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Suggestions from a MMO player with 20 Years of Exp

24

Comments

  • Dygz said:
    @Isende
    Progression does not mean grinding.
    Progression refers to advancing your character's skills and abilities - as opposed to raiding for BiS gear once your skills and abilities have all maxed.

    Ashes has several paths of horizontal progression in addition to vertical progression.

    Grind came to be associated with progression because it has turned out that most of gameplay is stuck in the end game while waiting for the devs to create more new progression content.
    So, instead of ever questing, we ended up ever raiding. 2 months max of progression and then 12-24 months of raiding for BiS gear.
    15 years later, gamers consider raiding to be the real game and progression just a tedious time sink that's a needless obstacle slowing access to the real game.

    Grind is just being stuck doing tedious, repetitive content, when you'd rather be enjoying some other non-tedious content.
    Makes sense, thanks, @Dygz!
  • Dygz said:
    It's not really semantics.
    Basically you posted a long list of polishes that would make WoW 3.0 shine, rather than address the Ashes game design.
    I agree there should be a discussion about how AoC can leverage the unique node-based open-world approach in innovative ways, but I think the OP wasn't just suggesting ideas on how to build a better theme park. I think these points are just as valid in the context of AoC.
  • Bit hard for anyone to have more than 20 years experience with MMORPG's when the first MMORPG was released in 1996, 20.5 years ago!
  • ArchivedUserArchivedUser Guest
    edited June 2017
    You are awere this game does have endgame? High level nodes will create high level events, this is ashes endgame. There are also high level dungeons, the hardest dungeon in game will naturally become eng game, weather you want it or not. End game is simply the hardest content of the game.
    That's not endgame. That's just high level content.

    Endgame is not simply the hardest content in the game. Endgame is the end of new content. When all that is left to do is repeatable dailies, repeatable dungeons and repeatable raids. What you do while waiting for the devs to add new content with an expansion.

    Ashes will have high level content. And will have max level content.
    But, Ashes won't have an endgame... because Ashes is not a static world.
  • Dygz said:
    You are awere this game does have endgame? High level nodes will create high level events, this is ashes endgame. There are also high level dungeons, the hardest dungeon in game will naturally become eng game, weather you want it or not. End game is simply the hardest content of the game.
    That's not endgame. That's just high level content.

    Endgame is not simply the hardest content in the game. Endgame is the end of new content. When all that is left to do is repeatable dailies, repeatable dungeons and repeatable raids. What you do while waiting for the devs to add new content with an expansion.

    Ashes will have high level content. And will have max level content.
    But, Ashes won't have an endgame... because Ashes is not a static world.
    We are simply using terms that have been coined to represent an MMO, you clearly don't understand that in the context of MMO "endgame" doesn't mean the end of the game, it just means things to do after you hit max level.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I was there when endgame was coined.
    Endgame does not just mean things to do after you hit max level.
    Things you do after you hit max level is "max level content".
    In WoW and EQ, you can get away with using endgame content and max level content interchangeably. Sure.

  • So just to preface this post, I have been playing MMOs basically since they were a thing, I hope the devs see this because I've contributed to the kickstarter and I think their ideas truly could reinvent the MMO genre. I believe much like Sharif that it's high time that something changed. Additional Info: (I have played wow the most out of the MMOs I've played but I think for most of us that will be the case, so my opinions may or may not be influenced by the different stages of that game). I have played MMOs hardcore, semi hardcore, and casual as my life has changed throughout the years and as my needs changed. Following this I will list a couple things that I believe to be pivotal to this game's success:

    1. The Game Needs to be Difficult - I'm not talking dark souls difficult, but the game has to be challenging. I don't want to start level one and just one shot everything in the game, force us to use the game you created to our advantage. Force us to use that potion of strength or what have you to defeat a mob, don't make all of the hard work you put into these items become trivial as we just vendor everything in our bags that we don't need because the game difficulty is trivial.

    2. Make the Main Cities Where the Player-base Wants to Be - Now this may seem like a stupid suggestion to some, but I assure you there is nothing more boring than sitting in your player housing, farming cabbages, because it is the most efficient way to play the game. Player housing should be something that you visit maybe once a day, admire your achievements, and then go back out into the world. The reason I say this is because, this is a MMO, the players NEED to see each other. They need to see a living breathing world, or what's the point?

