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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
This really isn't fair to say about people that have a different preference on such a basic gaming item.
You can want some form of location indicator - doesn't mean it can't be innovative, like a compass instead of a mini-map.
I agree, I think at times we imagine issues that arent real, or at least aren't that big of a deal. The fact that lvling is so slow and there is so much to do at every level (presumably) that it won't matter as much. PVP scaling will be big deal but the things they have in the plan already should take care of the OP's issue no need to take away XP bar.
I would not like having it removed by default, or for some reason not be able to see it at all times, if I so wish. It should be a player choice I think.
@RevengeRoman cool idea. I don't quite like it as much as a simplified xp bar but I see the appeal. Ultimately it is going to come down to personal preference about how much detailed xp info people want. I'm down with a 5% or even 10% incremental progress bar personally as I don't find crawling progress of <5% motivating or 'feeling good'. That way, people get their sense of progress and it's very much amenable to the problem of 'negative xp' as long as negative xp comes in ~5% increments (or at least the visuals would).
Maybe to ruffle some feathers here: IS has had no problems making decisions that parts of the community don't like (i.e. dps meters or push towards majority non-instanced PvE). Large numbers of people dislike those ideas too (just look around the forums) but if IS thinks it aligns with the goals of AoC then they seem to push for it (and we will test in alphas/betas and give feedback). That being said I still personally would be very happy with just a UI option to remove it/simplify it but just saying, the old guard argument doesn't inherently have merit here. I personally think it does align with AoC's goals and could be something that can be briefly tested in an alpha/beta. I'm willing to try new ideas in an alpha/beta, however outlandish, especially one as easy to implement as this.
Meh. I think it would be interesting to explore, but I completely understand that it would necessitate an entirely different way to imagine a loaded word like 'progress.' There are some core changes that Intrepid are already taking on (e.g. Nodes, PvX, etc.) It's reasonable that a game wouldn't want to change too many things in one go - folks (even gamers) can only handle so much change.
Thought EQ had a skill levelling system that just levelling the weapon that you were using, not that play style would contribute to stat building too. I like the idea that you could train in specific directions for the development of your character rather than kill kill kill ding spend points on attributes that will allow you to kill kill kill ding something slightly stronger but at roughly the same rate now that you're slightly stronger.
That said kill kill ding has kept my habit going for a several decades and there's so much in AoC that's new to immerse oneself in that nothing's going to stop me progressing that exp bar, whether I can see it or not !
You can reach max Adventurer Level through Herbalism and Mining. 0 Kills.
You can do this in Archeage as well.
It isn't an overly unique thing.
I think there are a few key things that we can take from this threads discussion:
1: IS should focus on using only proven technology and core components, there is a point where we don't want to reinvent the wheel unnecessarily.
2: IS should focus on innovation, not reinvention.
3: If Content is King, Customization is Queen.
I honestly think that much of these discussions should wait until we are able to view the first A2 pass on many of these things.
Think of Ashes of Creation like a rocket ship, we all want a safe ascent into a fun world of adventure. The safest ascent I think I can safely say is a controlled and measured one. So let's all do our best to make sure that as Ashes develops, and those of us who are testers give feedback, it is all as productive as possible.
This is 20 years old at least - 5 - 6 generations old in terms of MMO's.
IMO with things like experience, there is no real reason, need or indeed room to innovate in a way that wouldn't necessitate an alteration to other aspects of the game. Even the idea of the journal earlier on in this thread is both something that couldn't be the only way for players to gain information on experience, and is also not something that is totally unique (it has been available via combat trackers for a while in a number of games).
All that is needed is player customization so they can have it the way they want to see it.
I recall fractured online being like that. But i might remember wrong. Maybe that is more a game for you
I'm not sure those are the key take-aways, at least it's unclear to me how they apply to the topic at hand. I don't think change from some subjective baseline is necessarily innovation or reinvention. When IS decides not to have combat trackers, that's simply a decision not to include some functionality for whatever reason, it's a bit over the top to call it innovation or reinvention. Removing detailed xp information can be done by simplifying the xp bar in a number of ways. It is neither reinventing the wheel nor innovation. It would be a decision to reduce player access to detailed xp information. I really think it's just a simple matter of preference that I think realistically will just become a UI option (which is a perfectly acceptable solution/compromise as far as I'm concerned).