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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
Over-equipment means that there will be a big gap in the equipment attribute gap. In future games, although equipment is part of the core, its attributes should be lowered and let him become a support, rather than the player having a huge gap in equipment gap .
Yes, over-equipment will greatly increase the player's equipment or demand. For example, WOW, when the player is over-equipped, it will greatly reduce the difficulty of the game and make the game no fun.
In the AOC game, there may be similarities in Sword Art Online animation, but I want to point out that in Sword Art Online, the equipment is not over-equipped. Some rare equipment can be obtained at low or high levels, but this equipment has unique characteristics. The characteristics are irreplaceable even after the adventure is completed. This is due to the gap in equipment attributes and its narrowing, so that the gap between game players in the game equipment is not too large, but the difficulty and difficulty of obtaining the equipment makes the equipment unique The value of the equipment in the game will not change even if a long time has passed. The value of equipment in the game will remain a part of the life of the game, not like WOW, when the player owns this equipment. There will be no interest in this game, this is a vicious circle.
TurboX put in words exactly what I think about twinking. I'm definitely one who appreciates uniqueness in a player's gear. But I would add that there be some form of balance so as to not make a character become overpowered to a point where there is no point in investing time in other loot.
Lots of players looked down at over gearing or in WoW heirlooms cause since your toon is so over powered toons have a tendency to only used a few offensive abilities instead of full array of abilities. So players would hit max level and not hae the appropriate skill to do herioc dungeouns and raids in general cause spent entire time leveling pushing like four or five buttons.
Another thing I wnat to say is if you over gear a toon and allow it to say be 25% more effective than usual then that in essence is a 25% percent experience boost Cause you kill every thing 25% faster.
This goes back to how long should the leveling process be. Already mentioned in another post about how toons really do not spend enough time at lets say level 20 to get all the level 20 gear. so during the leveling process you will have a wide array of gear different levels I mean.
In another post also mention how WoW leveling is so overpowered that upgrades donot feel like upgrades.
I am going to exaggerate a lot but just so you get the jist of what I am saying. Lets say you use one ability 2 times to kill mob....so to kill 3 mobs it takes letsay 6 fireballs. So you get a piece of gear that is numercially an upgrade but well it still takes 6 fireballs to kill 3 mobs no difference so items that you get are kind of worthless. Now if you were undergeared and you got same upgrade then it would be more noticiable.
Players should be allowed to min max their toons but that over all should not make them lets say more than 10 percent more effetive or it just makes thme to over powered.
Leveling process should be at least somewhat challenging if it can be somewhat challenging and have your toon twinked then yes it is ok. But againast over powered low level toons
Point is, too many games are going down the path of calculating everything to a decimal and taking out the various methods to do it any way other then be the designed calculation. Lets get back to flexibility and god forbid some fun. Honestly even pvp i'm fine with gear being fairly impactful to the outcome. This isn't a damn MOBA or FPS game, if I work extra hard to get gear then let a person enjoy it. Honestly it helps push people to dream of doing the same just as much as it negatively drives people when they get smoked.
I got out of WOW pvp back when they made gear basically useless.
You can still put some general common sense limitations that will govern the ultimate power curve (gear reqs w/ the rarer gear having a wider range of lvls to reward people who get it). Honestly i feel like people demanding no twinking are similar to communists vs. capitalist's. Lets not force everyone to be the same...
really good, i just fear that the majority will read 25% more effective as 25% more stats.
it's really hard to explain power spike to some people.
and normally the ones that complain about someone gilding their characters are people who want to do the same but don't have the condition ( be it time or money ), nothing you do will change their mind because is a subconcious thing from human nature to hate others doing what they want but can't.
As I come from Lineage 2, I liked the system of penalties that was inflicted to the owner of a stuff that he normally can't wear.
L2 has a system of grade (Which was simply a range of lvl. No grade : 0-20, D grade : 20-40, C grade : 40-52...). Then imagine you want to equip a weapon grade C while you are lvl 15, you will have a penalty lvl 2 (The number of grade between your current grade (No grade) and the target grade (C)).
A penalty (For a weapon*) consists in some malus to your damage, accuracy, critical rate / critical power, speed... which increase function of the grade difference. Then, it's globally better to wear a superior grade (But not too much) but not totally broken.
*: Penalties for armor parts are a little bit different, but there are.
But to weight my answer, there was a little problem to this system. With some good buffs, a low level can easily handle a 2/3 penalties weapon without being really impacted by the penalty. In my opinion, this is something to think about to avoid some broken things.
Think maybe company should make educational videos about thing like power leveling and the things to be mind ful. Vidoes on questing that explains the different types of quests and intents. I mean a toon could power level and in the process kill the same mob a lot of times or they can take a little bit longer and do ti by a variety of things. As it pertains to the topic overgearing should warn players to be mindful of being overpowered. As in questing and farming and killing mobs is a good way t target practice ine hone in your skills. Not going to happen if you kill things to fast. So practicing cc chains ans targeting system and combos on mobs in the open world is a good way be more skilled character when you get to max level and be more apt to raid and do more difficult content. That way it is the players choice.