    3. Combat - Now I know the devs say combat is only 5% done, but I do need to slip a little comment in on this. Combat should be reactive AND proactive. IMO timers are silly, you shouldn't know that every 30 seconds the boss is going to slam the ground right in front of him, or that he will do a giant AOE. I realize this may be an unpopular opinion but we are talking a living breathing world, if you were really in this world would the boss really do a frontal slam every 30 seconds? I think not. Bosses should be dynamic by design, it will be frustrating at first when you die the first few times to a random frontal slam, but as humans we learn from our mistakes. If we just blow through combat every single time, then PVE becomes trivial, unless the difficulty is so damn high that only people who play 60 hours a week can access the content through gear. Bosses SHOULD be like dark souls (or legend of zelda if you prefer) in my opinion, the difficulty is high, but the reward is high for playing well, even if you don't have the exact gear necessary to do the encounter. (this is mostly for solo content and I'm not even going to get into group content or I will ramble all day about raids, they have everquest devs they should know their end game pretty well).

    4. Puzzles - We are talking an open world here, I cannot understate the power of someone just starting to play the game, realizing they can jump pretty far, and jumping up to a ledge and finding a chest there, just for exploring. This will have a profound effect on players, the ability to explore an open world and find new things in nooks and crannies that they have never been, will add to the life of this game immensely.

    5. Scale - This world has to be huge, if you are talking city-state vs city-state warfare, there has to be an immense sense of scale to this game. Not to mention caravans, epic beasts, natural disasters, etc. All of these would benefit from an epic sense of scale. Along with this goes teleportation or flying, if you want to hold onto that sense of scale teleportation, flying, or any other type of semi-instant travel has to be insanely expensive, or VERY hard to get. Something for people to work towards, but only after they have explored the entire continent/game, should they have access to it.

    6. Gear - Gear is a great thing, I love gear, but I think that being able to make your gear look like anything you want is a mistake for a fledgling MMO. If I spent a ridiculous amount of effort to get the best gear in the game, people should know it. You shouldn't be level 3 and have access to look like the biggest badass in the game, it defeats part of the purpose of the gear itself. This serves a dual purpose, it keeps people invested in your game, and it adds to immersion. People stay immersed because if every single loon on a street corner had a +99 flaming halberd then it takes you out of the fantasy, if ONE person has the +99 flaming halberd it showed them that it is possible to get to that point while giving them a reason to keep playing (if they are a min-maxer like me). If they are all about the role-play fantasy it servers the exact same purpose, just in a different way.

          7.End Game - There has to be stuff for the top players to do, and a decent amount of it, not                going to say anything more about this.

    In conclusion, this game has the potential to be one of the greatest mmo's to come out in 10 years, only because of the dev's ingenuity and creativity. I desperately want to see this project succeed, and I think if you add these new ideas to the knowledge of the mistakes other MMO's have made in the past. We could finally be looking at a totally new genre, one where cash grabs and jokes about "the wow-killer" are a thing of the past.

    I absolutely admire your passion sir. There are many parts of your post that I agree with, some parts I'm on the fence with, but the thing that I really appreciate is how well thought out your ideas are. 

    I like how you inserted "wow killer" into your post. I never ever thought about that, but yes, what if this game was the one that finally succeeded?  At the very least, I hope it will beat WoW on content. 
  • I agree in full with Ragetastic, that games must achieve those kind of objectives to be both successful and respected.

    1) The Game needs to be difficult
    Agree, some areas need to be easy, some moderate, some hard and some insane 

    2) Make the Main Cities Where the Player-base Wants to Be
    Agree, I think the nodal system in principal will achieve a reason for their existence and a direction for their development. The idea of having a connection to a city provides reason to feel ownership and responsibility, good start.

    Nothing more saddening to enter a large, empty city that all the players moved on from, and/or zones of a city that have no purpose but to provide magnitude to a city.

    The cities need to have logical planning to create this dynamic. This might be by pre-set design layouts or by player trial and error.

