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PvE Players tell me why you follow Ashes of Creation

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Comments

  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Honest question, why are you playing that?

    As much as I enjoy good PvE, I'm not even remotely interested in it. I can't think of any reason you'd play it - other than just curiosity.
    I love to grind. I love seeing numbers go up. And Palia is one of the most grindy "mmos" out there. Gameplay loop is super simplistic and you repeat it very often. I love that shit :) Palia hooked me waaaay stronger than Tera, even though Palia's character control is shit, movement is floaty beyond belief (you're literally skating around) and its action combat is the most basic point and shoot. But the griiiiind. The grind is good B)
  • Mag7spyMag7spy Member, Alpha Two
    @Raven016 When players are getting their own caravans to deliver their goods and it is a enemy guild, I'm sure it is going to feel natural seeing them and the people that will be going after them. Same with people delivering goods over the ocean.
  • Mag7spy wrote: »
    @Raven016 When players are getting their own caravans to deliver their goods and it is a enemy guild, I'm sure it is going to feel natural seeing them and the people that will be going after them. Same with people delivering goods over the ocean.

    I hope so. But only because the caravan is the intermediate step. First players have to load the goods in the mules at the freehold, travel to the caravanserai and then transport them again at the end, assuming they are processing them to the end. Which they should if they are in a guild.
    But then, why use caravans at all? Must be something with that Tetris like inventory system.

    Or maybe we will see only the mayoral and quest driven caravans while players will chose to skip the caravan system? If this will be the case then I'll get that huge arena feeling escorting caravans because Steven wants so.
  • Mag7spyMag7spy Member, Alpha Two
    Raven016 wrote: »
    Mag7spy wrote: »
    @Raven016 When players are getting their own caravans to deliver their goods and it is a enemy guild, I'm sure it is going to feel natural seeing them and the people that will be going after them. Same with people delivering goods over the ocean.

    I hope so. But only because the caravan is the intermediate step. First players have to load the goods in the mules at the freehold, travel to the caravanserai and then transport them again at the end, assuming they are processing them to the end. Which they should if they are in a guild.
    But then, why use caravans at all? Must be something with that Tetris like inventory system.

    Or maybe we will see only the mayoral and quest driven caravans while players will chose to skip the caravan system? If this will be the case then I'll get that huge arena feeling escorting caravans because Steven wants so.

    For smaller crafting it be easier to just carry the few things you need and not use it. This is more so for people moving large quantities that will have no choice unless they want to make like 100 trips. In do time I'm sure we will find out and be able to test these things though for how they will work exactly.
  • MionikoiMionikoi Member, Alpha Two
    Vyril wrote: »
    Doesn't matter if the first time you saw Ashes was in kickstarter, or just learned of the project 2 weeks ago.

    As a PvE first player, what makes you look forward to PvE in AoC or what was the defining feature that you're looking forward to?

    Questing, exploring, finding this and thats. Looking for new heights to climb to (quite literally.) I want to see what and where can I get to? What can I 'mountain goat' up? Are there jumping puzzles I can parkour through? What sort of solo content is available?

    What about how my character dresses? How much can I change their appearance? Clothes? Hair? War paint? Armor?

    What about housing? What can I put in my player's house and where can I put it? How do I put it there? Will I have the ability to cobble things together to make a fish tank in my apartment? What about a small shrine dedicated to Lord Sandal?

    Quests. What can I expect from interacting with the people of Verra? Are they filled with personality and quirks? Will I be helping them find lost flutes and flowers? Will I be helping drunk ambassadors smooth things over with the elves?

    What about crafting? What all and how and where? Are there things I can make on the spot with the right things?

