Jahlon wrote: » From reading your entire OP, you clearly don't have any clue as to how Ashes of Creation is going to function. I would highly suggest hitting up the wiki and/or https://ashes101.com/combat#overview in order to learn how the game is actually designed. 95% of your concerns aren't valid because they don't even exist in what Intrepid is planning.
Kesthely wrote: » First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay. A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player. Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously. Switching a design philosophy at mid tier might result in a lot of player drop off at that point. Example: You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go" And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours. So what can Ashes do to prevent this? There are numerous ways. Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype.
pyreal wrote: » Kesthely wrote: » First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay. A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player. Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously. Switching a design philosophy at mid tier might result in a lot of player drop off at that point. Example: You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go" And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours. So what can Ashes do to prevent this? There are numerous ways. Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype. With respect, I find your example far fetched or simply showing the course of action of a twit. 1: If you want to play a bow-centric character, a Ranger should have been your first choice. 2: Choosing a tank and then whining you can't heal is Snowflakism. Mix and match here. 3: If not resubbing for this reason, which is the players fault for lacking common sense... well, bye. Quiters quit. 4: This whole post rests on the premise that the 2nd archetype is going to "CHANGE THE FUNDAMENTAL GAME MECHANIC OF THE GAME".... /whipsers but its not!
Azherae wrote: » pyreal wrote: » Kesthely wrote: » First of all let me asure you that i personally think that augments are a nice idea. However, i fear for its design implementation if not done properly What we currently know is that at lvl 25 you get to choose your secondary archtype, and then can augment your primary skills. While this sounds great at first glance their isa major drawback of this system: It changes the fundamental game mechanic of the game after dozens of hours or more of gameplay. A game is designed around a certain concept. Ashes is designed around archtypes and augmenting the primary archtype with a secondary class, or racial / faith or other rare augments. And while that design is interesting, and comprehensive for those who have been following the game, its not comprehensive for the starting new player. Most MMO's have a leveling curve that slows down the leveling experience as you level up. They unlock more abilities as you grow stronger. And everyone interesting in playing an mmo knows this. However Ashes is going to be one of the, (or to my knowledge the only) few exceptions to this. At mid level the entire class design, up till that point changes. No longer are you a tank, but your a Tank Fighter, or a Tank Tank, and unlock the Augment system. And this is where the augment system might fail enormously. Switching a design philosophy at mid tier might result in a lot of player drop off at that point. Example: You love playing elves, and you want to be a bad ass fighter with a bow. But up until level 25 you cannot augment your skills to be workable with a bow. While you enjoy your fighter, something is missing so at lvl 20you reroll ranger. You've spend about 20 hours into the game, and being an average player this has taken you between one or 2 weeks of real time. You've rerolled Ranger, again an elf, and you are enjoying your archery lifestyle. your slightly faster in leveling this time and just before your monthly subscription is up you reach high enough level to gain access to your secondary archtype. You enjoy augmenting your skills but then realize something that basically made you abandon your first character. after lvl 25 you could finally augment your skills with skills appropriate to how you actually wanted to play. Upset you decide not to resub scribe for next month. because the "stupid game should have let you do it from the get go" And this is where i think that Ashes augment system might fall short. It starts for the average player a week or 2 after creating your class, and fundamentally changes it. Your class becomes a total new class (literally) with new options and playstyles. And while this is in one way good, its also bad in a way. The average gamer decides in the first 2 hours if they like a game or not. Not after 20 or 40 hours of playing. The average gamer also tries out different classes, to get a feel of the playstyle. They don't appreciate that you can completely change a playstyle only after 20 + hours. So what can Ashes do to prevent this? There are numerous ways. Allow players to immediately augment their skills, so they understand the interface and that your secondary archtype will gratly enhance this later on. Each player should have racial augments that affect their skills from th start. Maybe the race has 1 or 2 favorite weapons and can alter the skills to be used trough those weapons, or a favorite damage type and can augment to that damage type.. In short, let the '"new player experience|" EXPERIANCE augments and let them create elven fighters with bows from level 1, instead of having to wait till 25 and force it to Fighter / ranger archtype. With respect, I find your example far fetched or simply showing the course of action of a twit. 1: If you want to play a bow-centric character, a Ranger should have been your first choice. 2: Choosing a tank and then whining you can't heal is Snowflakism. Mix and match here. 3: If not resubbing for this reason, which is the players fault for lacking common sense... well, bye. Quiters quit. 4: This whole post rests on the premise that the 2nd archetype is going to "CHANGE THE FUNDAMENTAL GAME MECHANIC OF THE GAME".... /whipsers but its not! So lemme see if I get this... You're basically calling anyone who chooses an Archetype based on that list that we've had multiple threads about, and then the gameplay doesn't suit their style, a twit? Including all the Predators, Scouts, Necromancers, Falconers, etc? Why is this community like this? "Y'all are stupid, Intrepid should never change anything for you, gtfo with your (insert request for change here)." Even when nothing of value is being protected, even when the stuff people are poking about is stuff that Intrepid either explicitly said is possible (meaningful changes to Skills via Secondary for example) or would barely affect anything negatively... Seriously, why?