    3) 
    Combat
    There is something quite relaxing to do mindless easy pve for certain periods of time just as it is exciting and rewarding to have engaging combat that challenges your and/or groups abilities.

    Also agree it need not be static formula ai but dynamic so that it provides experience.
    Now by default no change and consistent change become the same, so variance between both is probably the medium

    4) 
    Puzzles 
    Nothing more disappointing that finding a nook or waterfall or feature that might have hidden something and it has nothing.

    A great reward to find things in unexpected / unpredictable places, perhaps even only discoverable by RNG of player bases as well to mix it up!

    5) Scale
    Agree about scale, it needs to be large. There needs to be scaled activities possible within certain range of a node, but there also need to be that something somewhere that only a few will ever find or few will ever stay to enjoy far far away.

    Provide distance to areas with those areas with their own reward.
    Provide choke points between areas that cannot be accessed without help
    Provide areas that are temporary and/or change over time

    6) 
    Gear 
    Agree, there needs to be some gear that is just 1 off or only a few can be available on a server at a given time. Create that special, the unique, the value.

    7) Events
    Scheduled and random. I always looked forward to the events that were seasonal but also the random event that required many players to put away their differences and work together.



  • ArchivedUserArchivedUser Guest
    edited June 2017
    Can we all just agree that this game will be one of a kind, so using tropes from other MMOs is pointless unless you are talking about the very basic principle of the game such as classes. We all backed this game as we feel that it's bring change to the genre (which it needs) but if you use the same tired concepts from the other games you are doing nothing but hindering the game. As for the end game @Marzzo1337  said it perfectly that the game will create end game events depending on what we as the players do in the world which opens open the world to a brand new level such as saving a city from an army of trolls or raiding a lich to take his books (you can try). This is what make this game so unique and I would have it no other way 
  • Yeah, the genre is in desperate need for something different, so the less it has in common with other MMOs, even the good MMOS, the better. It's time for something truly innovative and I hope Intrepid can make that happen. My main hope is that the world will feel alive. All else is up for grabs.
  • nagash said:
    Can we all just agree that this game will be one of a kind, so using tropes from other MMOs is pointless unless you are talking about the very basic principle of the game such as classes. We all backed this game as we feel that it's bring change to the genre (which it needs) but if you use the same tired concepts from the other games you are doing nothing but hindering the game. As for the end game @Marzzo1337  said it perfectly that the game will create end game events depending on what we as the players do in the world which opens open the world to a brand new level such as saving a city from an army of trolls or raiding a lich to take his books (you can try). This is what make this game so unique and I would have it no other way 
    I agree the game should be unique and I'm sure it will be, but ignoring the mistakes of others will put you on the road to failure.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Intrepid isn't ignoring the "mistakes" of other games.
    But, they aren't simply polishing those old turds - rather they are implementing new features.
  • tinukeda said:
    Dygz said:
    Also, why are you talking about bosses with timed attacks when bosses will be controlled by players?
    SOME bosses will be player controlled.  Not all though.  Probably not even most.
    I *think* that only world event bosses will be player controlled and then only if the player has and spends the right monster coin.
  • I think the most important thing is variety and having complexity in different aspects of the game. I used to be a very hardcore player with server/world firsts in several games. Now I'm a less frequent player. With that said, it's important to target different populations. While nobody wants this to become WoW, EQ, FFXI, etc, there is no denying that many of the other AAA games had successful aspects. The reason WoW was so successful is that it targeted so many people. There are raiders, pvpers, roleplayers, collectors, gatherers and crafters, etc. Each group should have a complex path. Gathering and crafting in FFXIV for instance had several grades of the same material and you could use higher materials to have a chance at crafting superior products. This is just one example of complexity for one group. I know we want this game to be different, but it's also important to look at the specific successes of other games. 
  • The reason WoW was so popular was it could be played on low end computers.  You could play it on a Netbook.  
  • Comments here are really different with the comments in reddit.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Yeah, the people in the reddit thread seem to know as little about Ashes game design as Ragetastic.
  • Dygz said:
    Yeah, the people in the reddit thread seem to know as little about Ashes game design as Ragetastic.
    did you just make a joke  :o
  • Dygz said:
    Yeah, the people in the reddit thread seem to know as little about Ashes game design as Ragetastic.
    You really have nothing better to do with your time huh lol
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Your first statement doesn't really make sense, it's an MMO it will have an endgame, it's just whether or not it will be good.  As for the second, if you think that every single boss in the entire game is going to be controlled by players I think you will be disappointed.
    This is sort of what's wrong with the MMO player mentality these days.