    As a player that does a lot of PVE content, these are the things I will want to explore. The fact that I can smack another player upside the head for taking a resource node that I fought a pack of wolves for is a bonus. Go get your own you flabberwaffle eating purloiner!
    MY Own NIckle Co-operates with an EYE. -Mīonikoī.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    The biggest reason is the Node system for me. It has huge potential to have a good variety of content coming in and out of availability.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Ravicus wrote: »
    BlackBrony wrote: »
    Vyril wrote: »
    I'm not really seeing anyone really point out a PvE system that they're excited for, or there are a lot of "PvX" responses.

    I personally don't think crafting / gathering is a PvE activity.

    The modern WoW, and FF14 players will really struggle to play Ashes. Don't get me wrong I don't think they have to, but there is always an argument in some random thread how this game will have nobody playing because of the lack of PvE first game systems.

    So far I'm not seeing why any of those PvE first players even want to look at Ashes.

    I know i know, small sample size on a forum.

    I don't think Ashes has really PvE systems. There are no dungeons to farm that don't involve PvP, no raids. I mean raids without PvP, raids that could enthral a PvEr.

    the only place that you have no chance for pvp is in your house. The rest of the world you have a chance to get attacked.

    Imma be real I don't love MMO PvP it's alright I guess. The thing is I'm not scared of PvP but if given the choice I'd rather be fishing or fighting a boss. I'll do it if I have to but I won't log on thinking "hell yeah I can't wait to PvP." If I want a PvP experience I have better games for that.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Dygz wrote: »
    Exactly.
    Gamers like Steven try to pursue the adrenaline rush from risk v reward - and are highly competitive.
    Steven is obsessed with everyone feeling that adrenaline rush much of the time.

    I am a non-competitive, Casual Challenge Carebear who sometimes enjoys PvP combat.
    I'm not motivated by adrenaline rush or risk v reaward or competition vs other players.
    I'm not interested in any of that at all.
    I don't play MMORPGs so I can feel fear and anxiety from the risk of loss. (Or pride for having the longest standing Node on the server.)
    So.. yes.. just as I'm not interested in playing EvE Online, ArcheAge or Albion - I'm no longer interested in playing Ashes.

    See that's the thing if I want that adrenaline rush I'll play Valorant. It will always give me more of a high than an MMO which is why I tend to avoid MMO PvP when possible. I am only still interested with Ashes because they have a lot of interesting features I care about. Also no games perfect so there is that.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Vyril wrote: »
    Noaani wrote: »
    Noaani wrote: »
    Vyril wrote: »
    Dolyem wrote: »
    What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience.

    Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward?
    Is the current implementation of risk vs reward appealing to you?

    I find it funny when people call PvP "risk vs reward".

    I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo.

    I find it funny that you think any of this is true.

    If the risk component of risk vs reward comes from PvP in the most part, then that risk is at best inconsistent - yet the rewards will be the same.

    In my experience, that PvP presence can range from literally no one attacking you the entire pull (had this on Kraken and Red Dragon in Archeage, both for different reasons), or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Clearly, there are many points in between these two points - but the real point is the inconsistent nature of the "risk" while the rewards remain the same.

    The risk is the loss of time, the reward is keeping that time and obtaining what you were trying to obtain during that time you didn't lose.

    Pretty simple tbh.

    This applies to every game ever though. You could make the argument that FFXIV is risk vs reward by this logic. If my team wipes that's 5 minutes I'm never getting back. This is also not at all what Steven means as Steven thinks that isn't enough of a risk.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Dolyem wrote: »
    Dygz wrote: »
    Dolyem wrote: »
    I said PvE only players
    Just because you say something doesn't mean it's relevant or valid.

    Bro, I mean I wasn't referring to servers. I was literally talking about PvE-only players.

    PvE only players wouldn't be interested in ashes anyway(or at least they shouldn't be) I love PvP just not in MMOs I can tolerate it but I still think it's worse than games designed for competitive PvP
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Dolyem wrote: »
    insomnia wrote: »
    insomnia wrote: »
    Over time, i have started to care less and less about the game. I was interested in how you could build your character. That race just became a skin, i think killed it a little for me. I do get why they do it. So people can play the race they want. But you could also apply that to class

    I don’t understand what you mean.

