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Loot-Craft and Time Investment = Reward System Discussion

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Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Grinding for progression is good imo. Without it AoC would be like all the other mmorpgs out there which I dont want to play anymore.

    It gives depth of accomplishments.
    However, daily quests like AA are a terrible feature, designed to force players to log in every day or else lose progress.

    If I missed two days of AA, a 24h marathon wity ny friends would never make up for the loss of my gear progress. That is wrong.

    Time investment should be tied to farming materials, leveling up, completing serious quests that demand teamwork and organization.

    Not rng or dailies progress.

    This is somewhat odd, but I agree with everything here.

    Dailies are bad (in any sense), rng is bad (in most cases),grinding is fine (if the process is enjoyable).

    Making crafting matter is all good, but there is a right and a wrong way to go about that.
  • BadPotatoBadPotato Member, Alpha Two
    Grinding for progression is good imo. Without it AoC would be like all the other mmorpgs out there which I dont want to play anymore.

    It gives depth of accomplishments.
    However, daily quests like AA are a terrible feature, designed to force players to log in every day or else lose progress.

    If I missed two days of AA, a 24h marathon wity ny friends would never make up for the loss of my gear progress. That is wrong.

    Time investment should be tied to farming materials, leveling up, completing serious quests that demand teamwork and organization.

    Not rng or dailies progress.

    Sorry that i didn't made it clear, I just meant that in AA, upgrading gear at this moment in the game was not based on RNG and took extremely long time to max out. Whole entire idea of dailies and weeklies is very repitable and boring. Having the same set of best gear is the worst part of the game design too. However I do believe that if they did add more time and effort into that game, it would have been a lot better.
  • grisugrisu Member
    Since IS started with the promise of crafting being it's own game route and want it to be rewarding and difficult in itself I can only hope they stay true to what they said.
    I like your backwards enrage example, sounds like a nice application. Makes me wanna revisit the boss mechanic thread and just brainstorm something again there.
    I can be a life fulfilling dream. - Zekece
    I can be a life devouring nightmare. - Grisu#1819
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    BadPotato wrote: »
    Grinding for progression is good imo. Without it AoC would be like all the other mmorpgs out there which I dont want to play anymore.

    It gives depth of accomplishments.
    However, daily quests like AA are a terrible feature, designed to force players to log in every day or else lose progress.

    If I missed two days of AA, a 24h marathon wity ny friends would never make up for the loss of my gear progress. That is wrong.

    Time investment should be tied to farming materials, leveling up, completing serious quests that demand teamwork and organization.

    Not rng or dailies progress.

    Sorry that i didn't made it clear, I just meant that in AA, upgrading gear at this moment in the game was not based on RNG and took extremely long time to max out. Whole entire idea of dailies and weeklies is very repitable and boring. Having the same set of best gear is the worst part of the game design too. However I do believe that if they did add more time and effort into that game, it would have been a lot better.

    I just find it amusing that Archeage went from RNG based gear progression to daily quest based gear progression.

    Literally the two worst ways to promote progression in an MMORPG.

    That game has so much potential, it's a shame the developers didn't know that it had it.
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