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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Leveling in Ashes of Creation
Tangent369
Member, Alpha Two
I’m going to ask you to hear me out on something regarding leveling in Ashes of Creation. Sweaty boys and exploiters will always make a mad dash to level 25 and as we have seen there are a number of them that want to make the game unplayable you low level players. I would also posit that the mindless grind to achieve this leveling is beyond tedious. So consider this.
What if there was a leveling cooldown after level 10 which only allows you to progress 1 new level per week? From a business perspective for Intrepid this keeps players subscribed and playing for a longer period of time.
Now I hear some of you saying but I want to grind mobs! Fine make drops of equipment and glint a viable goal.
What if this cooldown made space and time for leveling your gathering, processing and crafting? What if during these cooldowns all the other dynamics of the game such as treasure maps, node wars, caravans etc became more important?
Again I am not claiming to have found “the way” but take a moment and consider these things.
What if there was a leveling cooldown after level 10 which only allows you to progress 1 new level per week? From a business perspective for Intrepid this keeps players subscribed and playing for a longer period of time.
Now I hear some of you saying but I want to grind mobs! Fine make drops of equipment and glint a viable goal.
What if this cooldown made space and time for leveling your gathering, processing and crafting? What if during these cooldowns all the other dynamics of the game such as treasure maps, node wars, caravans etc became more important?
Again I am not claiming to have found “the way” but take a moment and consider these things.
Tangent369.com
Ashes of Creation is the reason I stream!
Ashes of Creation is the reason I stream!
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Comments
I love if the leveling is slow and hard, but include quests and stories that force you to team up to clean up areas and elites.
One thing I would like to see is a diminishing XP curve for killing the same mobs within certain time periods. Keep people moving.
Another thought was grinding should take the form of deep dark dungeons starting at lowers levels and increasing, building in the risk and reward that is currently missing from farming the same for hours.
Again this was meant as a thought experiment but I will never think farming a spot for hours is a skill that should be rewarded. The missing half of this conversation is PvP and it’s toxic state right now.
Ashes of Creation is the reason I stream!
It’s still an alpha and not finished. How many times do they need to say this? Grinding to level isn’t the desired end state.
Something like this was tried in MMORPGs past...
https://www.eurogamer.net/ffxiv-limits-xp-earning-after-eight-hours
It did not go well.
I don't can't imagine Steven saying anything like this would align with his vision for Ashes.
This is my personal feedback, shared to help the game thrive in its niche.
They experience a similar issue with all the hardcore players maxing out before everyone else and began farming all the high level areas for the top gear and grief/locking out other players from those zones.
The game implemented a "combat time" system that limited out much time you could get exp & loot, it have various other things to that decreased your experience and loot after that time limit was reached.
It was very successful and beneficial to the games over all health and longevity. It smoothed out the mad rush to max lvl and opened up the high lvl exp/farming zones to other players.
Now not all of this combat time system would work in a game like this but it is something that I think should be considered as it would limit the mad rush to max lvl and smooth out leveling population.
Here is a link that explains more of the "combat time" system that was in ROM:Eternal Love
https://sites.google.com/view/romindepthguide/game-systems/combat-time
This is just my option, and what I think was a positive addition to the game I played.
leveling can be rather quick if your group know what there doing. Hard part getting a good tank, good healer and bard along with a solid dps to pull for you and you just chain pull mobs constantly.
Okay, hypothetically, you balance everything so everyone is at the same level...
Well, now it’s a problem that someone got better drops.
Then it’s a problem that, in a group fight, they had eight people and we only had three, so we got stomped.
Now it’s a problem that they had a better team composition.
Next, it’s a problem that, in a 1v1, their class was a hard counter to mine.
Then it’s a problem that I lost a 1v1 against my own class, even with equalized levels, because my nervous system isn’t as fast as theirs.
At some point, people need to accept that there will always be someone stronger, more skilled, or more dedicated than them. This isn’t just a feature of games—it’s a reflection of life itself.
This is my personal feedback, shared to help the game thrive in its niche.
How do you know? its an alpha. You cant voice your opinions yet apparently.