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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.
What Do We Want as Maximum Character Power Scaling?
Halae
Member, Alpha Two
Something that I don't often see addressed by players when it comes to is the end points that players can get to, and I think it's something we should probably make our opinions known on, because it's not as obvious as it seems. Some MMOs force players to scrape and fight for every victory, even against relatively weak monsters in the overworld; this was particularly common among the oldest examples of the genre, like Dark Age of Camelot, or Final Fantasy 11. Other MMOs give so much power to the player that a passtime of some endgame players is seeking out endgame bosses, meant as group content, and soloing them as a means of providing challenge, and basic enemies are fought in groups rather than individuals - City of Heroes and the more recent Guild Wars 2 are good examples of this. Most games fall somewhere between these two extremes.
With this in mind, what is your preference for Ashes? Where would you prefer the game's scaling for player characters take place? My own preference is towards the higher end, where you can be confident that wandering into a group of enemies is going to result in a fun fight rather than getting yourself murdered, but I'm curious what everyone else feels.
As a note, this is a discussion on PvE, not PvP. We can generally assume that in PvP, players of equivalent build and skill are as likely as one another to defeat each other regardless of PvE scaling, so it's a moot point to this thread.
With this in mind, what is your preference for Ashes? Where would you prefer the game's scaling for player characters take place? My own preference is towards the higher end, where you can be confident that wandering into a group of enemies is going to result in a fun fight rather than getting yourself murdered, but I'm curious what everyone else feels.
As a note, this is a discussion on PvE, not PvP. We can generally assume that in PvP, players of equivalent build and skill are as likely as one another to defeat each other regardless of PvE scaling, so it's a moot point to this thread.
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But in order to do it, I have to 'refuse to level past 90'.
Even then, the general world content is still not a challenge, but lots of other things are, and level-capped content exists.
I'll play if Ashes is similar, and probably go back to playing FFXI if it isn't.
I'm in the "Final Fantasy XI" camp. I want at-level overworld monsters to be individually interesting, and bosses/raids to require proper group skill and coordination.
Sure, but there's a gradient here, isn't there? There's quite a large gap between "Will get murdered by a single rat if you go in unprepared" and "capable of waltzing through twenty dragons at a whim". What's your limit? What's your point of fun? What does a good fight look like to you?
My general stance is that I want pockets in the world that feel threatening and I want reasons to go there, but probably not every single mob needs to be a tough fight.
The thing with ashes, is that there is a deliberate design choice that the game is PvX, this puts a spin on the traditional PvE world content. How challenging can they make single/groups of mobs if someone can just come up behind you for an easy kill?
A good example of another game that does this, is Albion online, specifically their red/black zones. The PvE content is generally pretty easy, and players are encouraged to kill things for big exp rewards. The real challenge comes in when you know that you have to be ready to fight/flee if another player/group comes along.
personally, I'm not the biggest fan of albion's black zones...it is very stressful when playing solo/duo, and I can only handle it is short bursts. I'm hoping the corruptions system in Ashes will help alleviate that feeling, and fewer players will be motivated to just randomly kill anyone they see.
I think the numbers used are great, everything is relatively low numbers and 2 lvl 40s could potentially gank a T1 60. to be fair T1 wasn't that great, and the jump to T2 was noticeable. If you were out in the world wearing all T2 you'd feel confident. T2.5 added lots of hybrid options and in my opinion that's where the power lvl should have capped. Naxx introduced T3 and the power lvl of someone wearing Naxx gear compared to any other part of the game was just way too much compared to where it started.
There are certain mobs in the open world of Vanilla WoW that are Elite and are hard to solo. I think there should always be areas like this that are hard to solo even with the best gear in the game. Perhaps only people with the best gear should be able to solo some of the hardest open world stuff, and they should have to stay on their toes.
obviously we'll have armor so there could be some more deep maths involved
In my mind a game like Dofus where your base skills would say they do 15-20 damage but as you level and get more base stats and advanced gear you could start seeing several hundred damage from that same ability so its significantly better but not where you do 10 damage at level 1 and then 100k damage at max level
I'm also a fan of more linear scaling as opposed to exponential. it makes things more intuitive and numbers more meaningful to players. Things feel very off when a player 1-3 levels above you does drastically more damage.