Let’s start with this:
Life is finite and free time is evermore finite. There is NOTHING more punishing/frustrating than wasting a players time.
I’ve been thinking about it for a while, and I finally decided to make a post after watching this JoshStrifeHayes video.
https://youtu.be/5H16ixwysA0?si=C0AlTVPCSIGhfdW8
Ash’s is al about risk reward and making the journey meaningful in a way that MMOs haven’t been in a while, but in attempting to do that they’ve overshot by a long ways.
Ash’s is a game with XP debt
At least 25% material loss on death
And some of the most insane travel time in any game.
First one is objectively bad game design
Second one, in my opinion, should be tweaked so that you either don’t lose materials on PVE death or make it so you can recover 100% of dropped materials.
I’m a actually a fan of long travel, but it has a compounding affect with the first two.
Again, there is NOTHING more punishing than wasting a players time.
There’s a reason challenging games have moved away from long run back times and XP Debt and have chosen to focus on enjoyable difficultly like a bosses individual mechanics.
Spending 5+ minutes to run back to a corpse or 20+ minutes to get from point A to Point B is already an obstacle in and of itself, there’s no reason to add insult or injury and give the player XP Debt and have them lose materials as well.