    I am not seeing any quotes that state they have decided to do away with: different racial stats, racial augments, racial building architecture and node development that unlocks different quests/bosses/etc.

    What were you hoping racials to be?
    Dygz wrote: »
    insomnia wrote: »
    Over time, i have started to care less and less about the game. I was interested in how you could build your character. That race just became a skin, i think killed it a little for me. I do get why they do it. So people can play the race they want. But you could also apply that to class
    What gives you the impression that race became just a skin?

    I was certain Steven said it in a livestream. I just can't remember which one. Though the wiki doesn't seem to have the information

    I'm pretty sure racials are still a thing

    They are considering not doing racial passives. There will still be racial augments though. I did actually just check and it says races won't have a stat bonus but Archetypes will. And yes racial augments seem to still be planned.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Rivalzs wrote: »
    BlackBrony wrote: »
    Liniker wrote: »
    BlackBrony wrote: »
    But Ashes doesn't really have PvE.

    Dungeons & Raids both open world and instanced, POIs, Narrative events, world events with stuff like invasions etc, regional and world bosses, treasure hunting, Housing, 23 different professions across gathering crafting and processing,

    Saying AoC has no PVE should be a bannable offense lol

    Bro, that's not PvE. That's filler content. It's like saying that Arenas 1v1 is PvP, and that's all you have.
    That's the problem. You people think PvE is that, but it's not. It won't satisfy PvE players.
    PvErs want to run dungeons and raids, not pick flowers.

    Wdym that not pve? That's literally pve content they listed off

    Well yeah it just depends if the dungeons are good or not. I can also confirm flower picking is life skilling content and not PvE content. Potentially with the exception of hunter.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Mag7spy wrote: »
    lp
    BlackBrony wrote: »
    Liniker wrote: »
    BlackBrony wrote: »
    But Ashes doesn't really have PvE.

    Dungeons & Raids both open world and instanced, POIs, Narrative events, world events with stuff like invasions etc, regional and world bosses, treasure hunting, Housing, 23 different professions across gathering crafting and processing,

    Saying AoC has no PVE should be a bannable offense lol

    Bro, that's not PvE. That's filler content. It's like saying that Arenas 1v1 is PvP, and that's all you have.
    That's the problem. You people think PvE is that, but it's not. It won't satisfy PvE players.
    PvErs want to run dungeons and raids, not pick flowers.

    Why are you spreading mis information? They showed a early raid boss already that has mechanics as well. You can expect later on stuff to be more difficult than that so game clearly has pve with difficulty other than just killing trash mobs...

    Kind of sad people out here trying tot rash things cause they got ntoing else better to do that creating actaul useful dialogue.

    World boss not a raid boss those are 2 different things.
  • Sybil_LanelSybil_Lanel Member, Alpha Two
    Noaani wrote: »
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    My point was more or less don't require a 3rd party program to be able to complete the games content.
    This is a point I totally agree with - which some may consider amusing.

    Nah I remember the dps meter thread haha

    You mean that thread where I said Intrepid should build a combat tracker in to the game client?

    They actually are doing that. It's called a combat log
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    This applies to every game ever though. You could make the argument that FFXIV is risk vs reward by this logic. If my team wipes that's 5 minutes I'm never getting back. This is also not at all what Steven means as Steven thinks that isn't enough of a risk.
    I think I mostly agree with this. Steven - especially in the past year or two - now only seems to refer to Risk v Reward as being associated with PvP. Mobs don't seem to have sufficient risk in his view.
    Though, I would agree that players are significantly more challenging in MMORPGs than mobs are designed to be.
    Still, I can get sufficient spikes of adrenaline rush when I'm fighting mobs. There can be plenty of "holy crap" moments in PvE combat.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Noaani wrote: »
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    My point was more or less don't require a 3rd party program to be able to complete the games content.
    This is a point I totally agree with - which some may consider amusing.

