Noaani wrote: » Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay.
Laetitian wrote: » Noaani wrote: » Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. Can you explain how a freehold constitutes more critical gameplay than a castle, please?
Noaani wrote: There is also most likely going to be more content - and more varied content - that is locked behind freeholds than castles
Laetitian wrote: » Noaani wrote: There is also most likely going to be more content - and more varied content - that is locked behind freeholds than castles The essence of my question was what content you think that is.
Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design.
Depraved wrote: » Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design. you arent restricted from processing. you just cant do all processing unless you meet certain conditions. that's like saying I cant go into this open world dungeon because I don't have a party, that's bad design since I depend on other players, and that's also gameplay.
Laetitian wrote: » Noaani wrote: » Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. Can't you do all the things you can do at freeholds in other parts of the world, just with less powerful rewards?
Taleof2Cities wrote: » Depraved wrote: » Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design. you arent restricted from processing. you just cant do all processing unless you meet certain conditions. that's like saying I cant go into this open world dungeon because I don't have a party, that's bad design since I depend on other players, and that's also gameplay. This is a skill line, Depraved ... not grouping up for content. Don't forget the distinction. That said, we're likely not to see the full loop of freeholds until Beta. The jury's still out in my opinion ... accessibility could be fine after players get in and test.
Dygz wrote: » You don't have to own a Freehold to Craft on a Freehold.
Depraved wrote: » Taleof2Cities wrote: » Depraved wrote: » Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design. you arent restricted from processing. you just cant do all processing unless you meet certain conditions. that's like saying I cant go into this open world dungeon because I don't have a party, that's bad design since I depend on other players, and that's also gameplay. This is a skill line, Depraved ... not grouping up for content. Don't forget the distinction. That said, we're likely not to see the full loop of freeholds until Beta. The jury's still out in my opinion ... accessibility could be fine after players get in and test. I get that but what I mean is partisanship is still part of the game. some parts of the game will require other players to help you to get access to them. so the question is, which parts should be accessed solo and which ones with the help of other players? take into consideration this game is group oriented. also, some skills in other games require other players to help you activate them. even in ashes, you can promote cc applied by other players. so you can make the same argument here. i cant stun my target because I need a tank that uses a stagger first, boo hoo. so how do you decide when designing the game? i supposed you would need full info about the game first.
Depraved wrote: » also, some skills in other games require other players to help you activate them. even in ashes, you can promote cc applied by other players. so you can make the same argument here. i cant stun my target because I need a tank that uses a stagger first, boo hoo. so how do you decide when designing the game? i supposed you would need full info about the game first.
Caeryl wrote: » Depraved wrote: » Taleof2Cities wrote: » Depraved wrote: » Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design. you arent restricted from processing. you just cant do all processing unless you meet certain conditions. that's like saying I cant go into this open world dungeon because I don't have a party, that's bad design since I depend on other players, and that's also gameplay. This is a skill line, Depraved ... not grouping up for content. Don't forget the distinction. That said, we're likely not to see the full loop of freeholds until Beta. The jury's still out in my opinion ... accessibility could be fine after players get in and test. I get that but what I mean is partisanship is still part of the game. some parts of the game will require other players to help you to get access to them. so the question is, which parts should be accessed solo and which ones with the help of other players? take into consideration this game is group oriented. also, some skills in other games require other players to help you activate them. even in ashes, you can promote cc applied by other players. so you can make the same argument here. i cant stun my target because I need a tank that uses a stagger first, boo hoo. so how do you decide when designing the game? i supposed you would need full info about the game first. We're talking about a skill line, stick to the discussion at hand.
Depraved wrote: » Caeryl wrote: » Depraved wrote: » Taleof2Cities wrote: » Depraved wrote: » Noaani wrote: » It would seem to me that it is bad design to allow someone to start out on a path that has a clear end, but then just before that end, placing an obstacle in their way that is - to them - insurmountable. It is akin to only letting the top 100 people on the arena leaderboard actually level past 45 - or people they allow. Scarcity is a good thing in an MMORPG. Top end gear, flying mounts, castles, being mayor, these are all things that benefit from being scarce. Freeholds though, they are gameplay. A game that makes it's gameplay systems and content scarce before the game launches seem to me to be a game that is going to be chasing their tail fixing their bad design after the game has launched. Honestly, it really is bad design. you arent restricted from processing. you just cant do all processing unless you meet certain conditions. that's like saying I cant go into this open world dungeon because I don't have a party, that's bad design since I depend on other players, and that's also gameplay. This is a skill line, Depraved ... not grouping up for content. Don't forget the distinction. That said, we're likely not to see the full loop of freeholds until Beta. The jury's still out in my opinion ... accessibility could be fine after players get in and test. I get that but what I mean is partisanship is still part of the game. some parts of the game will require other players to help you to get access to them. so the question is, which parts should be accessed solo and which ones with the help of other players? take into consideration this game is group oriented. also, some skills in other games require other players to help you activate them. even in ashes, you can promote cc applied by other players. so you can make the same argument here. i cant stun my target because I need a tank that uses a stagger first, boo hoo. so how do you decide when designing the game? i supposed you would need full info about the game first. We're talking about a skill line, stick to the discussion at hand. the underlying argument is requiring other players to access things in the game. you also ignored my example of not being able to stun someone since I need someone else to stagger them first. this is also a skill line.
Depraved wrote: » the underlying argument is requiring other players to access things in the game.
Depraved wrote: » huh. you can pvp inside afh, just not inside a fh house. your fh can also be attacked and raided after an unsuccessful node siege, so if you want to keep your shit, you need to win at pvp. i'd say crafting is safer than processing. beside it doesn't even matter. not everything has to be equal. you can simply trade for the mats you need and craft your gear. fh are going to be very contested. the point of the artisan professions is to help you get items. the point is to get the item, doesn't matter how you get it. rping as a tomato farmer is something extra.
The underlying argument is that it makes zero sense that in every single other aspect of the game, you can prevent someone's progress only by competing with them, fighting, beating them to the punch in the open world, where all the best rewards are.
That's on top of how shortsighted it is to even have the potential that the inaction of other players could put a hard stop on the progress of a skill line.
Noaani wrote: » Depraved wrote: » the underlying argument is requiring other players to access things in the game. Sort of, the underlying argument is in regards to which things should require other people to get access to. Again, in my mind, this is simple. If an activity is solo - such as crafting - it shouldn't require other people to access it.
Depraved wrote: » sure, but crafting isn't a solo activity in ashes.
also, what is the purpose of crafting? to get items to become stronger.