional ? How good or bad or lush or barren a Game will look ? So that every single Player can adjust the Setting just for themselves ?
Caww
2
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
I mean, ask yourselves: Have you ever played an good offline game that had an RNG gear enhancement progression system in principle? So RNG whether the upgrade will succeed or fail and if it fails, you effectively become weaker. Normally no. 7 reward & progress is used to strengthen the game principles 1-6. But I only know it from Korean MMORPG's (and apparently also in Ashes), where principle no. 7 reward & progress is linked to a UI window that is separate from the world and only rewards or punishes you after the dice have been rolled that harms all other game principles. This is simply bad game design, because no better solution has been found to create a stable economic cycle and to extend the playing time. And in the case of Korean MMORPG's to artificially create incentives to buy for their P2W store. And the pressure to take part in this nonsense and buy something in the P2W shop is created by the social factors of an MMO, vertical power scaling, an incredibly boring and long grind and open world PvP environment.
Do I have to worry now that Ashes will somehow indirectly find ways to introduce P2W later?
Do I have to worry now that Ashes will somehow indirectly find ways to introduce P2W later?
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
Well this is in no way true.Sophisticus wrote: »i KNOW how shit this kind of system is and the main Reason for this System is only Gambling addiction, economy and uncrativity.
If you see an RNG system in a game and immediately assuming it is to satisfy people with a desire to gamble, that is an issue inside your head.
It would be good if you could tell me then the “real” reason for the fun value of RNG, other than increasing the thrill of the reward and thus reinforce it (aka Gambling). I'm not talking about RNG in general, such as Loot RNG. I'm talking specifically about the RNG Gear Enhancement System, where you can lose progress.
I think I've pretty much explained above why such an RNG system is bad for everything else in the game when combined with heavily vertical power scaling and lots of dull grind. That was exactly the case in Archeage and that was one of the main reasons for Archeage's death.
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
IMO systems like this are really good.
The issue is that a good number of western players don't understand them. People tend to treat it like luck, when they should be treating it as a matter of probability.
Never enchant what you can't afford to lose, and never enchant only one of any given item.
In Archeage, where this system is mostly pulled from, if I was enchanting an item with the target of hitting a tier 3 above where the risk of destruction starts, I am starting off with 32 of that item, and am stil prepared to walk away with nothing.
What exactly is good about RNG? You mention how to mitigate some risks and ect, but nothing about what makes the system good.
For me RNG is never good, because it creates unequal ground for players. From all players that play the game you will have results varying from someone getting multiple successful enchants in a row from the first try. and someone failing for the 50th time for the same item.
Yes the average scenario will be for example 10 fails and most will vary between 8-12. But what if you are the one who failed 50 times? And yes this can be mitigated to an extend by what some Korean games implement as "Pity system" - which can be for example 20 fails, and the 21st is always success. But this still wont work on the long run. Someone will get 10 items and all will be with 20 fails, and other will get 6 of those items in first try.
And if the idea is to just destroy 10 items in the process of enchanting - you can just make the cost of the enchant those 10 items with 100% success rate.
2
Re: Steven, Please Rethink “Not for Everyone”
Enigmatic Sage wrote: »TheDarkSorcerer Noaani FYI I still got you blocked on the forums. I'm assuming one of you said something to disagree trying to trigger me and the other elaborated unnecessarily to piggy back off of it.
People disagreeing with you doesn't mean they are trying to trigger you. They are usually say so because that is what they feel they can add to the conversation, it has nothing to do with you.
That is a very self centered world view you seem to have there. Just saying.
Noaani
2
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
But that's only in imbalanced designs though, where quests ARE varried, while also all having the same value - all the while there's only a single spot that is valuable/optimal enough for you to grind.With the above in mind, it should be VERY clear to anyone paying attention that one of these activities is more varied than the other, which is why many people prefer it.
The design could be the opposite, where the mobs that you need are harder for you to kill, while quests send you to super easy mobs, but the rewards are not optimal.
Or there could be a properly balanced design where both of those things are equal. As much as I like grind, I don't want the optimal way for progression to only be "grind this mob endlessly". I want people to farm for gear parts. Those gear parts should be spread out over several locations, ideally with even several spots within those locations, all of which would have different mobs with different fun mechanics.
So, in a way, it would just be a "quest" that you just described, except it would be self-imposed, because your own-set goal is "to get this item". To get it, you need to craft it. To craft it you need to get parts, recipe and general mats. And depending on your artisan profession, all of those could be their own activities that you gotta do. And I'd personally prefer if recipes for the items you wanna craft were acquirable through quests related to the locations where you can drop the parts of the item, and those quests should include some cool puzzles and include a few of the mobs that drop the parts, so that the players that need direction - have it.
And of course Ashes is a free trade game, so there's always the option of just buying all of that shit, but imo that option should be riiiight below being the optimal choice, so that players would need to decide whether it's easier to get some money rn or go get the materials themselves.
You are talking here about how you would want to see it.
I am talking about how it is in many games - most games, in fact.
I have no reason to assume Steven is capable of reinventing the wheel in this regard, and dread to think what the result would be if he tried.
It is also worth pointing out that anyone that isn't primarily influenced by L2 is not talking about gear when talking about grinding - they are talking about experience, and to a lesser degree, coin. The notion of good gear being available via grinding on low difficulty mobs is something that MMORPG developers stopped having in their games in the mid 2000's when basic botting software got good enough for them to not be able to easily detect it.
Edit to add; the replacement for just open grinding on mobs to acquire good gear or components thereof is why quests became so much more prominent. Telling players that a given set of mobs have a rare item on them that they can farm and then sell opens up botting as an endless means of progression. Telling players that if they get a given quest up to a given point and then they can get quest updates from those same mobs removes any real desire to bot, and also adds a cap on what can be accomplished if someone would try.
There is an argument to be made that a quest update doesn't hit quite the same as getting an item to drop, but if we are talking about dozens, hundreds or thousands of kills between updates/drops, it kind of does.
Noaani
2
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
So you prefer running back and forth instead of just farming mobs? Or am I misunderstanding what "1000 kill and collect quests" is?GreatPhilisopher wrote: »i'd rather do a 1000 kill and collect quests than farm mobs like a bot
Cause, as I see it, that's literally the same thing as "farm mobs like a bot", except you waste time on interacting with npcs and clicking through UI windows.
Ludullu
3
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Yeah but y'all are both definitely in the camp of people who played games with no complexity, so obv you're right about it in relation to those games.
Azherae
1
Human Looks
All the non human races look well proportioned and nice overall, but the human races look really off. The have the same look as games like veilguard or other recent AAA titles that have ugly character models. Is this something that will get fixed and im just a cry baby or is the intended look. I know people will try and act like im calling it woke or something but thats not it, I just dont ger why they all have janky proportions and stand like they are kids asking their mom for phone games
Lachesis
5