    Nah I remember the dps meter thread haha

    You mean that thread where I said Intrepid should build a combat tracker in to the game client?

    They actually are doing that. It's called a combat log

    A combat log isn't a combat tracker.
  • DepravedDepraved Member, Alpha Two
    Dygz wrote: »
    This applies to every game ever though. You could make the argument that FFXIV is risk vs reward by this logic. If my team wipes that's 5 minutes I'm never getting back. This is also not at all what Steven means as Steven thinks that isn't enough of a risk.
    Mobs don't seem to have sufficient risk in his view.

    didnt you reply to me in another thread saying how mobs are easier, more predictable, you can simply just run away and they will go back to their spawn point, you can move past them undetected / stealthed, etc?

    so i guess also in your views mobs dont have sufficient risk.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Depraved wrote: »
    didnt you reply to me in another thread saying how mobs are easier, more predictable, you can simply just run away and they will go back to their spawn point, you can move past them undetected / stealthed, etc?

    so i guess also in your views mobs dont have sufficient risk.
    Sufficient is going to be subjective.
    People who love PvP will likely want more hardcore combat challenge than mobs provide. Competitive gamers might crave adrenaline rush more frequently than RPG players.
    Doesn't mean that mobs don't have plenty of risk.
  • DepravedDepraved Member, Alpha Two
    edited August 2023
    Dygz wrote: »
    Depraved wrote: »
    didnt you reply to me in another thread saying how mobs are easier, more predictable, you can simply just run away and they will go back to their spawn point, you can move past them undetected / stealthed, etc?

    so i guess also in your views mobs dont have sufficient risk.
    Sufficient is going to be subjective.
    People who love PvP will likely want more hardcore combat challenge than mobs provide. Competitive gamers might crave adrenaline rush more frequently than RPG players.
    Doesn't mean that mobs don't have plenty of risk.

    i like hard pve....but pvp will always be harder.

    you also side stepped the topic. from your perspective, mobs dont offer risk because of all the things mentioned above, so its not just steven ;) you think like that as well
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    I did not side-step the topic.
    Mobs offer plenty of risk and adrenaline rush during combat - and I would say sufficient risk.
    Mobs do not provide as much Hardcore challenge as PvP combat.

    So, apparently we agree:
    PvE can be Hardcore Challenge.
    PvP will be more Hardcore Challenge.
    But, when Steven talks about Risk, he only talks about PvP combat.

    In Ashes, PvP combat has less risk than fighting mobs.
    Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
    Dying while Purple has half-normal death penalties.
    Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
    More PvP combat is not the same thing as more risk.
  • DepravedDepraved Member, Alpha Two
    edited August 2023
    Dygz wrote: »
    I did not side-step the topic.
    Mobs offer plenty of risk and adrenaline rush during combat - and I would say sufficient risk.
    Mobs do not provide as much Hardcore challenge as PvP combat.

    So, apparently we agree:
    PvE can be Hardcore Challenge.
    PvP will be more Hardcore Challenge.
    But, when Steven talks about Risk, he only talks about PvP combat.

    In Ashes, PvP combat has less risk than fighting mobs.
    Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
    Dying while Purple has half-normal death penalties.
    Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
    More PvP combat is not the same thing as more risk.

    pve is risky too in aoc. if you die to mobs, you get the corresponding death penalties according to your color. in fact, dying to players or to mobs carries the same risk. there are no special penalties for each mode. \

    pvp events carry no death penalties, however they may carry social risk, or you could simply fail and not progress, depends on what you are doing.

    killing someone on pvp wont always grant you something, but killing mobs will always grant you something. so pve is more rewarding than pvp. pvp is just another obstacle to do pve, which makes it more fun imo (this one is subjective).
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Dygz wrote: »
    In Ashes, PvP combat has less risk than fighting mobs.
    Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
    Dying while Purple has half-normal death penalties.
    Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
    More PvP combat is not the same thing as more risk.

