Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Steven has mentioned increasing the level cap a couple of times in a future expansion, so it's definitely on the table. But they do have a lot of horizonal/parallel progression in the game planned already.
The two year grind for me was great fun, don't deprive the new player of that experience. But yeah, new players are good to have around, too!
First of all, we are talking about Ashes, not "most sandbox MMO'S".
Second, Ashes will have both horizontal and vertical progression. This is a given.
Third, look at a game like EVE. It is as horizontal progression based as any game out there. Yet, it still takes months for a new player to become relevant in that game - and EVE has introduced a number of catch up mechanics.
This is why catch up mechanics in Ashes are just going to be a fact, eventually.
I agree with this if that thing you had to grind for isn't required in order for that new player to play the game at the level that most players are playing it when they start.
That is the thing about catch up mechanics, they are generally only really applied to things that are needed to get players to that point - they are not applied to everything.
They just dump down content with every expansion, which makes the game less amazing for new players, more of an endgame push, which will lead to new players still be bad comparing to seasoned players, but the ingame gear and items will lose value.
Crafting is ez to get good at as opposed to combat. Crafters will lose importance due to more players quickly reaching higher lvs.
Again.. for new players we need new servers every couple years or so. That's the only way to maintain the integrity of mmos.
Perhaps a few welcoming servers every couple years in the regions with higher playerbase with the option to migrate to the old servers once you hit a certain lv, for the people that want better ping.
It's not realistic to expect new servers frequently and for every location on the planet.
The issue with server mergers is the independent node system means no 2 servers are the same.
However 2 dead low pop servers would likely benefit from a merge when the node systems are not being sufficed.
That would kill the game for me completely.
Me too,
If I wanted something short term, I have plenty of good options. Ranging from games like Ark and Atlas down to just mobas...
This is my personal feedback, shared to help the game thrive in its niche.
If your perspective is that it took you 60 hours to get to level 50, 12 more to get to 60 when the cap was increased, 12 more to get to 70, then 12 more to get to 80, saying that you want it to take 96 hours for people to get to level 80 is absolutely valid.
On the other hand, saying that at launch it took you 60 hours to get to the level cap, and so new players to the game at any point in the games lifetime should need to spend 60 hours to get to the level cap regardless of what that cap happens to be when they start - that is also a perfectly valid perspective.
This is what catch up mechanics are. If done properly, developers should define several points on the scale of progression that players should be able to get to after defined amounts of time (not information we should have access to). That progression scale is shifted and manipulated in order to give existing players something to do, but new players should be able to get from the starting point to that same defined point on that scale in that same defined amount of time.
As such, if Intrepid say that it should take an average of 60 hours to get to the level cap, even if that level cap is bought up to 100 after a few years, it should still take 60 hours to get there.
Your point about Korean MMO's is an interesting one. While I can't speak for L2, every other Korean MMO I know of uses catch up mechanics.
As to your suggestion of new players going to new servers, all that means is old servers will die. An MMO needs to replenish players on each server at close to the speed it loses them - you should know this. You can't sustain an MMO without bringing in new people to the existing servers.
I think your point about the psychology of buying the box being associated with buying access to the full game content is spot on. Backlash from entitled individuals has pressured some devs into making their MMOs fully accessible as a single player experience. When you stop and think about that last sentence it sounds crazy. Those devs essentially minimize the need to interact with anyone else in their MMO. All this comes from the "I bought the box, I bought the content" mentally.