DatLamp wrote: » He said it will be "a long process". I just threw a "long" number on it.
DatLamp wrote: » No matter how long the quest is, the main point is that after the quest has been done once it would feel bad to do it again.
DatLamp wrote: » changing between classes might not want to seem like a chore in order to play optimally
Sathrago wrote: » Potential idea: What if instead of the same questline to unlock it, you get a lesser quest that you do to basically redeem yourself in that archetype trainer's eyes. So a cleric would have to go and heal/resurrect x amount of combatants and a ranger would have to hunt down x goblin poachers. Very rough idea but this should take at least half the time needed in the initial quest used to unlock the archetype.
DatLamp wrote: » Ideally, I would be onboard with you 100%. But in a practical sense, there are going to be hardcore guilds/players where playing optimally will be required or you get kicked out/lose access to resources you may need to progress once you hit the endgame. I.E. requiring world buffs in WoW for one raid and needing to get them again every time. If you don't you get kicked. After getting world buffs multiple times, its just a chore. (For the record, not a WoW player but this is how it has been described to me by friends who are) Since this is something that will be essentially required later on, this is just a potential fix.
DatLamp wrote: » If I'm someone who raids a lot and want to try an arena or BG but my subclass is not optimal for pvp my only choice is to either do a long quest to fix it OR cripple myself against people who spec'd specifically for pvp. If I do the long quest then I have another time-gate to get back to raiding. This just feels bad and it seems as though it will create a huge rift between the pvp and pve communities. Where pve players wont want to pvp because they will get slapped by better spec'd pvpers and pvpers won't either be added to raids or want to raid due to inefficiency.
Warth wrote: » A: if you just occasionally PvP, the you will be nowhere close to the rating where your specc actually matters in a Arena setting.
Warth wrote: » B: Instanced raiding and battlegrounds aren't really a thing. It's a PvX game. You want the ability to pvp in a purely pve setting or you most likely won't even get to kill the boss.
Warth wrote: » C: The class choice should matter for that exact reason. Not everybody should be able to do everything at every time at equivalent proficiency. This is not a themepark MMO. This never will be a themepark MMO. Stop trying to apply things that would make sense for games like WoW/FFXIV to Ashes. They are inherently different.
Warth wrote: » It's designed to be a meaningful choice. It's designed to be something you can't do on the fly. If a hardcore player feels like its necessary to waste 2-3 hours to deal the 2% additional DPS on the boss, then he should have to jump through the hoopes to do so.
DatLamp wrote: » And I will never be able to get to that rating ever if I have to jump through insane hoops to get there. Just due to practical constraints of how many hours there are in a day. Having an entire section of game gated behind doing the same boring content over and over again to just switch and switch back between the actual good content is just lame.
DatLamp wrote: » What does this even mean? There will still be instanced raids and bgs are confirmed? Even if other players are there your worse pve spec should still be good enough to hold off against random people trying to gank you but it probably wouldn't hold as well in an arena setting.
DatLamp wrote: » Secondly, are games like WoW and Ashes inherently different?
Bricktop wrote: » Arenas, BGs, Guild Wars, Sieges, caravans ganks, and pretty much every form of PvP goes towards a PvP rating that is calculated at the end of six months. These rewards include achievements, titles, cosmetics and gear enhancements. No gear. You will be working on your PvP rating every single day almost just by going out and playing the game because you will be PvPing often.
Bricktop wrote: » @Warth is right. This is a PvX open world game and instances aren't going to play a large role in this game at all. There will be very little or probably none at all of instanced raids that drop gear.
Bricktop wrote: » "Raiding" guilds like from WoW will have an incredibly hard time with this game being a raiding only guild.
Bricktop wrote: » Like you wouldn't believe.
Intrepid wrote: Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else
datLamp wrote: I don't think you know what inherently means. They are both mmorpgs with open world pvp. They both have raids, arenas, bgs, crafting, grinding, everything that entails in a mmo. Ashes is more open world with more player influence when it comes to the world itself. The main difference is in their systems. Ashes puts more reliance on different systems than WoW and for the most part improves on the systems that it shares. However, this is a system that it shares with WoW that it makes worse. If you want the choice to be meaningful then make it unchangeable. If it can be changed don't make it annoying to do so. WoW does this better in this regard by making it relatively easier to change specs for different content. Its being changed for Shadowlands and people hate it because its an arbitrary time sink that doesn't add anything to the game. Its literally wait x time to get a change. Why? MeAnInGfUl ChOiCeS?!?! A time sink for changing specs for the actual content is NOT content.
DatLamp wrote: » Bricktop wrote: » @Warth is right. This is a PvX open world game and instances aren't going to play a large role in this game at all. There will be very little or probably none at all of instanced raids that drop gear. Steven said 80% of a dungeon will be open world the other 20% instanced unless I misunderstood what he meant, why would the boss not be the 20% that is instanced? Even if I am mistaken and there are 0 instanced loot fights its unrealistic to believe that every time a guild gets on to do a raid that the will get counter raided by pvpers. The map scale and player-count ensure a certain level of safety in that regard. Bricktop wrote: » "Raiding" guilds like from WoW will have an incredibly hard time with this game being a raiding only guild. Press "X" to doubt.
DatLamp wrote: » That would be "better" but still not "good". That still takes agency out of the hand of individuals. I rather like the previous recommendation of Sathrago wrote: » Potential idea: What if instead of the same questline to unlock it, you get a lesser quest that you do to basically redeem yourself in that archetype trainer's eyes. So a cleric would have to go and heal/resurrect x amount of combatants and a ranger would have to hunt down x goblin poachers. Very rough idea but this should take at least half the time needed in the initial quest used to unlock the archetype. If you truly want it to be a meaningful choice then don't allow for it to be changed. If it can be changed don't make the change be annoying to perform. Why is this a hot take?