    You are focused too much on the penalty and not thinking about this practically. Yes, PVP has less of a penalty but there is an increased chance of you dying and facing that penalty. There are also other things being risked in sieges and caravans besides death.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Noaani wrote: »
    In Ashes, PvP combat has less risk than fighting mobs.
    Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
    Dying while Purple has half-normal death penalties.
    Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
    More PvP combat is not the same thing as more risk.

    You are focused too much on the penalty and not thinking about this practically. Yes, PVP has less of a penalty but there is an increased chance of you dying and facing that penalty. There are also other things being risked in sieges and caravans besides death.

    That was Dygz you wanted to quote, not me.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    The monkey enclosure is open again and shit flies left and right.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    In Ashes, PvP combat has less risk than fighting mobs.
    Open Seas have less risk because the death penalties in the Open Seas are not as bad as the death penalties from dying while Green.
    Dying while Purple has half-normal death penalties.
    Sieges and Caravans and Guild Wars and Node Wars and Arenas do not have death penalties.
    More PvP combat is not the same thing as more risk.

    You are focused too much on the penalty and not thinking about this practically. Yes, PVP has less of a penalty but there is an increased chance of you dying and facing that penalty. There are also other things being risked in sieges and caravans besides death.
    Other than death penalties, why should I care about dying more frequently? Dying twice while Purple is half the risk of dying once while Green.

    Sieges and Caravans don’t have death penalties. Sieges and Caravans are Meaningful Conflict.
    Steven rarely, if ever, mentions Sieges and Caravans when he talks about Risk v Reward.
    Especially in the past couple of years. IIRC.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2023
    Depraved wrote: »
    pve is risky too in aoc. if you die to mobs, you get the corresponding death penalties according to your color.
    Pretty sure I stayed that PvE in Ashes has plenty of risk.


    Depraved wrote: »
    in fact, dying to players or to mobs carries the same risk. there are no special penalties for each mode. \
    Dying while Purple is half the risk of dying while Green.
    Dying while Green has normal death penalties.
    Dying on the Open Seas has fewer death penalties due to the auto-flag to Combatant.
    So, dying on the Open Seas has less risk than dying while Green.


    Depraved wrote: »
    pvp events carry no death penalties, however they may carry social risk, or you could simply fail and not progress, depends on what you are doing.
    LMFAO
    Social risk from PvP is irrelevant to me, but…
    That is not something Steven ever discussed as far as I know and does not factor into his concept of Risk v Reward.
    And… “PvP Events” are Meaningful Conflict.
    I don’t hear Steven talking about “PvP Events” when he obsessed over Risk v Reward.
    That’s my point.


    Depraved wrote: »
    killing someone on pvp wont always grant you something, but killing mobs will always grant you something. so pve is more rewarding than pvp. pvp is just another obstacle to do pve, which makes it more fun imo (this one is subjective).
    No… you’re probably actually more likely to gain loot from killing someone than you are from killing a mob. At worst, that’s an equal chance, but…
    Due to loot lock-outs and tagging rules, people could frequently participate in killing mobs and not qualify for loot.
  • VyrilVyril Member, Alpha Two
    edited April 8
    Nyce Posted a Video that related to this topic. Let's see if people have changed their minds with the more recent updates.

    https://youtu.be/S93XM11ylN8?si=cIbnMVVdgrnOdZei
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Vyril wrote: »
    Nyce Posted a Video that related to this topic. Let's see if people have changed their minds with the more recent updates.

    https://youtu.be/S93XM11ylN8?si=cIbnMVVdgrnOdZei

    For the usual people. Video appears 'descriptive'.

