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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
What Mechanisms are in Place to Avoid the End Game Race
It's great there will be hardcore players that race to the top and discover new things as a matter of pride. However, casual players would like to be engaged in the economy, character building, and raids without being left behind. In one game (not to be mentioned) they add servers at intervals so all players on that server start at the beginning. At the same time, we don't want to begrudge power players their high level characters. How will mechanics avoid a bi-modal population of advanced versus average players? Thank you.
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Other mechanics, like limiting the maximum amount of xp you can get per day, are extremely frustrating and just lead to people stop playing.
There is no fair way to do what you are asking. A player who plays for four hours a day should achieve twice as much as a player who only plays two hours per day.
That being said, IS has the nodes system, which will require hundreds of players to work together to actually achieve something. It would take months for a few dozen players to even create a village...
Links to nodes videos:
Part 1: https://www.youtube.com/watch?v=mMvubbX-SHg
Part 2: https://www.youtube.com/watch?v=44HChA1Kkfk
Part 3: Will be releases just after Half-Life 3
Didn't suggest adding servers - far from it. Perhaps what I perceive is there is no leveling in a classical sense? More like node and character development that influences an increase in types of proficiency. Trying to get a general grasp as to how a balance will be struck and AOC has staying power. How will new players enjoy the game by participating instead of catch-up infinitum of a mature node. Perhaps the destruction of a node will be the balance - starting again from the ashes? Very interesting.
https://youtu.be/hIVnt8SDdrY?t=4m10s
- The term " EndGame " does not exists. Instead, the term " end-game " will be an integral part of the core game
- There is NOTHING TO RUSH TO ... you are NOT supposed
- Mostly everything will revolve around the Nodes - all activities will be ever-changing depending on what Node LvL the Node is at within each ZOI - and there are Multiple ZOIs
These are near-exact words from Mr. Jeffery Bard - Because i distinctly remember the Stream when Mr. Jeffery Bard discusses this( just can't remember* which Stream specifically because i would have to find it )
Again, EndGame will not exists - but it will be integrated into the Core Game.
Ashes *WILL* have end game content - assuming you define end game content as content such as group dungeons and raids that are aimed at characters at maximum level.
The segment of you comment which i italicized ... " that " ( and so much more ) is what I'm talking about - the core game will well-rounded and not meant to " run-out " .
Most players who got into MMOs only witnessed Themepark MMOs - and thus only have a ... " ThemePark MMO Mindset " - thats not how SandBox MMOs work.
The interesting part is, Intrepid never openly stated if its going to be SandBox nor ThemePark - as evident of their KickStarter Page.
You must not have seen Intrepid's Dungeon Stream for Ashes of Creation ?
- https://www.youtube.com/watch?v=VM7d8BpYix4&t=942s
You must not have seen their Stretch Goals for Kickstarter ?Are you also forgetting the Starting-Devs who began to design this Game ?
Intrepid doesn't want these experiences to be at the End of the Game - it should be experience THROUGHOUT the game - enjoying the experience, it should feel like a journey. And to those that try to ... " rush through it " will come to find that they're Guide-less. In every ThemePark MMO there is always a map-marker/ mission-tracker/ quest-tracker/ glowing-object etc ... specifically telling you where to go/ what to do. Without those " guides " there'll be nothing to rush to since Ashes of Creations will be ever-changing due to everything being sporadic
That said, why would we want to avoid having a population of players at various levels of progression based on their individual time and effort spent on the game?
I would rather not engage in a lengthy debate. The point being, some of have JOBS. Perhaps a day and a half time to casually enjoy AOC per week. We pay the same monthly fee, right? I hope people of means that have such passion to be Uber players reap the rewards for their dedicated time invested in-game, as they should. I am sure ‘us’ part-time players won’t be cast aside for groups because were not proficient, craft items at our levels become unsellable, and nodes are mature as we step-in. The bright spot is likely to be guilds that will mentor and aid new members in the catching up component. In conclusion, looks like some good information provided above. End game understood. Thank you.
https://www.youtube.com/watch?v=9F8bs_THKiY
You are welcome
While I am unsure of everything specifically ... i ultimately feel as though every Activity will be " broadened-out " ; i feel that every activity will be have an unfathomable things to do in each area - favoring/ putting more emphasis on horizontal progression. So much so, i strongly feel as though those who rush won't make much progress - i honestly feel as though they'll be " too much to do " ... which is a good thing in an MMO.
So as long as they make Combat diverse + many variables to consider for builds + removing the term ... " meta "
From personal experience, i still remember how Low-LvL Players had a chance to beat high-level players - and thats because the Devs for " this MMO "
- " SevenSwords " MMO ( its was a Mobile MMO )...
the Devs for that MMO didn't let Gear be the sole-deciding factor. Rather they had defensive abilities that alter the output/ dmg of the ability based on the Level difference of the attackee & attackerBut the above mentioned is just an example
I too am hoping things go as planned