ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content
George Black wrote: » ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content No. Ask for new servers. What you seek dumps down the game for new players to the point where thet dont find joy in it.
Noaani wrote: » Catch up mechanics are a necessary evil. It is that simple.
unknownsystemerror wrote: » Noaani wrote: » Catch up mechanics are a necessary evil. It is that simple.
Noaani wrote: » George Black wrote: » ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content No. Ask for new servers. What you seek dumps down the game for new players to the point where thet dont find joy in it. No. In order to be relevant for any period of time, an MMO needs to attract new players to their existing servers at roughly the same pace as players leave them. Those new players do not become an active part of that server until they are appropriately progressed. If a game adds new progression every year for even just a few years, a new player coming to the game will see an insurmountable task ahead of them if there are no catch up mechanics involved, and they will simply not bother. Catch up mechanics are a necessary evil. It is that simple. The trick is to find a balance where the time taken to get to the desired point in progression is about the same as the time taken to get to the level cap with the games original release. This applies to any form of progression in the game.
JustVine wrote: » SE managed to solve this problem nearly 20 years ago
Noaani wrote: » It's players that changed since then, not developers. While some of what you are talking about above would work 20 years ago, they wouldn't work 10 years ago, and didn't work 5 years ago.
Content can be challenging at what ever level, people will still play at the level cap, because they like to make use of their progression. No point in leveling up to level 50, just to run level 20 content. The same can be said of level syncing systems. If this is added to a game, it is almost exclusively used to power-level the lower level character.
Level caps on content that has items that are required later on will just see people roll alts, gear them up as high as possible and run that content. They won't take actual new players along with them, as that slows things down. You are correct in it generating a demand for lower level gear, but that is a temporary thing. Essentially, all of the above come down to little more than giving players at the level cap an artificial reason to run lower level content, and cross your fingers that while they do that, they accidently assist new players to the game. If you are an actual new player to an MMO and have no friends in the game (or started playing with friends), none of the above are going to be of any use to you at all.
Archeage is a fantastic example of how these things simply no longer work, due to the way people play games now. That game has lower level dungeons that have a somewhat worthwhile randomized daily quest to finish at lower levels. Getting the quest in question requires you to take a lower level character through the dungeon and kill the boss - a great idea in theory, and basically fits in with all of the above things you say are "proven to work". In practice, people would either take a friend on a level appropriate alt, or drag a level appropriate new player in to the instance and tell them to sit and wait at the zone in point while they clear the instance, call the new player to the last boss and kill it with said new player nearby. Eventually, people just started creating alts of the appropriate level and charging gold, since people with the quest needed someone that was level appropriate. Basically, it had the exact opposite effect that the developers wanted. Instead of giving new players an introduction to group content, it created a situation where new players outright could not find groups at all to properly run that content. Interestingly, level syncing systems in a number of games are considered a catch up mechanic - though as they are only suited to people with existing established friends on the server, they are unsuitable as the only such mechanic.
JustVine wrote: » Noaani wrote: » George Black wrote: » ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content No. Ask for new servers. What you seek dumps down the game for new players to the point where thet dont find joy in it. No. In order to be relevant for any period of time, an MMO needs to attract new players to their existing servers at roughly the same pace as players leave them. Those new players do not become an active part of that server until they are appropriately progressed. If a game adds new progression every year for even just a few years, a new player coming to the game will see an insurmountable task ahead of them if there are no catch up mechanics involved, and they will simply not bother. Catch up mechanics are a necessary evil. It is that simple. The trick is to find a balance where the time taken to get to the desired point in progression is about the same as the time taken to get to the level cap with the games original release. This applies to any form of progression in the game. I would argue that there are plenty of ways to solve the player population level gap problem that don't rely on catch up mechanics and Ashes should therefore stay away from this content rotting concept. Things that are proven to work: Challenging content at all levels. Make the game for more than just the top content. Level synching systems. Let people play at the same level as their newer friends or alts. This has the side effect of keeping general and high quality crafted lower level gear in demand. Level capped instanced bosses and dungeons that require pop items from mob drops are also good ways to deliver novel, challenging experiences to keep things fresh and create niches for various lower level specs. This has the side effect of creating demand for more specialized lower level gear that can be found from lower level miniboss mobs and said instanced bosses. It gives people long term objectives to adventure for with the newer players to perfect their lower level load outs. Has IS announced any of these things as a possibility? Not really. Do they work with enough careful consideration of balance and gameplay loops? Yep. Turns out treating the various level gaps in your player base like opportunities for implementing gameplay ecosystems rather than trying to keep everyone in one large group has the side benefit of older content staying relevant. SE managed to solve this problem nearly 20 years ago and no one took away those pretty obvious lessons. Various parts of FFXI started dying and losing player base once they started leaning too heavily into the end game only model.