    End game means a very narrow funnel, where players are guided to one place to one end.

    That's bad, and I think we're all pretty sick of it. 

    I don't see anything from Ashes that indicates it will have any kind of traditional "end game" which acts as a plateau until the next level of content comes out. The world is very much the content as-is.
  • Lethality said:
    Your first statement doesn't really make sense, it's an MMO it will have an endgame, it's just whether or not it will be good.  As for the second, if you think that every single boss in the entire game is going to be controlled by players I think you will be disappointed.
    This is sort of what's wrong with the MMO player mentality these days.

    End game means a very narrow funnel, where players are guided to one place to one end.

    That's bad, and I think we're all pretty sick of it. 

    I don't see anything from Ashes that indicates it will have any kind of traditional "end game" which acts as a plateau until the next level of content comes out. The world is very much the content as-is.
    I agree, except it literally just means high level content, they are interchangeable, I think everyone is getting bogged down on one misconception.  I've been sick of the end game of WoW for a long time, I don't have the time to spend 80 hours a week to see the hardest content in the game.  I don't think many of us do.  Which is why I would prefer a dynamic difficulty system where it's skill based, not just knowing timings and turning yourself into a Bot.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    This is sort of what's wrong with the MMO player mentality these days.

    End game means a very narrow funnel, where players are guided to one place to one end.

    That's bad, and I think we're all pretty sick of it. 

    I don't see anything from Ashes that indicates it will have any kind of traditional "end game" which acts as a plateau until the next level of content comes out. The world is very much the content as-is.
    That is the biggest challenge. It's difficult to change the mindset of people when it's been a standard for so long. That's why I believe it's important to have many complex pathways and not all focused solely on combat. Each person can play the style of game that they want to play. A world with choices where players have an impact and can affect the changing landscape. 
  • Lethality said:
    Your first statement doesn't really make sense, it's an MMO it will have an endgame, it's just whether or not it will be good.  As for the second, if you think that every single boss in the entire game is going to be controlled by players I think you will be disappointed.
    This is sort of what's wrong with the MMO player mentality these days.

    End game means a very narrow funnel, where players are guided to one place to one end.

    That's bad, and I think we're all pretty sick of it. 

    I don't see anything from Ashes that indicates it will have any kind of traditional "end game" which acts as a plateau until the next level of content comes out. The world is very much the content as-is.
    I agree, except it literally just means high level content, they are interchangeable, I think everyone is getting bogged down on one misconception.  I've been sick of the end game of WoW for a long time, I don't have the time to spend 80 hours a week to see the hardest content in the game.  I don't think many of us do.  Which is why I would prefer a dynamic difficulty system where it's skill based, not just knowing timings and turning yourself into a Bot.
    That's for sure, without a doubt! Getting away from that kind of content in general is what I think we all want!

    It's an interesting discussion though, whether we call it end game, or elder game...  does it inherently have to be influenced by reaching an arbitrary level cap.  

    I look down the road, one year after Ashes launches, and new players will be coming in on day 1 with potentially multiple active metropolises, maybe some sieges underway, a world dragon, etc. Should those players expect to participate in any part of the world, or will they need to "graduate" to that tier of content currently available, but locked behind their level? I think with the dynamic nature of the world that's already been presented, it almost can't exclude players because of level.

    I know Ashes will have levels and a level cap, but I'd really prefer that number not figure into the player power as heavily as most other games... let it just be a true mark of an experience.

    I want to see a player run by and say "holy cow, that's a level 102 mage, that's insane!" because it means he's been there and done that. Black Desert currently gives  a bit of this... It has no level cap, just a soft one. So If you see a level 63 character for example it's pretty amazing. Level 64? unheard of... but definitely possible. And so on. But that's a grind to reach, so not as interesting as the potential here.  

