leonerdo wrote: » Bonus question: Should leveling speed should be hard-capped, so that players are somewhat tied to the average level of the community? For example, it's possible that the world won't have any higher-level content (making it nearly impossible to level beyond a certain point) until Nodes develop and cause new, tougher content to appear.
Damokles wrote: » Time invested: 45 days
noaani wrote: » Damokles wrote: » Time invested: 45 days Yeah, but is that 45 days for a player that spends an hour or two online a day, or someone that is spending 10+ hours a day?
mcstackerson wrote: » One shoting low level content gets old fast... at least for me.
Ventharien wrote: » mcstackerson wrote: » One shoting low level content gets old fast... at least for me. I could agree with alot of your points but this is always an immersion shatterer for me. How is it i can be one of the heroes of the world, battled gods and demons, and jimmy apple theif back at the supersmile farms can fight me and i cant just paste him in a swing. Hopefully they find a happy medium of keeping progression impactful and feeling like you've made progress, and keeping lower level content longer lived.
Jahlon wrote: » We do know that if you aren't going to higher level nodes then leveling is going to take longer, as the higher level nodes will have the higher level ranges of creatures, quests, etc, but in the most recent live stream we also heard that location matters as well, in that a Node near the starting area won't have the same level diversity of creatures that a node in the middle of the map will have.
leonerdo wrote: » No one has really said anything about augments or sub-classes. (In another thread someone said something about getting secondary classes at level 30, but I couldn't verify it). How early do y'all think builds should start branching off with augments and/or secondary classes. Personally I'd like for them both to be available pretty early (let's say level 20). But I think the player should have to hunt for them, doing quests or dungeons to unlock new skill paths. Like I think skill points should be handed out every level. And by default you only have 2 or 3 options of what you put those points into (standard primary class skill trees). But you can get access to your secondary class and other skill trees by doing specific content. I like the idea that you can earn lots of different abilities and augments to play with from various quests/progression systems around the world. (I know that they want to give some augment rewards via node/guild/faction progression, so who's to say where else you might discover new augments.) So basically you can work to broaden you skills, by actually broadening the content you participate in. But of course, all the vertical progression would be separate, so you don't even need to unlock your secondary class if you'd rather just get to max level ASAP and focus on one type of content, especially if you're happy with your primary class as-is. If you just want to be the strongest mage with the biggest fireballs, that's fine.
Damokles wrote: » There are a few things we DO know about augments ;D : 1. Each ability/spell will have around 7 possible augmentations (1Racial, 1religious, 1social and 4class) ...[snip]...
leonerdo wrote: » I realized I have no idea what to expect in terms of leveling in Ashes of Creation. What do y'all think would be most appropriate? How many hours should it take to get to max level? How quickly should you get new abilities? What features/content should be introduced at what levels? What (if anything) should be saved for max-level characters only? How much stronger should characters become as they level? How much should leveling be guided (by quests/tutorials/dungeons) vs. open-ended (whatever it is you like, as long as it gives XP)? How much, and in what ways, should PvP play a role in leveling? How should low-level characters be involved with Node systems and the economy? Personally, I think the ideal answers to those questions are an extremely difficult mix of "let everyone participate in all kinds of content" and "everyone must grow as a character very slowly." But what do I know? Give me your opinions. Bonus question: Should leveling speed should be hard-capped, so that players are somewhat tied to the average level of the community? For example, it's possible that the world won't have any higher-level content (making it nearly impossible to level beyond a certain point) until Nodes develop and cause new, tougher content to appear. (Try to avoid the topic of artificial level scaling, since the Dev Discussion covered that already.)
wolfwood82 wrote: » I personally hope quests play very little role in getting experience. In fact, I'd say quests should be focused solely on guiding players to find the content they should be hunting to gain experience, and maybe rewarding players with fantastic loot. 100% of the experience should come from actually fighting monsters and, possibly, undertaking other aspects of that player's archetype (rogues gain experience for roguey things like stealth attacks and picking locks, etc.).