Noaani wrote: » If someone comes to Ashes expecting to play a Necromancer, rather than playing a Summoner with a death motif, then yeah, they are going to leave the game fairly soon. The issue there isn't with the class/subclass system, it is with the names of classes.
Kesthely wrote: » Noaani wrote: » To expect that people understand how this system will work and see its options without a proper introduction is naive. And to place it behind a 20+ hour timeframe is bad game design. If a games mentality is "it gets better after 20 hours, or 50 hours or 100 hours" you should ask yourself, why is it that the developers need to do that. Do they think i'm to stupid to understand their system? do they think my first 20 hours of gameplay is irrelevant? Do they feel to force you trough an incomplete itteration of the game, or do they just not care about my time, and use artificial systems to try to make me play longer? If i would make a game, and you' would make a mage, would you be content if i first forced you to play a fighter for a month to only then let it evolve in a mage? Would you play that game? I think it is naive to think people can't figure it out. Especially after playing for 20 hours. The new idea that games will get better after 20,50 or 100 hours needs to die we both agree with this. Hopefully the game will be good from the start and not a mad dash to end game cause that is where all the stuff is. I do find it interesting your stance against leveling as though everyone should have access to all skills and augments from the very start but also think people won't be able to figure it out after playing 20 hours. Lastly the idea of playing a fighter for 20 hours then taking an augment and becoming a mage is not how the system is being set up, when you pick your secondary archetype you will not get skills form the secondary archetype. Picking fighter at the start it will always be a fighter and will only ever have fighter abilities. The augments will only alter the fighters abilities not change them into mage abilities. This idea keeps coming back every so often.https://ashesofcreation.wiki/Classes A player may choose a secondary archetype when they reach level 25.[3] The combination of primary and secondary archetypes is referred to as a class.[3][1][4] The secondary archetype does not provide additional skills.[10]
Noaani wrote: » To expect that people understand how this system will work and see its options without a proper introduction is naive. And to place it behind a 20+ hour timeframe is bad game design. If a games mentality is "it gets better after 20 hours, or 50 hours or 100 hours" you should ask yourself, why is it that the developers need to do that. Do they think i'm to stupid to understand their system? do they think my first 20 hours of gameplay is irrelevant? Do they feel to force you trough an incomplete itteration of the game, or do they just not care about my time, and use artificial systems to try to make me play longer? If i would make a game, and you' would make a mage, would you be content if i first forced you to play a fighter for a month to only then let it evolve in a mage? Would you play that game?
bloodprophet wrote: » The secondary archetype does not provide additional skills.[10]
Azherae wrote: » @Kesthely it sounds like you're wasting your time in this particular vein of responses, because the people you're talking to don't have the same base premises as you, at all.
Kesthely wrote: » @Everyone else don't get me wrong i like the concept of secondary classes and augments. but i think you are underestimating the sever impacts it could have. If your satified with secondary classes just being a reskin of the standard abilities, then so be it, I for one have higher expectations of the augment system.
Kesthely wrote: » The summoning might also change the summoning to an undead creature. ... all based on the standard summoner with a few augments
Azherae wrote: » So y'all's argument is basically: "We don't think that Intrepid can live up to what they said about augments actually being that effective or meaningful in terms of what they change, so there's too small a chance that the situation you're describing will happen."