Scarbeus wrote: » No. The idea that everything I have worked for on my character would just be gone at some point takes away too much enthusiasm to play the game from me.
Caww wrote: » This is a drastic move for a problem that does not yet exist, let the AoC team do their balance thing first.
Strevi wrote: » I would not mind a yearly wipe. But the way the game is now, isn't it supposed to be a similar process? Nodes rise and fall, you have to move to a different node...
arsnn wrote: » I think the first weeks into a fresh mmo server is the most exciting time. I would have loved if aoc would have gone for some kind of cyclical system, especially bc of how the nodes shape the world in the early stages. But reseting or fresh servers are usually not healthy for the game and it’s population. Maybe they could have gone for a similar route like crowfall did it with their eternal realms, essentially carrying over some progress to a parellel/eternal world and also taking some items with you for the next season. I dont think their current ideas would mesh well with any kind of reset mechanism though.
Gandalfthegrape wrote: » Strevi wrote: » I would not mind a yearly wipe. But the way the game is now, isn't it supposed to be a similar process? Nodes rise and fall, you have to move to a different node... Yes and no. When a node falls there will be a certain percentage of people that will quit the game. I don't know if that's .01% or 1% or 10%. Most of the players will just start again but eventually a significant chunk of the players that aren't part of that t6 system will leave. In those other games its completely fine that they leave as in the time span that the game gets stale, the wipe will happen and the players will come back because they can then recompete with those same players on the same footing. Rather than a massively skewed disadvantage. I think Steven said it would take a couple of months to hit level cap so I just said 1 year as a similar ratio as to other games I play that have similar systems but it could be shorter or longer.
Azherae wrote: » I would be okay with 'standing up a new server once per year'. Maybe repurpose some of those at-launch servers that will DEFINITELY not be as necessary two months in. This isn't at all related to 'resetting progress for anyone on their current server'. I don't think that the sort of 'power' that Ashes is likely to reward, would be disrupted or affected much by a server reset. It would 'annoy' a properly established group for a bit, but it would also probably push them to play more, or even 'ally with enemies to get back to their previous positions so they could resume their rivalries'. The Politics Is Too Strong.
NiKr wrote: » I could maaaybe see some type of yearly cataclysm just obliterating the lands, destroying all the nodes and leaving the players homeless but with all their gear and blueprints intact. The new gear (cataclysms would have to come with expansions and new stuff) and new mobs would be stronger than the previous stuff, but the last t5 would be the new t2, so that the newest players would still be a bit behind, while the OGs would just need to keep farming stuff to progress. Though even this kind of setup would only work if the power scaling of gear is quite tight, so that someone in t2 gear could beat someone in t4, especially if their class had the upper hand through the RPS balancing. But I'm definitely against taking away all the power from the players every year. Veteran players should stay that way and be known for what they've done in the past.
Strevi wrote: » Gandalfthegrape wrote: » Strevi wrote: » I would not mind a yearly wipe. But the way the game is now, isn't it supposed to be a similar process? Nodes rise and fall, you have to move to a different node... Yes and no. When a node falls there will be a certain percentage of people that will quit the game. I don't know if that's .01% or 1% or 10%. Most of the players will just start again but eventually a significant chunk of the players that aren't part of that t6 system will leave. In those other games its completely fine that they leave as in the time span that the game gets stale, the wipe will happen and the players will come back because they can then recompete with those same players on the same footing. Rather than a massively skewed disadvantage. I think Steven said it would take a couple of months to hit level cap so I just said 1 year as a similar ratio as to other games I play that have similar systems but it could be shorter or longer. Good point. I thought about this before but not long enough. I think is a double effect. People would quit not only because they lose materials but also because when the node falls, the community will spread. But unlike in other MMOs, the social bonds can also prevent them to leave. That is what AoC tries to achieve, to create such bonds, beyond what guilds offer and to include into them the non-guild players too. It can be that players will migrate together to new nodes but renting apartments will be expensive so they'll go to level 3-4 nodes and seek revenge. It might be some chaos after a few sieges. I looked some time ago on the old node simulation and the first sieges happened quite some time after the start. Could be that a server reset each year would prevent node wars. For a 1 year reset cycle, leveling must be increased. Then again, players who like fast cycles, the game has the castles: they level them up in one month and prepare for siege. Hard to say how is better. For me is important to have sieges and loss associated with them in order to make the community in a node cooperate. If they cannot, then they fall. If that is indeed the reason, then maybe the game failed to create those social bonds.