    Parser result:
    - Ashes of Creation is a "sand park" MMO, blending elements of both sandbox and theme park styles.
    - The game has a strong focus on PvP, with the potential for conflict and player-driven events.
    - Most dungeons in Ashes of Creation will be non-instanced, meaning multiple groups can enter and compete for resources.
    - This non-instanced dungeon design can lead to scarcity of rare loot drops and potential conflicts between player groups.
    - There are death penalties in the game, such as "experience debt" that can reduce PvE drop rates after player deaths.
    - The game encourages player interaction and conflict, even in PvE activities like dungeons.
    - Fast travel is very limited in Ashes of Creation, requiring players to navigate the open world.
    - There is no group finder tool, so players must form their own parties to tackle content.
    - The game's node system and dynamic world events aim to create a unique experience for each player and server.
    - The presenter encourages players to be open-minded and step out of their comfort zones when it comes to the game's PvP and non-instanced PvE elements.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Hahaha!
  • DripyulaDripyula Member
    edited April 8
    Vyril wrote: »
    As a PvE first player, what makes you look forward to PvE in AoC or what was the defining feature that you're looking forward to?
    The current me identifies as a PvEvP player but I hope my post is also welcome. :wink:

    I hope to see what no other MMO could which is the rise and development of whole locations at the hand of the playing community inside of the game.
    That is very much something I have never seen anywhere. With comparable scenario's being cute, tiny and laughable in comparisation.


    I have no expectations for PvP or PvE. It will feel "okay" which I'm pretty sure about.
    No my greatest hope is that Intrepit manages to not just give us the ability to rise up nodes with whatever restrictions come with it...
    ... but also to make the whole ordeal not feel like someone is an idiot for participating in it.

    Cause ngl the zerging restriction discussion kinda killed my excitement for it, currently.

    I hope that about 90% of the playerbase will not come to a realization at some point, that they can quit the game or be just "mobs with an irl body" for the current no-lifers.
    And only the no-lifers will ever decide who owns a node and which nodes will be developed the highest... somehow also coupled with the highest leveled nodes being in the hands of the no-lifer guilds who make sure that about 90% of the playerbase can never get some kind of rewards & items of comparable levels.


    The last thing that I need is a cringe "Overlord - the MMO"
    93jbnwdnaoc1.jpg
    with most players quitting the game cause they are not the "maincharacters".

    My feelings are conflicted as hell currently. I want the game to suceed very badly but at the same time I fear it will just refuse to be realistic when it comes to be attractive for the most important part of the playerbase.
    Which is the broad middle right between absolute no-life sweat and just a lighthearted casual.

    I've got no idea what the average AoC player will want to see and experience for themself in the game.
    But whatever that is: I hope it will not be gatekept to death by the nolifers, possibly in every aspect.
    In short... people must feel like their presence in a game matters.
    I feel most people quit because they just... feel stupid.
    And that their time is not respected.

    For me that would be the feeling of not being able to join a group of people that can do what I aspire.
    Which is to hold any node that they care about, or develop their nodes as everyone aspires.
    And this somehow being tied to the presence of sweats on the servers whos irl-less levels are of such insane proportions that we know, we might as well go to another server or quit the game entirely.
    This will happen! Not necessarily to me, but to many.


    I would rather see the game "cater" too much to everyone than to just a few elitist few.
    Ironically the complete opposite of what I enjoyed in WoW Vanilla back in the day.
    Now I am older though and I just know I won't be able to put as much time in AoC anymore as I would 20 years ago for example.
    Which I worry is also the case for most other MMO enjoyers today.
    Younger people tend to go console or mobile.
    Knowing your audience is important for success.




    1.) So... I wanna be able to develop and hold the nodes me and my guild will be interested in.
    2.) And in whatever other aspects of the game, I hope that the broad mass of players can also rise to the top somehow by whatever unfair advantage is necessary against elitists.

    So that there won't be a sudden and horrible exodus of players in the game after most of them have realized AoC is not "their" game after all and they are not interested to be NPC's and mobs in the no-lifers game.
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