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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.
Questing vs Grinding
MyReality
Member, Alpha Two
Would you rather have the bulk of your Exp gained for leveling your character be from quests you complete or just from straight grinding?
I believe all types of content should contribute towards the progression of the Node you play in but at the same time it can get very repetitive simply grinding mobs. Currently there seems to be a big disparity between the Exp gain between just blitz grinding mobs over doing quests. Since we have the Hunting and Gathering quest boards to me I feel like they should carry more weight. The idea behind quests are meant at least "lore" wise to be done to help out your Node/Town. So you should want to actively gather a bunch of quests to contribute to your town.
I'd still want to keep the same pace to lvl 50 as it is now. I wouldn't want questing to be so strong that it makes it too easy to speed run to max level.
So regardless of whether you like to group up and grind or group up and quest, I just want it to be a viable option so you don't feel like you aren't getting anywhere with the amount of time you have to play.
I believe all types of content should contribute towards the progression of the Node you play in but at the same time it can get very repetitive simply grinding mobs. Currently there seems to be a big disparity between the Exp gain between just blitz grinding mobs over doing quests. Since we have the Hunting and Gathering quest boards to me I feel like they should carry more weight. The idea behind quests are meant at least "lore" wise to be done to help out your Node/Town. So you should want to actively gather a bunch of quests to contribute to your town.
I'd still want to keep the same pace to lvl 50 as it is now. I wouldn't want questing to be so strong that it makes it too easy to speed run to max level.
So regardless of whether you like to group up and grind or group up and quest, I just want it to be a viable option so you don't feel like you aren't getting anywhere with the amount of time you have to play.
2
Comments
I guess smth like "this way of leveling can only provide 50% of your level xp" (or 33% if we include artisanry) could be fine, though I'd be interested in people's opinion on that. Hell, I'd probably even love that, cause that means that my suggestion of "gathering should be enough to remove corruption in good time" would work under that kind of design.
I like a good mix of both.
+1
Quests are good for a time, but there's also a lot of fun to be had grinding mobs and contesting spots. Think it should be a solid 50/50 requirement to meet max level with grinding and questing.
Possibly 60%/20%/20% if the Questing is also from the Commission Board. Dungeons whether Open World or Instanced should Give Quite a bit of XP, would LOVE to see a Dungeon but My Character is not quite there yet. All of it should directly contribute to the Node Progression if you are in the Area around the Node. As for finding a Group, I have had No Problems as even just running solo I get random Invites when I'm doing a "Kill Badguy X or Kill Y amount of Badguys". Seems a fun way to Knock out Levels, but I hate Endlessly grinding Mobs, Prefer to Quest. Just my opinion.
I know this is a radical opinion, but I would prefer content is generated by players.
Player generated content is eternal.
Dev generated content is has to be consistently added.
Since they are dead set on having some quests. All I can ask for is the lowest percentage possible.
This is my personal feedback, shared to help the game thrive in its niche.
The best way to implement that might be to have the quest reward be a explicit halving of the XP needed for a level. Each quest reward can be for a specific level and in intended for a character of the prior level.
For example a quest for level 9 characters which will make lvl 10 require half the XP. Or 5 quests which lower the XP needed by 10% each. Quests have a logical order but can be done individually or skipped.
I think your take on my take is awful.
This is my personal feedback, shared to help the game thrive in its niche.
In most games, you are correct. This game, they have REAL developers IN GAME and will be putting things, quests, special events, all kinds of stuff, on the spot. From what they have been saying, the quests will change with how the players are playing, thats awesome! Its really early, we are NOT seeing the quest system they have in mind, the node system isnt fully fleshed out, just very basic.
Currently, the experience rate is very low. For example, if it takes around two hours of grinding or events to go from level 10 to 11, it should take about three hours of gathering to achieve the same. Although the crafting side can level quickly when fed resources, a crafter still has to farm mobs for silver to fund their work, so it would be fine to reduce the experience gained per craft slightly.
Processing should follow a similar pacing to gathering under the current system, but with adjustments. The amount of goods that can be processed simultaneously should be increased, and the need to select rarity should be removed. This change would allow players to process items of all rarities together, eliminating the need to micromanage or stockpile materials before beginning the process.
That is literally why we pay a subscription.
We shouldn't be asking developers to stop adding content, we should be demanding they add new content at least every month.
I don't understand why this would be the case.
There are two ways to remove players from the open world in Ashes.
The first is that they enter in to an instance - quests don't need instances.
The second is that they log out of the game - offering players the choice of quests or a grind to level up won't see people logging out.
Like, there's a part of the Slivers of the Past quest where you just need to come to an npc, talk to him, run to 4 parts of a dungeon and the quest will give you 17k xp (iirc). To me, that is not participation in the open world.
I know that this is not a factual definition of what an "open world mmo" is, but if there's no inter-player interaction in players' actions - that's not an open world mmo imo.
Content is not limited to quests alone.
In my opinion, quests are the least engaging form of content that MMORPGs have to offer.
This is my personal feedback, shared to help the game thrive in its niche.
By that I mean that there should always be an in world / lore reason for doing things. I blame my table top rpg background for this, but if not for the storytelling part, a rpg is a soulless numbers going up thing. It's meta gaming, looking at it from the outside only, no need for immersion, no need for dressing the world. Not saying it can't be fun that way, but why bother with lore if it's irrelevant?
Now, I'm not really concerned with what is the most efficient way to level, so the % of XPs for quest vs pure grinding is not high on my list. So if there are reasons to go farm any types of mobs beyond phat l00t I'm ok. Node advancements; pest control tied to world events; personal rewards in the form of bounty (much like Crushbone belts in EQ*) whether XPs, faction perks, temporary buffs, or whatever; etc. The NPC interested in you going maniac on one type of enemies don't need to be easy to find, but it should be there, somewhere on Verra. And for those who want to participate in the great race, they'll do the most efficient thing anyway, boring or not (which is grinding for some and questing for others, so...)
* Crushbone Belts: For those unfamiliar with this, in EverQuest, the Crushbone Orcs (low level mobs) could drop a particular belt. There was a NPC in a town a few zones away that would give an XPs reward for those belts. At low level it was such a good reward that players on an alt would often buy as much of those belts they could at a really good price. A great deal for the poor low level and for the rich twink.
Making them worth while and not making them an afk experience.
May be a solo grind spot or two when friends not around to help or you can’t find a cleric as a tank. But I would not cater to soloist.
More and better events that spawn are in my opinion easy to make and do the job.
Questing is a slog and a solo experience and can’t even really be shared with friends I hope they don’t make this to question heavy.