How hard
Hello guys ! I am new here!
I was wondering how hard the game should be?
I am a Mmorpg veteran started With Everquest and what made this game great to me was the degree of danger of the world.
Sometimes very painfull but so exciding. Toda y, all the games of any genre are so easy. I think the challenge is important for a lot of us.
Thanks,
Covus
I was wondering how hard the game should be?
I am a Mmorpg veteran started With Everquest and what made this game great to me was the degree of danger of the world.
Sometimes very painfull but so exciding. Toda y, all the games of any genre are so easy. I think the challenge is important for a lot of us.
Thanks,
Covus
0
Comments
Hold up there, there's a place for everyone in Ashes of Creation.
The game -does- need to be marketed to those who cannot compete at top end levels... Not everyone is a top end player after all who is willing to do the research, put in the practice, and -able- to execute the skill and playstyle... They need the subs to continue making the game awesome for years to come.
The Politics and Tradesmen skills are an amazing thing for those players who are not top-end to get into (of course, not saying there will not be top end tradesmen) and will fund them for things they wish to do. As an example, my mother who I swear cannot plan a course of attack on a one legged boar with ranged weapons without getting killed in game... She likes to Explore the World, she did that with Vanguard and was more than impressed with what I thought was a simple area... But she paid for that Sub, kept her interest in the game, made friends, and in turn was apart of the gaming community. Don't discourage the non-elites, >_>; FARM THEM MUAHAHAHA but really... They help perpetuate the Hardcore's fun and excitement through direct and indirect means.
Mob difficulty scales with the node level so it will vary through out the landscape depending on what nodes are at what stage.
Not sure about dungeons but the teams are aware that mob scaling with players is really important and are working it out to have it right.
imo Ashes of Creation wont be a standard linear quest driven mmo so the type of difficulty won't be the same as standard mmos.
Ashes is going to be a new experience with meaningful play so everything you do has value to the greater community. Everything has a risk/reward attatched to it so the difficulty is getting the reward not the risk xD
I would like the game to be hard, which in my mind doesn't mean grindy. To me it means offering engaging and challenging encounters, quests and events.
PVP difficulty is an entirely different discussion. Here I find difficulty quite important because unstanding your class (and the opponents class) should be a steep learning curve. If you can learn all the class in a week it tends to get boring quickly. Therefor the skills, effects and combat mechanics need to be somewhat complicated. This will allow players to slowly develop counters for all classes without it being too straight forward.
The other thing thats important is numbers, nobody likes to lose to less skilled players just because they're outnumbered. Ideally there would be mechanics to prevent groups from getting to big. For example, if an AOE spell hits more than X targets the dmg is increased by a significant amount. This forces players to spread out which makes it harder for the healers to keep everyone alive. This allows smaller organized groups to chip away players from larger groups.
PVP has usually been my main focus in MMOs so I really hope Ashes gets it right.
I like your way of thinking. Also by making the game/mobs harder/stronger, it gives more chances for the casual players with decent skills to keep up with the hardcore players.
Of course, those hardcore players with decent-masterful skills will be the most advanced, but with the node system in this game they will not be too far ahead like in other games where hardcore are close to max level and the decent casual is around mid levels.
It actually aids casuals in getting to a point where they can compete. Just that they'll have less variety to choose from compared to the less casual players.
As in more time spent with give you more options/augments vs. More power.
I personally prefer to have a harder AI then a stronger mob. Now when it comes to bosses I think it is fitting that they are both stronger and harder.
EASY SO ALL PLAY IN WORLD ENJOY.
BALANCE GIVE KEY.
There will be a place for all, from the solo and casual players to the hard core players. This is not going to be a game that holds your hand and lets you walk through it. It is going to be up to each one of us which path we take.
From all I have read and listened to, I feel that mob AI will be more intuitive in this world and what we encounter out in the wilds may be more then we expect. A high level meanie may spawn and roam the land randomly.
The Devs have heard our cries as they too have experienced the "dumbing down" of the game worlds. I believe they are on the road to changing that.
Anyway, I think they are trying to have sometime to do for every type of player.
Hehe, the devs weren't particularly specific about the enemy Ai though during their djtechlive interview though. Jeffery said that it won't be an IBM supercomputer while Steven jumped in to say that it will be robust without giving any details.
I'm expecting mob Ai to be functional and challenging but probably nothing more revolutionary than that. Just based on the observation that if they had a revolutionary idea about mob Ai they'd probably be talking more about it. Heh heh.
If Intrepid are pursuing this, then I'd understand their secrecy, because they would not want to the AAA studios beating them to the mark.
That's possible as well.
That wasn't totally the message I got when looking at the glances that they had with one another but, as I've mentioned, my impression was just purely based on observation and is just pure speculation. Haha.
Either way, I don't think the Ai will be bad, and there is a possible upside of it being revolutionary.