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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.
Gear creep (future expansions)
WMC51
Member
This is one of the things I have hates most about the more recent MMORPG's and I don't remember it being as bad in the older days. This is usually a future expansion issue so not really relevant yet but everything else has looked pretty on the money to me so might as well throw it in there.
There was nothing I hated more than raid / crafted gear that took months to get being replaced by the first green drop with an expansion or level cap I understand the need to advance gear but I don't think top tier gear you invested in should be replaced by the first green you get for killing rats in a sewer for a random NPC..
It would be nice if the gear you work hard to get lasted a little into a level increase or expansion.
There was nothing I hated more than raid / crafted gear that took months to get being replaced by the first green drop with an expansion or level cap I understand the need to advance gear but I don't think top tier gear you invested in should be replaced by the first green you get for killing rats in a sewer for a random NPC..
It would be nice if the gear you work hard to get lasted a little into a level increase or expansion.
3
Comments
On one hand there's GW2's no gear treadmill route where the items you got back in 2012 are still just as good in 2020. The expansions do offer some sense of progression in the form of earning new mounts, unlocking subclasses, cosmetics, achievements, etc. but it's only horizontal progression, and I can earn new equipment but there's always an equal stat trade-off, crit chance in exchange for flat damage, that sort of thing, so at the end of the day I won't have a bigger stick to hit other players with just a different stick and that's not enough of an incentive for me.
On the other hand we could go the world of warcraft route where you can get that bigger stick, so you get that bittersweet sense of progression knowing you got stronger but after a few months or a year it would have been for nothing since every new expansion makes old content obsolete and even with its 16 years of game development the world still feels small because the only relevant content is the newest expansion content, and I understand that some players enjoy replaying old content for cosmetics and achievements but one shotting raid bosses is not my idea of fun.
My suggestion would be to have a mix of the two, where every expansion new gear slots are added (bracers, trinket, relic, etc.) something we didn't have a slot for before, or something similiar that would enhance already existing equipment (enchantments, gem socketing, infusions, runes, etc.), along with sidegrades to already existing equipment like:
You want your helmet to give you 10 more strength but 10 less agility? Do the new raid.
You want your helmet to give you 10 more agility but 10 less strength? Do the old raid.
So your items earned from old content should still be considered best in slot in terms of stat amount but then you can get stronger still by doing new content and earning enhancements for your equipment, or by earning new item types to fill in new item slots.
With this, I personally believe that Patches: Should build out the core game for at least 3 years with new world bosses, new mounts, new dungeons, new mechanics, etc. add new gearsets that are horizontal growth (same stats, different bonuses or effects)
With Expansions: Instead of level creases should be more of a "rank" expansions should add content to the core game (new activities, mechanics, classes, etc.) and based on the rank you achieve give access to slightly better gear or maybe an additional set bonus to your current gear. This to not have to big of a jump and keep the game balanced.
Expansions often destroy the core game as they only add something to specific features and leave others behind tinning out the game bit by bit to the point that a game becomes just another theme park. This is what they should be careful with.
I like this a lot!
South East Asia/Oceania server discord: https://discord.gg/J4Epj77
GW2 also had people decked out in the best in slot gear for 90% of their slots in 1 month...who left after 2 months because other than arena pvp and leveling alts there was nothing left to do.
Ashes on the other hand, in my opinion, will have a difficult time balancing new vs old due to the game and all the mechanics. If expansions would focus on progression it could bit by bit make some of the core game features irrelevant and go from a game that balance theme and sandbox to become more and more theme park. I would love to hear the devs their stance on this topic and how they are going to handle this.
I think BIS items should be in the top ~90% of gear up to a year after release. basically Q1 expansion BIS should be better than almost everything new in Q2 expansion, better than most in Q3, and still better than commons and greens in Q4.
I also think AoC's node system provides a logical progression system for exisiting content to change drop tables. I agree that it seems incredibly wasteful that in some games content ages extremely poorly and is barely touched as time marches on. However, the content needs to pull players in to retain a balanced PvX feel.
I remember in EQ when tanks would use 3 expansion old weapons for the aggro procs.
Hard to guess at how it might be handled not seeing gear stats yet.