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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
PUG incentives
Nerror
Member, Alpha One, Alpha Two, Early Alpha Two
Disclaimer: I haven't completely thought this through, so there may be facets to this with some issues.
What do you guys think about adding incentives for Pick-Up Groups? Static groups are nice and all, and they tend to have their own advantages built in with voice com and class synergies, and just from the people knowing each other. But static groups are also often kind of insular to a point where they might not even pick up new temporary members, if some in the group are out sick or something.
My idea is basically this: If you group with a new character you have never grouped with before, you get +5% experience, up to +35% experience for a full group of 7 new people. This only lasts 24 hours, and only while the people are in the group with you. This added experience goes on top of the usual group XP modifiers. For example, WoW has +40% XP for a full group of 5.
This gives people without static groups a leg up when out XP'ing, and it hopefully gives a little incentive for static groups to fill the last one or two slots they have for an extra 5-10% XP.
If the same people like each other and continue grouping in the future they don't get the XP bonus anymore, but at least they will have made some new friends.
I see it as one of several building blocks to help create and strengthen ingame communities.
What do you guys think about adding incentives for Pick-Up Groups? Static groups are nice and all, and they tend to have their own advantages built in with voice com and class synergies, and just from the people knowing each other. But static groups are also often kind of insular to a point where they might not even pick up new temporary members, if some in the group are out sick or something.
My idea is basically this: If you group with a new character you have never grouped with before, you get +5% experience, up to +35% experience for a full group of 7 new people. This only lasts 24 hours, and only while the people are in the group with you. This added experience goes on top of the usual group XP modifiers. For example, WoW has +40% XP for a full group of 5.
This gives people without static groups a leg up when out XP'ing, and it hopefully gives a little incentive for static groups to fill the last one or two slots they have for an extra 5-10% XP.
If the same people like each other and continue grouping in the future they don't get the XP bonus anymore, but at least they will have made some new friends.
I see it as one of several building blocks to help create and strengthen ingame communities.
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Comments
I'd be totally fine if this applies to guild alliances as well, cause this would lead to "pvp guild + casual guild" alliances and I'm all for those and they have been really successful in my experience.
From my experience, the best thing to keep people in an MMORPG is for them to have close connections with people - and so to me, this is what should be encounraged.
Giving people a real reason to not group with someone they have already grouped with seems to me to go against what an MMORPG should be.
Wednesday's at PM Cst
https://www.youtube.com/@TheHiddenDaggerInn/featured
Any extra rewards would encourage some to game the system, it always does.
yes. from the latest footage it does appear that grinding is a valid method of levelling.
Specifically about that, they made a cut in the video at some point, where he had gained close to a level in the meantime. So the actual gain we saw was much smaller. I also noticed that the quest XP was disappointingly small in terms of moving the XP bar.
Can you share why? Even if just as a headline.
I don't think we can take the XP gain rate at face value at this stage. Just like during the commissions dev update no one really realized they were fighting mobs level 8-9 with characters level 15-16, can't judge mana efficiency in those conditions, yet people were.
We tend to read too much between the lines. Often what's there is only a rough draft.
I think Percimes is right twice over, but ofc this is probably huge bias.
If Ashes can't manage to be an organic experience before endgame/node loyalties kick in, then I consider it a failed product. Therefore I'm strongly against anything that leads to potential for gaming any system, that isn't a hard requirement of its design or Steven's wishes.
I honestly believe that no matter how many people are attracted to, or made happy by, an incentive system, that as soon as it can be gamed by someone trying to get ahead 'harder than those people', you've poisoned the well yourself.
There are a lot of systems like this that I don't say anything about, ofc, because who wants to argue with the people who will be made happy by such things? People like what they like. But I can at least give that much clarity. This is the sort of thing where just the micromanagement required by Intrepid, to block the micromanagement of a megaguild who try to squeeze every last drop of exp out of it, wouldn't be worth it.
Which would probably lead to 'them not doing that'. And then the efficiency-toxicity spiral begins.
Harsh death penalties? I don't see the death penalties as harsh at all...
up to 4% of your level XP which can take hours to grind it back, durability that requires materials that are very expensive if you have good gear, 30% of your gatherables,
now die 4~5 times... if you dont think thats harsh I'd say you are up to a big surprise..
Its not WoW... we never heard anything about attunement I dont know where this came from, but this is one of the reasons why I say people will be surprised, players are expecting a WoW raiding experience and that expectation will be destroyed with the reality of Open World PvX content,
you saying you would take mid gear to a raid is the literal reason why I say PUGs wont be a thing, what would you do when an enemy fighter leap strikes you with his BiS gear mid raid? thats 1 less player to defend, now the boss is gone, raid is gone,
everyone spawning back in town crying about the repair costs and negative XP plus the 5 hours that was lost, and you are likely to get blacklisted from ever raiding with that group again for going with bad gear and making them lose the raid, if you are lucky you wont end up in their KoS list.
Not necessarily a flat buff, but something like the game efficiency of combat working out or something.
Obviously this is just a rough estimate, ballpark range, many factors to take into account. But the general idea holds. PUG incentive.
that being said I don't see any real reason to incentivize PUGs because in a lot of ways it's a better option then trying to create a static group from scratch. Game will also have server discords as well making pick up groups even easier then it was in the past. go check out new world before it dies the open world content is massive zerg fests
So my guess is that most people will regularly team up (sorted by frequency)
And the big mix up of people will inevitably occur when a Node decays (due to migration) or due its destruction.
Dungeons and Raids.
Events...
AoC presently plans NOT to do this - but I don't foresee that lasting; It'll probably be a thing for the 1st year of two of the game, before it's determined to be in our best interests, in terms of running and completing multi-player content.
So join a guild! There are already plenty of options available, and we're not even at Alpha-2, yet. There's no reason to feel forced to play as a solo player just cos your existing friends don't play.