mcstackerson wrote: » I agree. It feels like they’ve adopted a theme park approach to leveling, which contradicts the sandbox nature of the game. In a theme park MMO, it makes sense to gate players by power, forcing them to progress through different zones as they level up. But in Ashes, players are meant to make these zones their home. If low-level mobs serve no purpose to high-level players, the space becomes underutilized. Even if their drops remain relevant, the challenge is lost since they’re too easy to defeat.
Githal wrote: » I dont think these group exp changes that Intrepid implemented are enough. There needs to be more exp penalties for groups. First - If you cant keep leveling up with the group you currently play with, maybe find some different group to level up. This doesnt mean you will stop playing with your initial group, but it means that you may not be able to level together which is totally fine. You will just make more friends by being in different group, while you catch up to your other friend so you can play together for some other content. Power leveling is and always will be negative for any game. When you start from "Bussing" random players for gold. making hard content be trivial, having high level players in lower level zones killing and making it hard for other lower level players. Second - Groups above 8 players in them should get Exp gain reduction for everyone, not just lower level players. The reasons are similar - making hard content trivial by sheer numbers, making the life of regular groups be hell. Intrepid should DISTINGUISH which content is for what group size intended and balance it around it. It will never work if they leave it to players without implementing any restrictions.
Endowed wrote: » Within 3 levels there should be 0 exp hit. Full even cut for all. mcstackerson wrote: » I agree. It feels like they’ve adopted a theme park approach to leveling, which contradicts the sandbox nature of the game. In a theme park MMO, it makes sense to gate players by power, forcing them to progress through different zones as they level up. But in Ashes, players are meant to make these zones their home. If low-level mobs serve no purpose to high-level players, the space becomes underutilized. Even if their drops remain relevant, the challenge is lost since they’re too easy to defeat. The mobs will level higher in nodes that are higher. Supposedly. And new dungeon/POIs spawn. We don't have that yet.
abc0815 wrote: » The game is going full theme park. Rushing to max level.
Endowed wrote: » Within 3 levels there should be 0 exp hit.
abc0815 wrote: » mcstackerson wrote: » I agree. It feels like they’ve adopted a theme park approach to leveling, which contradicts the sandbox nature of the game. In a theme park MMO, it makes sense to gate players by power, forcing them to progress through different zones as they level up. But in Ashes, players are meant to make these zones their home. If low-level mobs serve no purpose to high-level players, the space becomes underutilized. Even if their drops remain relevant, the challenge is lost since they’re too easy to defeat. The game is going full theme park. Rushing to max level. Grind zones for drops. Crafting at max level. Maybe some story game play backtracking later on for achievements.
Crotchless wrote: » abc0815 wrote: » mcstackerson wrote: » I agree. It feels like they’ve adopted a theme park approach to leveling, which contradicts the sandbox nature of the game. In a theme park MMO, it makes sense to gate players by power, forcing them to progress through different zones as they level up. But in Ashes, players are meant to make these zones their home. If low-level mobs serve no purpose to high-level players, the space becomes underutilized. Even if their drops remain relevant, the challenge is lost since they’re too easy to defeat. The game is going full theme park. Rushing to max level. Grind zones for drops. Crafting at max level. Maybe some story game play backtracking later on for achievements. remember this is EARLY alpha guys. lots of systems are not in place yet. its being used to test very specific things currently. give it time. its already known that the gear drop chance will be reduced in the future. if you think about it, they needed it in the game now so players can level and do harder content as the crafting system isnt flushed out yet. we dont even have the ability to craft the gear we'd need at level 20 so it has to come from drops currently. Things will change in time
abc0815 wrote: » Funny how every test server i have been on hands you what ever you want to test in an easy manner instead of grinding it out (and has clear instructions on what to test). This is IMHO a slow roll early access release.
Xeeg wrote: » There will always be a range of leveling spots because of the vassal node system putting a hard cap on the higher level nodes. There will always be level 3 nodes in the game for players in the level 5-20 range to level up on.
BackgroundDust wrote: » Xeeg wrote: » There will always be a range of leveling spots because of the vassal node system putting a hard cap on the higher level nodes. There will always be level 3 nodes in the game for players in the level 5-20 range to level up on. is it on wiki? I always thought level of node will not affect level of mobs around it. If this is how it works then all level 4 and below nodes will be mostly dead since all high level people will tend to be near higher level nodes. and I don't think that there will be significantly more lower level people actually likely the opposite
Githal wrote: » Intrepid should DISTINGUISH which content is for what group size intended and balance it around it. It will never work if they leave it to players without implementing any restrictions.