    Anyway, I think the best thing they could do is to find a way to avoid a "meta" that says players need to be at the level cap for anything. But this might be chasing a unicorn.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    @Ragetastic 
    I never said it had to be "theme park-esque", just that there would be things to do for people who are max level, if that's building a civilization and fighting other factions then awesome.  
    Yeah, it seems like the devs intend for high level players to do both "high level content" and also continue the things they started at an earlier level.

    At any level, players will:
    advance their nodes while trying to destroy other nodes that threaten them, react to world events/bosses, fight other guilds, guard caravans, and so forth.

    This is where the game has the potential to offer endless possibilities  - allowing you to continue to build upon the world regardless of level. And, it's definitely the business aspect of the game that offers "stickiness" to get players coming back and playing for a long time.

    At high level:
    Some things will be level locked. Steven mentioned high level dungeons, raid bosses, and areas of the world map designed for higher level players that are less reactionary than node areas. Players that pursue this path can attempt to find the BiS gear this way, but I assume the devs will also allow other ways to acquire BiS gear at any level (including lvl 50) through world rewards (siege contributions) etc.
  • Ashes is a PVX where the world/server is malleable by its player base interactions.

    'Endgame' conditioning has been detrimental to the MMO space.

    As an MMO veteran to some extent myself there was a time when the community and the environment promoted 'Play time' which was indefinite.

    the systematic creep of ever shifting goal posts in MMOs has been detrimental to the genre, with it's treadmills persistently making previous content irrelevant, and play time falling victim to a periodic spurt of funneled activity followed buy a prolonged content drought and waning population.

    As long as Ashes provides a dynamic, engaging world without hand holding. As well as a  solid player combat system and interactive experience mechanics then the community will do the rest.





  • ArchivedUserArchivedUser Guest
    edited June 2017
    Have to agree.

    End Game for Theme Park MMORPGs is the max level and no new content and lack of things to do within game until new content comes out.

    End Game for a Sandbox MMORPG is much harder to define. Yes, max level can be obtained, but the dynamics should mean that you define yourself with a world around you that changes with or without you.

    This game is leading more towards Sandbox, with the very community molding the outcome and direction and re-direction of the game.

    For Ashes, it would most likely playout like Eve Online near at Max Character level is not end game but just a solid base from which you play in a forever changing environment for:
    • the social interaction,
    • for achievements,
    • for guild status,
    • for leading clan to victory or peace,
    • for political gain,
    • for wealth,
    • for pvp,
    • for city  building,
    • for trading / crafting
    • for managing a tavern 
    • trade route securtiy..

    The list of dynamic activities and the wealth of change the game can take will all depend on how non-theme park the game goes and the strength of the mechanics of the different chapters the game can play out and perhaps how much more then can inject over time to only complement and building the original intent.

    The core they are already developing should provide a very good start!
  • TL;DR
    "Endgame" can be defined many ways.
    Ashes has both endgame content and no true static endgame point.  A bit oxymoronic, yes...but also true, if the world works how it's been described thus far.
    Gear...Limiting the ability of your characters to transmog into the appearance of a super awesome item doesn't change how impressive it is to see said item on the street, nor (to a lesser degree) how often you will see it.  Only reducing the true rarity of the gear item itself will do that.


    NOW....on to the wall of text:

    Seems to be a lot of different views on the definition of "endgame" content.  A few folks in this thread hit it close to my view on the matter.  Personally, I define endgame content as that which you experience after both: 1) hitting max level and 2) completing the story-based questing up to the last quest available (so...not including the side-quests from farmer Billy, who wants you to go collect all of his escaped goats). 

    You've completed the "core game" up to the end.  Now you have stuff to do after you've reached the "end" of the game's story.

