Ludullu_(NiKr) wrote: » Time spent vs reward. That spent time usually comes from dying over and over (either to pve or pvp). In Ashes you'll lose even more time per death, cause we have player loot and XP debt mechanics.
Dimitraeos wrote: » So far it seems like the risk is time being lost as a result of failing to succeed at the given activity (a pvp fight, raid, dungeon, etc) Even when we try and "calculate" (for lack of a better word) it on the basis of lost resources etc, it still comes down to time (because it takes time to get those invested resources in the first place) How would this apply to so called "safe" forms of content and their potential rewards? Like for Instanced pve content? Obviously we still don't know the full scope of what this will entail but since we can assume there will be some form of instanced PvE, assuming it was hard enough and hence has the potential to lose lots of invested time, shouldn't the rewards in theory also be commensurate with that?
Songcaller wrote: » I see risk as challenging the odds. The reward comes when less are used to get the rewards. often in duos or trios for group content in other MMOs, contestation will prevent such a practice in AoC but still, the risk would be fighting outnumbered for the reward of victory.
Ludullu_(NiKr) wrote: » Time spent vs reward.
Azherae wrote: » Dimitraeos wrote: » So far it seems like the risk is time being lost as a result of failing to succeed at the given activity (a pvp fight, raid, dungeon, etc) Even when we try and "calculate" (for lack of a better word) it on the basis of lost resources etc, it still comes down to time (because it takes time to get those invested resources in the first place) How would this apply to so called "safe" forms of content and their potential rewards? Like for Instanced pve content? Obviously we still don't know the full scope of what this will entail but since we can assume there will be some form of instanced PvE, assuming it was hard enough and hence has the potential to lose lots of invested time, shouldn't the rewards in theory also be commensurate with that? Basically, 'no', for me. If the content is fun, and for PvE players that I know to actually like the PvE, the effort of trying and solving the encounter is the fun, then they don't need to be additionally rewarded, you rely solely on your balance and intended encounter difficulty. For me, if you are enjoying the process of facing that encounter, you are not risking anything unless there was some resource other than time which was being consumed to eventually prevent you from being able to attempt that encounter. I also believe that encounters 'need' these things especially in MMOs. They can take many forms, but overall, even if you want your players to have fun, if the encounter offers a Reward, then the players should be at risk of 'running out of something they use to do it', thereby Risking their ability to continue experiencing the fun of that activity/encounter.
Noaani wrote: » Ludullu_(NiKr) wrote: » Time spent vs reward. From an objective standpoint, this is the only correct answer. This is simply because time is the only thing we players put in to an MMORPG other than the subscription that only grants access. Even Azheraes notion above of risk being a setback of your ability to have fun is still a risk of time. That setback simply means you need to spend more time in order to have the fun you want from the game.
Dimitraeos wrote: » Songcaller wrote: » I see risk as challenging the odds. The reward comes when less are used to get the rewards. often in duos or trios for group content in other MMOs, contestation will prevent such a practice in AoC but still, the risk would be fighting outnumbered for the reward of victory. Less players involved = more time spent doing task (because doing the thing will take longer) = more reward I think that fits into the original post as well as what others have said as far as Time/Resources Invested = Reward
Azherae wrote: » Dimitraeos wrote: » Songcaller wrote: » I see risk as challenging the odds. The reward comes when less are used to get the rewards. often in duos or trios for group content in other MMOs, contestation will prevent such a practice in AoC but still, the risk would be fighting outnumbered for the reward of victory. Less players involved = more time spent doing task (because doing the thing will take longer) = more reward I think that fits into the original post as well as what others have said as far as Time/Resources Invested = Reward The problem with this concept, not that it's overall wrong at all, but just a general problem, is that MMOs and MMO-likes now exist in which there is no real risk of 'opportunity cost'. A specific set of MMO designers have 'lost the plot' and led us to a game type that some of us find boring or 'soulless' because they have figured out 'if we don't have any opportunity cost to work out then we have no disparity and therefore no pain-points, and we get less complaints from the less invested players'. When there's pressure from your 'suits' to keep numbers up, they can look at painpoints and go 'remove that, it's making people have less fun', but when the game eventually 'loses its soul' and dies, they can't point at anything in particular, and might even have enough whales to consider things to still be fine.
Dimitraeos wrote: » Azherae wrote: » Dimitraeos wrote: » So far it seems like the risk is time being lost as a result of failing to succeed at the given activity (a pvp fight, raid, dungeon, etc) Even when we try and "calculate" (for lack of a better word) it on the basis of lost resources etc, it still comes down to time (because it takes time to get those invested resources in the first place) How would this apply to so called "safe" forms of content and their potential rewards? Like for Instanced pve content? Obviously we still don't know the full scope of what this will entail but since we can assume there will be some form of instanced PvE, assuming it was hard enough and hence has the potential to lose lots of invested time, shouldn't the rewards in theory also be commensurate with that? Basically, 'no', for me. If the content is fun, and for PvE players that I know to actually like the PvE, the effort of trying and solving the encounter is the fun, then they don't need to be additionally rewarded, you rely solely on your balance and intended encounter difficulty. For me, if you are enjoying the process of facing that encounter, you are not risking anything unless there was some resource other than time which was being consumed to eventually prevent you from being able to attempt that encounter. I also believe that encounters 'need' these things especially in MMOs. They can take many forms, but overall, even if you want your players to have fun, if the encounter offers a Reward, then the players should be at risk of 'running out of something they use to do it', thereby Risking their ability to continue experiencing the fun of that activity/encounter. But Risk v Reward is a core design pillar of Intrepid's game so we actually need to quantify that objectively. I understand if something is fun but takes time then the perception of loss is relative as you're saying, but we still need to quantify that to decide how to determine rewards.
Dimitraeos wrote: » Azherae wrote: » Dimitraeos wrote: » Songcaller wrote: » I see risk as challenging the odds. The reward comes when less are used to get the rewards. often in duos or trios for group content in other MMOs, contestation will prevent such a practice in AoC but still, the risk would be fighting outnumbered for the reward of victory. Less players involved = more time spent doing task (because doing the thing will take longer) = more reward I think that fits into the original post as well as what others have said as far as Time/Resources Invested = Reward The problem with this concept, not that it's overall wrong at all, but just a general problem, is that MMOs and MMO-likes now exist in which there is no real risk of 'opportunity cost'. A specific set of MMO designers have 'lost the plot' and led us to a game type that some of us find boring or 'soulless' because they have figured out 'if we don't have any opportunity cost to work out then we have no disparity and therefore no pain-points, and we get less complaints from the less invested players'. When there's pressure from your 'suits' to keep numbers up, they can look at painpoints and go 'remove that, it's making people have less fun', but when the game eventually 'loses its soul' and dies, they can't point at anything in particular, and might even have enough whales to consider things to still be fine. I get it but, we still have to quantify the notion of Risk in = Reward out and I think Ashes will have a much MUCH larger scope of activities that players can choose from to find their gameplay loops and be happy within them.
Sathrago wrote: » Ludullu_(NiKr) wrote: » Time spent vs reward. That spent time usually comes from dying over and over (either to pve or pvp). In Ashes you'll lose even more time per death, cause we have player loot and XP debt mechanics. this is actually the thing that drives me away more than losing every other form of progression. You can restock, rebuild, rearmor, relevel etc. But you will never get your time invested back. The more you have of all these mechanics the harder it becomes for you to go back and do it again each time.