Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
You can go to a party with a swirl cake and get a mostly chocolate slice, someone else get a mostly plain/vanilla slice, everyone enjoys the 'same cake' at the 'same party'.
You can't do that with pie without ruining it.
This overextended analogy has been brought to you by the Patissier's Association of Eastern Verra.
Considering you can craft max ilvl gear, you dont really have a valid point about hiding anything behind a +20 as the loot pools drops at a +17 hero and a +16 and above for vault mythic.
The game is literally becoming easier each patch and expansion while making it more obtainable for high end loot through minimal skill checks now. You'll come across many over geared players in high end content that dont even know how to play their class or game for that matter. Sure, there is still many players who are quite good at the game but the games end game purpose is quite soulless. They've created a soulless dopamine driven reward system designed like a mobile game. This is what mainstream game developers do. Look at any of their IP's since blizzard was acquired by activision. Blizzard is just a name they parade around while almost all of the people who create blizzard dont even work there anymore and/or have anything to do with the company.
So im not sure what you're trying to get about 99% balance aspect considering their target audience is that casual weiner kid who wants to be fed transmogs and loot based on entitlement. The game hasn't been about the 1% in a very long time and content creators are to blame in a way as many community members (not just for wow) go to these creators for their opinions instead of learning for themselves.
Take soulsborne games as example, there is only one difficulty setting, people whine and cry about it but what they dont realise is you can literally cheese and one shot many bosses if you actually learned to play the game as the builds and item balancing is all over the place. So lets not try to cater to the 99% because thats how good games become soulless mainstream muppet games.
I suppose this would be a clear example of myself not doing good enough of a job of distinguishing between my system and the methods that modern games use. First of all, as I've said in other responses, the issues with people paying for boosts and relying off other players to provide them with gear.. I believe can purely be fixed through the game's design. Foremost, the game is designed in a way that gear is not entirely self reliant and requiring of skill, using others as a resource for achievement in the game, including just paying gold to give you a full set of gear you don't have to work to. It is a philosophy that I agree with that if you're able to provide some form of service, currency, or are simply friends, that you should be able to provide other players with power. The flip side of the coin is of course the team needing to be on top of dealing with RMTs surrounding the game, such as people having an Ashes boosting website.
I like the term that you used when you said "award slot machine", I understand that perception when it comes to the system that I have presented. However! I think that the truth of that reality and it's distaste when presented in modern games, is that the system is uninteresting, short, and simple. If the challenges presented in order to complete these challenges are in-depth, well made, and long form challenges, I believe that they would far surpass that standard. As I've mentioned before in response to another good comment, I believe that simply translating KPS into in game systems like quest givers or other forms of providing systems would remove the soullessness that you're alluding to when speaking about AAA games.
When you mention participation rewards to feel special, that's nowhere near where I want to land with my system. The reason I mention multiple times in the trust of other's achievements, is because none of the major rewards should be anywhere near simply through participation. Epic rewards should be a struggle, a long term effort with either repetition, research or raw skill. I don't want people to be handed a currency every time they complete a world event that you can build up and just cash out for an item. I want someone to be dragged through the annals of Verra, through fire in flame, to earn their gear. All I want, is for there to be more than enough paths of blood and conquest to choose from.
Perhaps that cleared some points up? Also #NoAddons praise the gods.
Awesome addition, thanks for the input!
I could not agree more with the complaint about the 0.01% players that drive late game in many games. They spend so much time agreeing with each other in echo chambers like big Streamers chats that others who don't even participate in their nonsense infinite gameplay loop start to agree with them. (I would know because at some point I was one of those people)
I'm pretty fed up with games where leveling is pointless, you can pay for carries, pay for gold and pay for boosts with RMT. These studio's just killed off the adventure in their game to be theme parks and p2w. But I wont go down the path of reiteration of pointless end-game accomplishments haha
The game definitely needs to feel like players accomplished things whether it be from obtaining through crafting or dungeons, events etc. Different paths to accomplish this is important but definitely not in ways that the players abuse it for the easy route. I am definitely glad the end game is more player driven and open ended opposed to just getting a gear score, rating, a few t-mogs and mounts and then do it all over again on several alts.
I definitely like where you're going with it