gear progression.

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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    edited April 2022
    Lv5 nodes will prevent nearby nodes from becoming lv5 (unless the dominant falls in a siege).
    The population of the nearby nodes will interract with the lv5 areas for higher lv mobs, not their own nodes. Their nodes will remain places for low-mid lv adventuring.
    L5 Nodes cause new content to appear in other Nodes far across the map. Changes aren’t always local.

    In Ashes, players won’t need to shift their homes to new islands. They can adventure in the new Isles and return home. Old areas won’t be inherently stuck with Stage 6 Nodes when an expansion makes Stage 7 possible.
  • NoaaniNoaani Member, Intrepid Pack
    Noaani wrote: »

    You aren't supposed to end up with more content, you aresupposed to end up with content you've not yet done.

    Sure, all the previous max level content isn't worth doing, but this is only an issue if you're the kind of person that wants new content when they are ready for it, and not a moment earlier.

    Developers need to add new content as soon as the games top end players have completed the existing content (ideally). If that means you miss out on some top end content, start getting through it faster instead of complaining.

    Woah, now that's an interesting take. An expansion is supposed to - Expand - the game.

    I didn't say the game isn't supposed to end up with more content, I said *you* aren't.

    While all players are obviously welcome to all content, not all content is designed for all players. Solo content is not designed fornplayers that raid, as an example.

    Any one individual can look at the entirety of a games content and identify content that suits them. This is *thier* content - in a non- facetious, applicable to this discussion kind of way.

    You have a specific type of content that you consider *yours*, which for me is top end raid content, for some is group content st the level cap, or quests at the level cap, whatever. When an expansion hits, the idea isn't to expand the amount of content that is *yours*. The idea is to give you new content that is *yours*, that replaces the old content that you have probably done to death by then.

    The net result is not supposed to be an expansion of *your* content - rather it is supposed to be a replacement of it.
  • George_BlackGeorge_Black Member, Intrepid Pack
    Otr wrote: »
    MMOs usually restrict capability to use armor, weapon and gear until you reach the appropriate level.
    I would like equipping gear to depend on skills, like strength, intelligence, agility...
    These could be increased by:
    • self cast spells
    • buffs from other players (asking them nicely for buffs or after missions, while still active)
    • buffs due to some places owned or visited (temples in cities, magic places in the wild...)
    • buffing gear: armor, weapons, rings which buff the primary attributes like strength and intelligence
    This would open the possibility to equip higher level armor and weapons or be able to cast high level spells a bit sooner than intended.
    You could also swap buffing gear with higher buffing gear like on a Tower of Hanoi game.

    But what should happen when buffs wear off or buffing items are removed?
    Would it be acceptable to be able to use a weapon which requires 100 strength but you have only 90 strength?

    This has been discused and the devs said a very simple "no" to it.
  • George_BlackGeorge_Black Member, Intrepid Pack
    They gave a reason. Maybe somebody can find you the link to that months dev update.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One
    https://ashesofcreation.wiki/Armor
    There are no stat requirements for equipping gear, but there are affiliation requirements.[16]
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    edited April 2022
    Otr wrote: »
    Can devs comment and give a reason to that?
    Instead of "a very simple no"?

    The reason probably is because we don't designate stat points.

    Our stats are seeded by our race and grown by our class. The kind of system you mentioned is good in a game where you choose to put points into stats like strength or dex. When you can't choose, the system is almost the same as one that just has level requirements since everyone will hit stat thresholds at around the same level.
  • George_BlackGeorge_Black Member, Intrepid Pack
    Not sure why my name is in that quote
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