maouw wrote: » JustVine wrote: » Noaani wrote: » George Black wrote: » ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content No. Ask for new servers. What you seek dumps down the game for new players to the point where thet dont find joy in it. No. In order to be relevant for any period of time, an MMO needs to attract new players to their existing servers at roughly the same pace as players leave them. Those new players do not become an active part of that server until they are appropriately progressed. If a game adds new progression every year for even just a few years, a new player coming to the game will see an insurmountable task ahead of them if there are no catch up mechanics involved, and they will simply not bother. Catch up mechanics are a necessary evil. It is that simple. The trick is to find a balance where the time taken to get to the desired point in progression is about the same as the time taken to get to the level cap with the games original release. This applies to any form of progression in the game. I would argue that there are plenty of ways to solve the player population level gap problem that don't rely on catch up mechanics and Ashes should therefore stay away from this content rotting concept. Things that are proven to work: Challenging content at all levels. Make the game for more than just the top content. Level synching systems. Let people play at the same level as their newer friends or alts. This has the side effect of keeping general and high quality crafted lower level gear in demand. Level capped instanced bosses and dungeons that require pop items from mob drops are also good ways to deliver novel, challenging experiences to keep things fresh and create niches for various lower level specs. This has the side effect of creating demand for more specialized lower level gear that can be found from lower level miniboss mobs and said instanced bosses. It gives people long term objectives to adventure for with the newer players to perfect their lower level load outs. Has IS announced any of these things as a possibility? Not really. Do they work with enough careful consideration of balance and gameplay loops? Yep. Turns out treating the various level gaps in your player base like opportunities for implementing gameplay ecosystems rather than trying to keep everyone in one large group has the side benefit of older content staying relevant. SE managed to solve this problem nearly 20 years ago and no one took away those pretty obvious lessons. Various parts of FFXI started dying and losing player base once they started leaning too heavily into the end game only model. I was totally asking myself "How do we avoid catchup mechanics?" this week! Love these ideas. One of the big problems I see with "mentor/mentee" systems is that the mentor usually tells the mentee the most efficient way to do everything - which is great for accelerating catch-up, but completely robs the mentee of the chance to explore the game. Any thoughts on how to encourage a little of both?
JustVine wrote: » Yes people want to use their progression, but people want to have FUN first and foremost.
JustVine wrote: » In fact the reason why I'm so confident your example is an argument FOR level synching and level capping is because everyone who's played archeage and complains about the mentee quest system was that it worked at first but then they couldn't FIND ANYONE TO DO IT WITH a year and a half or so later because of arbitrary level requirements!
Mopy King wrote: » Yikes. Thought I accidentally clicked the "What's the worst idea you can think of for Ashes?" Topic when I saw people talking about catch up mechanics. The idea seems very out of touch with the core values of this game. It's definitely not a necessary evil and I have faith that many many interesting options would be explored by the team before even considering such a thing..
Ironhope wrote: » If people want Catch Up mechanics so they can skip the game, that means you did a trash job game designing because people want to skip the game you made.
Noaani wrote: » That means a person that joins the game when it is two years old doesn't become a viable part of the community until the game is four years old. This is what you are arguing for here.
Noaani wrote: » To your last point about someone coming back to the game thinking they have three years worth of content to play - no they don't. They have the content that the current node layout has opened up for them,
Noaani wrote: » They also have a three year progression gap they need to try and resolve while in a situation of having limited people around their progression level, and many people around them that are significantly better geared that are able to hamper progression.
Ironhope wrote: » A lot of those 2 years I imagine was waiting for content (for an expansion or patches). It didn't mean the players needed 2 years to go through said content The players could have gotten through the content in months even if the content is difficult.
Noaani wrote: » With the enchanting system, as well as a few other things that are likely, Ashes will not really have a cap on progression that players are going to reach. This is key.
Ironhope wrote: » If they make ''previous expansion/version of the game'' content relevant as they promissed they will then players that have been in the game from the start will still be interested in doing old content along newcommers needing the progresion.