Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Will New Players be Intimidated by the Systems?
BunnyWabbit
Member
Hi! I'm so stoked to play Ashes but I'm concerned that some people will be scared away by the complexity of the game. I'm worried about the game being too complicated for newer gamers or people who are first learning about Ashes of Creation. Some of my friends are extremely hesitant to be excited for Ashes because of the rabbit hole that is the many systems of this game. They think that some systems will be broken or not implemented on launch.
Is Intrepid doing anything to help people understand the game easier? I think it's important to have tool tips and tutorials on systems and mechanics that might be confusing or complex.
Lastly I want to express my gratitude for the monthly updates on the game. It makes me extremely happy seeing progress made on the (imo) best upcoming MMO. Thank you so much Intrepid for giving me much needed serotonin the past few months.
TL;DR
Do you think having so many complicated systems and ideas in your game will drive away new players?
Is Intrepid doing anything to help people understand the game easier? I think it's important to have tool tips and tutorials on systems and mechanics that might be confusing or complex.
Lastly I want to express my gratitude for the monthly updates on the game. It makes me extremely happy seeing progress made on the (imo) best upcoming MMO. Thank you so much Intrepid for giving me much needed serotonin the past few months.
TL;DR
Do you think having so many complicated systems and ideas in your game will drive away new players?
3
Comments
I don't think there should be a system that explains too much at certain levels as a sandbox is meant to be a sandbox. The options should come up when the player is interested in or wanting to know more about something. Rather than saying "by level 30, you should be interested in militaristic nodes so we're going to give you this explanation regardless". I feel like tutorials such as that give the player a "don't tell me what to do" attitude and then it bites them in the butt later down the road when they finally go "what was that thing again?...". Though nothing is mentioned, I'm sure Ashes of Creation will find the route that best explains each system without overwhelming players.
Personally I'm so used to mmo's that I'm wanting to know more about the complicated systems more than the basic stuff. A lot of basics become very muscle memory and 2nd nature early on, so the meat of the game to me is how the complexity is going to drive the world's development.
“The true soldier fights not because he hates what is in front of him, but because he loves what is behind him.”
― G.K. Chesterton
There are a lot of systems but I'm not sure if I would call them complicated as they are simple but build off each other.
For a new player, all they really need to worry about is following the quests and leveling up their adventuring class which is the same in a lot of other games. As they level, the game has time to introduce them to the other systems.
We also live in an age where there will be a bunch of video tutorials online.
1.) At what point you can really engage fully in all systems. For instance all of the housing stuff, freeholds, crafting related to freeholds and citizenship benefits all come with a pre-requirement of owning a house/freehold. This will not be available to a player until they have progressed signficantly in their adventure or artisan class to be able to afford said housing. That way by the time they are introduced to the new systems of housing and citizenship they already have a strong grasp of their adventure class, their artisan class, or both, and then the new systems don't seem so overwhelming. The same sort of progression requirements can be put forth for things like thieves guild, religions, and other systems, whether it be a level requirement or something else that limits entry, that way players are not hit with everything at once from the start.
2. How integrated/interdependent all the systems are. You don't want the systems to be completely isolated as to feel meaningless or disconnected, but you also don't want them to be so interdependent that a player feels they need to be engaging fully in all systems to keep progressing. From what I've seen so far, Intrepid is taking a good, balanced approach to this. pvp is integrated into the economy via caravans and the distinct value of goods in different regions, so there is dependency, but a player who is starting out can still farm materials and sell them locally if they aren't ready to engage in the caravan system yet. Then once they're more comfortable with their farming abilities and knowing what is easy and hard to obtain, as well as more competent in pvp, they can try to start maximizing their profits by sending their goods to other regions via caravans.
MMOs might have complicated systems, but they're pretty relaxed when it comes to requiring a player to learn those systems:
- You have months if not years to learn the systems; there's no requirement to learn them in a day...there's no exam.
- There will be tons of online content made by people guiding new players through the systems and providing suggestions.
- You tend to reap benefits fitting your skill level in a system in MMOs; it doesn't require you to become an expert in order to get some rewards.
TL;DR - don't put pressure on yourself to become an expert; you don't need to be an expert to play and you've got lots of time and resources available to help you.
"Lowest common denominator" games turn to "pay to win" in a heart beat.
It's just history.
There are 2 types of people lol
How ironic. 😜
I think is a legitimate concern. I recently left WoW and am playing GW2 but honestly trying to learn the numerous systems, awards, ways to play, class iterations based on weapons, underwater fighting, new skills based on some specialization, then elite skills, then raids, fractals, agony, the need for multiple armor sets....I'm honestly just lost right now which doesnt feel good, at all.
As the game progresses, I'm sure there maybe new systems and other iterations of existing systems that will be changed, for new players thus WILL become an issue.
A strong sense of community/social interaction helps more than a over-complicated tutorial, so if that's present then I think we'll be fine.
There are actually 3 types of people. Those who can count, and those who can't.
And no, I wouldn't think it will put off too many. I tend to like having new systems to learn, and getting my head around different ideas.
I think complexity in a MMO is great because it allows for depth of engagement with the game and progression through the game.
We don’t know enough about how exactly the systems will play out, but from what we’ve heard so far they seem complex without being overly complicated.