Laetitian wrote: » In an adaptive world, your reward for exploration is finding the most efficient spot to level at. Funnily enough, the fear of inefficiency and others getting more efficient farming spots by zerging and pushing you out of their territory is a hot topic right now. Relocation and exploration are the correct answers to that problem for outnumbered groups. Exploration is already important and efficient, the problems are just that 1) the effect is inherently limited in the alpha, and 2) people rather cry to the devs than find solutions for their problems or accept when other people are stronger than them.
nsys wrote: » I'm not sure "finding a new spot to grind for 20h" is what most people mean by exploration. Exploration is mostly a solo activity and right now doing anything solo past the first 2 kill quests is straight up impossible for most classes/players in a fun/efficient manner. If you talk to ppl on the discord, the community is adamant, that the only way to play this game is to get into a guild at lvl 1 and hope that you can somehow get dragged along. I fear this has also seeped into the dev's mindset. Early levels should be solo (guided) exploration, getting a hold in the world with group content like dungeons and raids being incentivized more and more. It's a solved problem. I can only hope that these systems are just not implemented yet, but I fear that too much of the "it's an mmo it has to be shit for 300 hours" mindset has seeped in.
Flashfirez23 wrote: » I played the alpha and I love the world so far. I think the views are amazing and it is fun just to explore and taking everything in. However, it did get me thinking that it would be great if there was more incentive to just go out exploring. I know this is an alpha and more content will be added to flesh this out. However, I feel that the open world exploration in most finished MMOs just is not good or worth while. It would be great if you could gain experience just by adventuring throughout the world and organically leveling instead of always needing to follow a quest to get to max level. I think there should be multiple ways to level your character and they should be all relevant. Whether that be through exploring, questing, pvp, crafting, etc. To make adventuring and exploring more rewarding for the player. Here are some suggestions. 1) There should be secrets in the world that are hidden away that players can find that give them a good chuck of experience and loot that makes them worth seeking out. 2) Points of Interest could have optional objectives that players can choose to complete for a reward. The objectives could be killing enemies, collecting items, solving puzzles, doing a jumping puzzle, etc. 3) Killing a new type of mob for the first time should give you extra experience so you are incentivized to seek out new areas. This could also apply to harvesting a collectable for the first time. Or crafting an item for the first time 4) Discovering new areas could give you experience as well Are their any ways you think think exploration in Ashes could be expanded upon to make it more worthwhile?
Songcaller wrote: » Steven used to claim grinding is neither an option nor encouraged. It's excellent to see such a game pillar being in effect from the first iteration...hang on, all I've done so far is grind, grind, grind...If content is king, grinding is a peasant.
Depraved wrote: » I recall him saying you have to grind. also, grinding is fun, I love it. there will be a mix of questing and grinding
Also don't fall into the trap of thinking exploration can only happen out in the wild. A well crafted exploration experience could be created in a Library completly based on picking and opening books if it was deep enough, and if it were repeatable and had some renumerating rewards it could be a whole proffession.