    Now...what makes Ashes of Creation's design SO interesting is that it can be considered to have end-game content while simultaneously NOT ever having a truly static endgame point.  What I mean is this:
    • You will reach the end of story-based content *available to your server* at some point, and you will reach the level cap, eventually.  You are now at endgame content.  
    • A node will level up and perhaps trigger a new story-based event in some way.  You now need to experience this to reach endgame again.
    • A metropolis is put under siege until it drops out of existence and a new node begins to level up.  Repeat last point multiple times until it reaches metropolis.  you have multiple phases of new endgame content.
    • Literally almost anything could trigger a new story-based event, from how the dev team has been discussing the world of Ashes.  Endgame content will change every time that happens.
    • Endgame content is going to be a very fluid term, but applicable nonetheless.  Basically, a lot of additional content is coded and present, but it may not be accessible until specific conditions are met. Because you don't know what all the conditions are, you can't trigger it on purpose.  Perhaps a few exceptions might exist, once the internet and theorycrafters have their way with data about events on different servers, but many will remain a mystery and potentially unable to be experienced by the populations on certain servers.

    To the rest of the points made by OP, I pretty much agree on all of them.  The one caveat I would add to the "gear" point is that a transmog system should allow me to alter my character's appearance to any item that I've unlocked in my travels.  If I've found that single available +99 flaming halberd that you speak of, I would want to display that on every toon using that type of weapon.  How did a low level get ahold of such a weapon, you ask?  His uber-awesome friend/sibling/lover/other family member saw that he/she was adventuring out into the big bad world and said "Yo...dude...what are you doing?  It's dangerous to go alone, take this!"

    The awe of seeing someone decked out in the appearance of a mystical magical great weapon of legend would still exist...IF those items were truly limited in the number of them available in the world.  This person on the street has it, and it doesn't matter which character they found it with.  He/she found it, and it's a bad ass accomplishment.  Let them revel in it when playing an alt.  

    If the super awesome nifty cool weapon was available to anyone that runs a certain raid at max level, but just couldn't transmog it on their low level toon....then it's useless for the "bad ass" factor anyway.  Everyone at max level could get it, so all you need to do is be max level and run that raid enough times to get it.  Transmog won't change that, only limiting the true rarity of the item itself.  THAT is the key to gear-based bad assery.  Limit how many there are in existence, not how many of your toons can equip the appearance.

    Man....I type too much sometimes...
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Ashes has max level content but no endgame.
    You can call a Pepsi a coke, but it's not really Coke.

    We won't reach the end of storybased content because it takes several months just to level a node to max. Each node generates a different set of tasks and events and narratives and mobs.

    So, even if we got all 5 metropolises built and ran through all the content they can generate. All it takes is a siege to destroy one of them and start building at another node to start new narratives globally.
    Actually, new narratives being just by certain buildings in a city being built. All that takes is destroying a building and building a different one in a city.

    We won't be reaching the end of storybased content. 
    Rebuilding new metropolises is multiple phases of max level content.
  • Virtek said:
    TL;DR
    "Endgame" can be defined many ways.
    Ashes has both endgame content and no true static endgame point.  A bit oxymoronic, yes...but also true, if the world works how it's been described thus far.
    Gear...Limiting the ability of your characters to transmog into the appearance of a super awesome item doesn't change how impressive it is to see said item on the street, nor (to a lesser degree) how often you will see it.  Only reducing the true rarity of the gear item itself will do that.


    NOW....on to the wall of text:

    Seems to be a lot of different views on the definition of "endgame" content.  A few folks in this thread hit it close to my view on the matter.  Personally, I define endgame content as that which you experience after both: 1) hitting max level and 2) completing the story-based questing up to the last quest available (so...not including the side-quests from farmer Billy, who wants you to go collect all of his escaped goats). 

    You've completed the "core game" up to the end.  Now you have stuff to do after you've reached the "end" of the game's story.

    Now...what makes Ashes of Creation's design SO interesting is that it can be considered to have end-game content while simultaneously NOT ever having a truly static endgame point.  What I mean is this:
    • You will reach the end of story-based content *available to your server* at some point, and you will reach the level cap, eventually.  You are now at endgame content.  
    • A node will level up and perhaps trigger a new story-based event in some way.  You now need to experience this to reach endgame again.
    • A metropolis is put under siege until it drops out of existence and a new node begins to level up.  Repeat last point multiple times until it reaches metropolis.  you have multiple phases of new endgame content.
    • Literally almost anything could trigger a new story-based event, from how the dev team has been discussing the world of Ashes.  Endgame content will change every time that happens.
    • Endgame content is going to be a very fluid term, but applicable nonetheless.  Basically, a lot of additional content is coded and present, but it may not be accessible until specific conditions are met. Because you don't know what all the conditions are, you can't trigger it on purpose.  Perhaps a few exceptions might exist, once the internet and theorycrafters have their way with data about events on different servers, but many will remain a mystery and potentially unable to be experienced by the populations on certain servers.

