Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Enjoying the Long Game with No End in Sight
BWG369
Member
For context I will offer some background. I have only in the last 2 months found Ashes of Creation. In that time I have watched every development update on YouTube back to about January 2020 thus far and consumed hours of creator content. My MMORPG experience started way back with Ultima Online and ended with WoW. WoW had many fond memories because my Dad played it with me in his 60's before he passed. So here I am 51, these many years later and could not be more stoked about this game. My eldest daughter, 9, is going to be right there playing with me.
On to the meat of this post. I hear a lot of talk about "end game" over and over. I understand that grind mentality but I think anyone applying it to Ashes of Creation is not grasping the scope of the game, at least not the way I will choose to play it. Perhaps it will be part of your experience, who knows.
For me I look forward to playing a Ranger of the "Strider" LOTR variety, wandering the world, exploring each new corner as nodes rise and fall. Gathering and crafting, especially the animal husbandry side or mining and blacksmithing will most likely occupy much of my play. That being said I love that when/if that becomes monotonous I can fight in a siege, defend my Freehold, or go bounty hunting for griefing scum. This game if given the proper time to bake is designed for a person like me that wants the freedom of non-linear play on an unimaginable scale.
This scale and its multipath game experience has the chance to become part of our lives for many years. The idea of libraries documenting the rise and fall of nodes, their heroes, and their impact on the server is incredible. The idea of an actual working economy that has been promised will not be tampered with, is enough to capture my interest alone. The idea of not being stuck in an artificial faction, but instead letting alliances and hostilities arise naturally should create dynamic gameplay that I don't think any of us fully comprehend yet.
I will refrain from being Steven's fanboy any longer in this post, but damn this game is going to be amazing! As for the point of this post, I do not care about endgame as a pursuit. Instead of a direct line or even wiggling path to the best gear, I think what we see instead is a multidimensional wheel of progress available to players. A game where slight changes in play lead to a unique experience for all.
On to the meat of this post. I hear a lot of talk about "end game" over and over. I understand that grind mentality but I think anyone applying it to Ashes of Creation is not grasping the scope of the game, at least not the way I will choose to play it. Perhaps it will be part of your experience, who knows.
For me I look forward to playing a Ranger of the "Strider" LOTR variety, wandering the world, exploring each new corner as nodes rise and fall. Gathering and crafting, especially the animal husbandry side or mining and blacksmithing will most likely occupy much of my play. That being said I love that when/if that becomes monotonous I can fight in a siege, defend my Freehold, or go bounty hunting for griefing scum. This game if given the proper time to bake is designed for a person like me that wants the freedom of non-linear play on an unimaginable scale.
This scale and its multipath game experience has the chance to become part of our lives for many years. The idea of libraries documenting the rise and fall of nodes, their heroes, and their impact on the server is incredible. The idea of an actual working economy that has been promised will not be tampered with, is enough to capture my interest alone. The idea of not being stuck in an artificial faction, but instead letting alliances and hostilities arise naturally should create dynamic gameplay that I don't think any of us fully comprehend yet.
I will refrain from being Steven's fanboy any longer in this post, but damn this game is going to be amazing! As for the point of this post, I do not care about endgame as a pursuit. Instead of a direct line or even wiggling path to the best gear, I think what we see instead is a multidimensional wheel of progress available to players. A game where slight changes in play lead to a unique experience for all.
3
Comments
whalecum. but pls dont be on of those who thinks pking = griefing. its not >:
id say that endgame is an objective made by the game. like there isnt an overall winning condition since you can keep playing it, but i suppose leveling your character to max, plus professions to max and getting the best gear would be the end game for that character. then you can just keep going on adventures without having to farm / progress more
No I think PvP and Griefing are entirely different. Fairly simple to define the difference. I actually look forward to PvP in the context of bounty hunting, naval warfare, caravans, sieges, even territorial conflict.