Vvess wrote: » *snip*mat limitations due to different node development*
HumblePuffin wrote: » Vvess wrote: » *snip*mat limitations due to different node development* I call needing to raze the new node and rebuild up the old node that has your rare mats, or protecting your current node that has those rare mats you want incentive to partake in node sieges or to participate in node defense. If you are able to get the mats you want from both node A and node B, but you like node type A better you lose some incentive to build up node B. I do get your perspective on it though, and they will definitely need to balance out how important those ultra rare mats are within the gear ecosystem.
HumblePuffin wrote: » I’m speaking in general that things like needing the specific claw from the dragon of flame to rebuild the blade of your epic level sword once it’s degraded adds more layers of incentive to participate in the node game play loops, and that they need things like this to contribute to the world not stagnating once the bulk of the player base has reached max level and got the gear they wanted. This also helps to keep varying levels of crafting gear important as well other than just for deconstruction mats. Maybe the sword you make with that claw of the dragon of flame is your BiS epic sword, But it requires more maintenance to upkeep since you need that claw. Even though it’s BiS the next sword down might work fine too so you it creates a choice from the player; “do I bother farming this sword that will require some more specialized maintenance, or invest in this other one that generally gets me to that level but won’t be BiS”. My overarching point is this game wants a player driven world and economy, and in order to keep that flowing for years to come there needs to be less permanence with player choice regarding “how important is this specific thing to me?; would I die for it to protect a node that may or not be my home?; would I die for it to tear down this other node?”. Many games let you have everything all the time with no consequence, but I would argue that it’s not just having that thing that gives it meaning, but all the things you give up that make having/doing that thing more special.
George_Black wrote: » I like how people are against expansions, the nice new map additions they bring, the new rbs and enemies, lore, lv cap increase, few new skills etc etc, because they say makes older gear -and "their progress"- redundant, yet the concept of doing the same loop to repair the same old lv50 sword is appealing to them. Is this also part of the much loved vertical progression? Is this meaningful gameplay to you? Not adding content in order to repeat the same content for years to come?
Dygz wrote: » @Vaknar Ashes doesn't have an end-game. I think you mean max Adventurer level?
Dygz wrote: » Part of the max Adventurer level experience. Yes.
fabula wrote: » George_Black wrote: » I like how people are against expansions, the nice new map additions they bring, the new rbs and enemies, lore, lv cap increase, few new skills etc etc, because they say makes older gear -and "their progress"- redundant, yet the concept of doing the same loop to repair the same old lv50 sword is appealing to them. Is this also part of the much loved vertical progression? Is this meaningful gameplay to you? Not adding content in order to repeat the same content for years to come? To me the problem with expansions is not that you lose progression, it's that they remove and replace content and hardly ever do you end up with more content than you had before. With expansions the problem is that ALL of the max-lvl content is wasted after the expansion ends because hardly anyone is going to do it, an no, doing content for mounts like in WoW is just dumb and doesn't count. After a few of these expansions you have about the same max-lvl content as when the game first launched but you have a lot more leveling content. People then complain that it takes too long to reach max-lvl and that gets conpressed down to whatever it was at launch or less. Using WoW as an example but it could really be any mmo. When it first came out it had a lot of nice zones with quests and dungeons. This content only took up about a played week in the life of a character but took up the majority of the game studio's resources. Otherwise they wouldn't have ended up with only a couple of dungeons, 1 working raid and 1 broken raid as their max-lvl content. In an expansion the opposite is true, most or all resources are spent on max-lvl content depending on whether the lvl-cap is increased or not. Following this formula most of the work put into the game is wasted and you always have about the same amount of content so I can see why people are against such expansions and it's not just because they lose progression.
Dygz wrote: » When WoW first came out the content only took a week to reach max level??!! You mean when Shadowlands came out??!!??
George_Black wrote: » First things first. Do you associate new content with instanced raids?
fabula wrote: » To me the problem with expansions is not that you lose progression, it's that they remove and replace content and hardly ever do you end up with more content than you had before.