    To the rest of the points made by OP, I pretty much agree on all of them.  The one caveat I would add to the "gear" point is that a transmog system should allow me to alter my character's appearance to any item that I've unlocked in my travels.  If I've found that single available +99 flaming halberd that you speak of, I would want to display that on every toon using that type of weapon.  How did a low level get ahold of such a weapon, you ask?  His uber-awesome friend/sibling/lover/other family member saw that he/she was adventuring out into the big bad world and said "Yo...dude...what are you doing?  It's dangerous to go alone, take this!"

    The awe of seeing someone decked out in the appearance of a mystical magical great weapon of legend would still exist...IF those items were truly limited in the number of them available in the world.  This person on the street has it, and it doesn't matter which character they found it with.  He/she found it, and it's a bad ass accomplishment.  Let them revel in it when playing an alt.  

    If the super awesome nifty cool weapon was available to anyone that runs a certain raid at max level, but just couldn't transmog it on their low level toon....then it's useless for the "bad ass" factor anyway.  Everyone at max level could get it, so all you need to do is be max level and run that raid enough times to get it.  Transmog won't change that, only limiting the true rarity of the item itself.  THAT is the key to gear-based bad assery.  Limit how many there are in existence, not how many of your toons can equip the appearance.

    Man....I type too much sometimes...
    Love your post man, you really captured an expanded on what I was trying to get across, bravo.  There is simultaneously no end game and end game content, it will depend on your server what that is.  And it will be changing all the time, it's part of what got me so excited for this game in the first place, the fluidity possible in an open world system.  Now we just have to wait 4 years for it to come out because there's no way this finish this ambitious of a project in 2 years.
  • Virtek said:
    TL;DR
    Gear...Limiting the ability of your characters to transmog into the appearance of a super awesome item doesn't change how impressive it is to see said item on the street, nor (to a lesser degree) how often you will see it.  Only reducing the true rarity of the gear item itself will do that.

    The one caveat I would add to the "gear" point is that a transmog system should allow me to alter my character's appearance to any item that I've unlocked in my travels.  If I've found that single available +99 flaming halberd that you speak of, I would want to display that on every toon using that type of weapon.  How did a low level get ahold of such a weapon, you ask?  His uber-awesome friend/sibling/lover/other family member saw that he/she was adventuring out into the big bad world and said "Yo...dude...what are you doing?  It's dangerous to go alone, take this!"

    The awe of seeing someone decked out in the appearance of a mystical magical great weapon of legend would still exist...IF those items were truly limited in the number of them available in the world.  This person on the street has it, and it doesn't matter which character they found it with.  He/she found it, and it's a bad ass accomplishment.  Let them revel in it when playing an alt.  

    If the super awesome nifty cool weapon was available to anyone that runs a certain raid at max level, but just couldn't transmog it on their low level toon....then it's useless for the "bad ass" factor anyway.  Everyone at max level could get it, so all you need to do is be max level and run that raid enough times to get it.  Transmog won't change that, only limiting the true rarity of the item itself.  THAT is the key to gear-based bad assery.  Limit how many there are in existence, not how many of your toons can equip the appearance.
    Well, I sort of agree with this... and sort of don't  :)

    I'm generally of a belief in an RPG that accomplishments should be tied to the character that achieved them.. so, in this case, those items shouldn't be "usable" by your other characters.

    I put "usable" in quotes because I realize you're only talking about transmog-type of use here. But even with that, if they were "account-wide" they should still bring similar restrictions... such as the character that wants to display it must have also completed the same content it originates from (but maybe just wasn't lucky enough to receive the item at that time.)

    To me, that keeps they not just actually rare, but visible rare - which means they're RARER! Lol @ that word.

    I understand the desire to look however you want has many, many upsides and it's hard to argue against. But there is something to be said for games like WoW in a pre-transmog world: What you saw is what you get, and if you didn't have what you saw but wanted it, you better go get it!



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