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"Mentor Mode" will we see something like this ?

before i came to ashes i played AION and there was an Option where you can lvl an lower char by running around together and kill higher Mobs for him and gift him the exp you would earn or do some quest for him ... like the low char had to do nothing just follow... this was called "Mentor" ... it was pretty cool when you had a Mentor but if you tried to lvl and a Mentor and his newbie was on the run you never ould do your quest cause the Mentor 1 shot all your Mobs and you just cant finish the Mission ... now i asked myself will we see such an "ingame Booster" (in my oppinion its unfair)

i dont wanna say that higher Player shouldnt run around with lower Players or help them but i just wish that other Players can do the same quest too so frustrating if you have to wait until they are gone to kill 3 Mobs and finally you can end the Mission (cost a lot of time)

Comments

  • An in game system to allow higher level players to help lower level friends is not inherently a bad idea, but doing it in a way where it gives a higher level character a reason to run through lower level areas disrupting those doing that content themselves is not great.

    The best system I've seen (maybe not the best out there, just that I've seen) is to allow a higher level player to lower his level to that of the character he is helping, thus instead of a level 20 and a level 50 in a level 20 area, you effectively have two level 20's in that level 20 area.

    Just as long as Intrepid don't take ESO's path, where content and/or player level scale to match. This totally kills any feeling of progression in the open world, and kills off one aspect of exploration that is going somewhere far too dangerous for you at a low level.
  • Ashes is open world, so high level might be out one-shotting low level mobs even without a mob, but I doubt newbies will be on the same quests as high level characters.
    Newbies will be in the newbie zones.

    High level characters will be more focused on their cities and caravans and higher level nodes. Probably the same with social organization quests.

    Also, I doubt that high level characters will be one-shotting player characters on low-level caravan runs. Should be a variety of ways for low level characters to level without worrying about high level characters stealing their kills.
  • Is there any point for a level 1 character to attack caravans when they will be prowled by level 50s ?
    Not really. So you have instantly denied caravan access to new players.
    Effectively making caravans...End Game Content
    Bringing friends doesnt help, as any PvP player worth there salt will thin the enemy numbers ASAP, which means taking out the weakest players first and leave the tank to occupy the heavy hitters.

    I have no issues with a mentor system for instanced content.
    Making it work for open world content is an entirely harder nut to crack.
    You want more control over the environment when you are tutoring someone anyway.

    I did come up with a non-level system  where the progress was on a per skill basis. The lower the progress into the skill, the less chance you had of doing major damage with it. That efficiency could be increased in the presence of Mentors of identical class in your group, with that skill loaded on their bar.
  • Since combat progression is such a small part of Ashes, I don't think we will ever need a Mentor system equal to AION's. 

    Steven has talked about their own Mentor system, which is more traditional with certain active and helpful players being able to apply to become a server Mentor. Sort of what GW2 does, where your main job becomes to help newer players.
  • I prefer not having a system that rewards low level characters for running around with high level characters without contributing. I know this will happen, I just don't think IS needs to add an incentive to encourage it.
  • I mean maybe but this is just a gimmick to me I think companies try to use to get players to drag their friends into the game. I dont think AoC will need this feature for a while
  • We will have to get a feel for the gameplay.
    My hope would be that I'm really more focused on node and social organization progression than I am level progression.
    That the narrative is just that captivating.
    So that level progression is an organic by-product rather than node progression becoming something to decrease the boredom of max level.

  • Dygz said:
    We will have to get a feel for the gameplay.
    My hope would be that I'm really more focused on node and social organization progression than I am level progression.
    That the narrative is just that captivating.
    So that level progression is an organic by-product rather than node progression becoming something to decrease the boredom of max level.

    Exactly! Yea I agree the goal should be to basically not even think about leveling for the most part and just enjoy the game. Should not just start and end as a level grind
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