phdmonster wrote: » What do you guys think? Any other ways to keep that level 10 cave full of sabre tooth frogs from fading into obscurity and being forgotten?
Talents wrote: » Problem with trying to make level 10 dungeons relevant to level 50s is that the dungeons are open world. Be pretty shit to be a level 10 and think "I wanna go try this dungeon" only to arrive with your group to find a group of level 50s 1 shotting every mob and boss in the dungeon and giving your team 0 chance to do anything.
daveywavey wrote: » They don't really have "Level 10 zones" in this game. It's not that linear like most other MMOs. They've designed their Node system to try and keep the entire game relevant. You don't go through, zone by zone, never needing to visit the last place you left.
phdmonster wrote: » daveywavey wrote: » They don't really have "Level 10 zones" in this game. It's not that linear like most other MMOs. They've designed their Node system to try and keep the entire game relevant. You don't go through, zone by zone, never needing to visit the last place you left. I am well aware how they want to design their zones. That has nothing to do with it though as i wrote 1-10, not level 10. Lower level monster and content in general will become obsolete if there aren't any mechanics to keep them relevant or incentives for people to go back into them. The node system itself won't keep low level content relevant by itself. Why would a level 50 go do a level 10 dungeon unless he is helping a friend. Why would you kill level 10 or 11 or 12 boars if you don't need the boar hides.
daveywavey wrote: » phdmonster wrote: » daveywavey wrote: » They don't really have "Level 10 zones" in this game. It's not that linear like most other MMOs. They've designed their Node system to try and keep the entire game relevant. You don't go through, zone by zone, never needing to visit the last place you left. I am well aware how they want to design their zones. That has nothing to do with it though as i wrote 1-10, not level 10. Lower level monster and content in general will become obsolete if there aren't any mechanics to keep them relevant or incentives for people to go back into them. The node system itself won't keep low level content relevant by itself. Why would a level 50 go do a level 10 dungeon unless he is helping a friend. Why would you kill level 10 or 11 or 12 boars if you don't need the boar hides. Why would you kill Level 50 boars if you don't need the boar hides? The "Starter Area" is merely for getting new players used to the game, and once they're used to it, they're out in the world. I think you're massively over(under?)-thinking this whole non-issue.
phdmonster wrote: » Mhm.. I am overthinking it, yet in games like WoW where there is 0 incentive to visit old content (apart from farming mounts and transmogs now) the content is basically forgotten. People go into the dungeon finder, level up to max and play the new content. Nobody goes to 'The Barrens' and nobody does Wailing Caverns anymore. Do you know why? Because it doesn't give you anything. And the same will happen with lower level content in Ashes unless they have an infinite amount of new players coming in constantly and there are always enough people in all level ranges, or they make it so that these parts of the content in the game are relevant for certain things even on higher levels. Your statement about the starting area is wrong. The starting area has a node as well.
daveywavey wrote: » phdmonster wrote: » Mhm.. I am overthinking it, yet in games like WoW where there is 0 incentive to visit old content (apart from farming mounts and transmogs now) the content is basically forgotten. People go into the dungeon finder, level up to max and play the new content. Nobody goes to 'The Barrens' and nobody does Wailing Caverns anymore. Do you know why? Because it doesn't give you anything. And the same will happen with lower level content in Ashes unless they have an infinite amount of new players coming in constantly and there are always enough people in all level ranges, or they make it so that these parts of the content in the game are relevant for certain things even on higher levels. Your statement about the starting area is wrong. The starting area has a node as well. https://ashesofcreation.wiki/Starting_areas "Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[4] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[10] These settlements are designed to acclimatize new players entering the world.[10] While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[2] Starting areas are not tied to the node system.[4]" Have a nice day!
Warth wrote: » @phdmonster i like the idea of keeping the materials relevant through the utilization of low-tier gatherables in high-tier recipes. Scaling won't happen. That was already confirmed. Talents concern can be quickly alleviated i think. 50s won't go there, as long as the respective income they can obtain is significantly lower than the income they would obtain through farming content ranging from 40-55. The limited inventory space and lack of fast travel should help with that already. Why spend your time farming content that gives you 10 silver per minute, when you can farm content that that nets you several times that. Low Level Content should stay relevant to lower leveld players. Profitability is the easiest way of ensuring that. If nobody farms these items, their prices will climb and at some point somebody will believe it to be worth it. As long as intrepid creates a demand for these items within their crafting/economic system, the market will regulate itself.
phdmonster wrote: » daveywavey wrote: » phdmonster wrote: » Mhm.. I am overthinking it, yet in games like WoW where there is 0 incentive to visit old content (apart from farming mounts and transmogs now) the content is basically forgotten. People go into the dungeon finder, level up to max and play the new content. Nobody goes to 'The Barrens' and nobody does Wailing Caverns anymore. Do you know why? Because it doesn't give you anything. And the same will happen with lower level content in Ashes unless they have an infinite amount of new players coming in constantly and there are always enough people in all level ranges, or they make it so that these parts of the content in the game are relevant for certain things even on higher levels. Your statement about the starting area is wrong. The starting area has a node as well. https://ashesofcreation.wiki/Starting_areas "Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[4] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[10] These settlements are designed to acclimatize new players entering the world.[10] While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[2] Starting areas are not tied to the node system.[4]" Have a nice day! Oh my gosh, such a burn. Thanks for the unproductive discussion by the way. Question: How do we keep old content relevant Answer: You are overthinking it. GG WP EZ PZ
Noaani wrote: » phdmonster wrote: » daveywavey wrote: » phdmonster wrote: » Mhm.. I am overthinking it, yet in games like WoW where there is 0 incentive to visit old content (apart from farming mounts and transmogs now) the content is basically forgotten. People go into the dungeon finder, level up to max and play the new content. Nobody goes to 'The Barrens' and nobody does Wailing Caverns anymore. Do you know why? Because it doesn't give you anything. And the same will happen with lower level content in Ashes unless they have an infinite amount of new players coming in constantly and there are always enough people in all level ranges, or they make it so that these parts of the content in the game are relevant for certain things even on higher levels. Your statement about the starting area is wrong. The starting area has a node as well. https://ashesofcreation.wiki/Starting_areas "Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[4] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[10] These settlements are designed to acclimatize new players entering the world.[10] While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[2] Starting areas are not tied to the node system.[4]" Have a nice day! Oh my gosh, such a burn. Thanks for the unproductive discussion by the way. Question: How do we keep old content relevant Answer: You are overthinking it. GG WP EZ PZ You should try and understand what is being said a bit better. As Davey pointed out using a quote from Intrepid, the actual starting areas in Ashes are tiny, essentially irrelevant. So irrelevant in fact, that players don't even need to run through them when starting a new character if they don't want to. Because of how insignificant these areas are, there is no need to attempt to keep them relevant. Also, the idea of lower level gathered materials being used in higher level crafting has been a thing for over 2 years now.
phdmonster wrote: » low level content is not restricted to just the starting areas. That's idiotic.