AidanKD wrote: » As someone who would probably fit your definition of casual, I support some of your sentiment and want the game to retain its challenge and I don't expect to be hitting elite content - but you also need to curb some of your elitism which is bleeding through your post with a lot of your bitterness towards "casuals".
Marzzo wrote: » Your points are good! But there is a limit. The game can't be infinitely hardcore either, so we need to find a balance. Some casual stuff i think would be good for the game are: 1. We don't need extremly long, large and complex rotations for most classes. 2. There is nothing wrong with a class that is a little bit easier to also be good. 3. Some level of catch up mechanic is necessary for new players to join 6-12 months down the line. 4. Vertical progression, does not need to be everything. 5. It is entirely possible to make a game that is fun for the 5,10,20,40,80-hours a week players.
Happymeal2415 wrote: » Marzzo wrote: » Your points are good! But there is a limit. The game can't be infinitely hardcore either, so we need to find a balance. Some casual stuff i think would be good for the game are: 1. We don't need extremly long, large and complex rotations for most classes. 2. There is nothing wrong with a class that is a little bit easier to also be good. 3. Some level of catch up mechanic is necessary for new players to join 6-12 months down the line. 4. Vertical progression, does not need to be everything. 5. It is entirely possible to make a game that is fun for the 5,10,20,40,80-hours a week players. I agree with most of your points except 3. Catch up mechanics are terrible.
darthaden wrote: » Happymeal2415 wrote: » Marzzo wrote: » Your points are good! But there is a limit. The game can't be infinitely hardcore either, so we need to find a balance. Some casual stuff i think would be good for the game are: 1. We don't need extremly long, large and complex rotations for most classes. 2. There is nothing wrong with a class that is a little bit easier to also be good. 3. Some level of catch up mechanic is necessary for new players to join 6-12 months down the line. 4. Vertical progression, does not need to be everything. 5. It is entirely possible to make a game that is fun for the 5,10,20,40,80-hours a week players. I agree with most of your points except 3. Catch up mechanics are terrible. In a game with PVP if they don't have sometype of catchup mechanics new players wont stick around. Why bother even trying to play if you start 2 years after launch if there's no chance of catching up? If Steven sticks to the plan of gear not being soulbound the game already will have catchup mechanics built in right there though. when flashy new item level gear comes out the slightly lower item level gear will become obsolete and become affordable for newer and more casual players. the point of catchup mechanics isn't to get newer players on the same level but to put them in a position of possibly being competitive in a few months with effort instead of a few years.
Otr wrote: » Will the game have also an initial entry cost, beside the monthly subscription?