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Why make everything so punishing??

GigibytesGigibytes Member, Alpha One, Alpha Two, Early Alpha Two
edited March 3 in General Discussion
I know the standard answer goes '' Well this game isn't for everyone .. so don't play it if you don't like the PVP/Lack of Fast Travel?Death Penalities/ Lack of Solo Play etc etc.

I say, why not make it more appealing to more people though? As an MMO Community we are kind've hanging out for 'the next big thing' for quite a while now. A lot of us have supported development by buying into the Alphas and giving 'testing' a go. We are entitled to give our opinions. A lot of us are old time MMO Players so we do have valid opinions. I for example spent over $700 Aussie Dollars supporting the game, so don't say I haven't been suportive ;)

Why not tweak things so more players want to play? Why make everything super hard/super punishing? Many of us in RL have enough RL struggles,, we just want to escape into a game enjoy some playtime. We WANT to support a new game, a great game, one we can play for years! One we can solo OR group? Flag for PVP.. or not. Quest OR grind.

I agree, don't make things toooo easy - maybe the difficulty level of say Classic WoW -- which yes is still popular because it's not 'too' easy, people can play PVP or PVE, they can make Macro's, Quest, Spam Dungeons, Battlegrounds, Multibox (yes.. legally is ok .. don't get your knickers in a knot..) Group or not group etc etc.

I really don't get this whole NON fun, narrow minded approach?
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Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Which thing do you think could actually be less punishing, and maintain the flow of the game as it is described?

    What thing do you want from Ashes enough to maintain your interest all this time if you want Classic WoW difficulty (you can just basically list all the stuff you hate about Throne and Liberty or Elder Scrolls Online, for example).
    "I blame society."
    "For what...?"
    "Just about everything, really."
  • VolgarisVolgaris Member, Alpha Two
    @Gigibytes Most players are craving something not like current MMOs. WoW classic was a big hit right, but when WoW launched it was a "carebear" game. It streamlined players to end game with quest hubs and a perfect path to follow to reach cap with the most efficiency. Relaxed death penalties, high drop reward rates, in general high "feel good" hit rate. Compare this to EQ, Ultima, FFXI, MUD/s and so on. WoW was extremely carebear. Every game after WoW copied it and put in "QoL" features that made the game easier, even WoW did it, like the removing of skills, all these games got more simple, easy, and accessible. And successful for quite a few.. Avoid the red squares on the ground, stack your gear with the highest gear rating points, everyone can tank, dps, heal, ect, ect, ect.

    You also probably didn't look up Stevens vision enough before buying. ( I didn't... ). The game isn't made to be solo'd. You can get to cap solo. You can get pretty decent gear if you buy it. But so you do get to cap and get some gear, what then? Everything in the game is based off group content at level cap. If you allow PvP flagging than you have a completely different game way off target from the goal. Open PvP is going to keep alot of people away, and will make a lot more quit.

    I've come the conclusion this game is more like a survival/crafting game. Yeah you got some simple rpg systems, but they're so basic they hardly matter, just stack your magic or physical power. No in class diversity, all 25 mages have all the same skills, ect. Only your gear matters when it comes to your 'build', and gear can be handed down from guildies, so there's no gear progression if it can be skipped. All these things remind me of something like Ark or Valheim, sure you got a level, but after a week or two everyone will be at cap, so you're basically just your gear and a lot of players won't "earn" it they'll be fed gear to pump the numbers for their Groups pvp goals. Some people may love this, fair, but it's not what I was looking for.

    I think a lot of people were wanting something that was a throw back to the late 90s/early 2000s but innovated on, large, smoother, depth, meaningful content/story, rewarding challenges and punishing defeat systems. Wrapped up in an open world open PvP game it'd be awesome.
  • uNworn1uNworn1 Member, Alpha Two
    Gigibytes wrote: »
    I know the standard answer goes, '' Well this game isn't for everyone, so don't play it if you don't like the PVP/Lack of Fast Travel? Death Penalties/Lack of Solo Play, etc.

    I say, Why not make it more appealing to more people though?[/b] As an MMO community, we've been hanging out for 'the next big thing' for quite a while now. A lot of us have supported development by buying into the Alphas and giving 'testing' a go. We are entitled to give our opinions. A lot of us are old-time MMO players, so we do have valid opinions. I for example, spent over $700 Aussie Dollars supporting the game, so don't say I haven't been supportive. ;)

    Why not tweak things so more players want to play? Why make everything super hard/super punishing? Many of us in RL have enough RL struggles; we just want to escape into a game and enjoy some playtime. We WANT to support a new game—a great game—one we can play for years! One we can solo OR group? Flag for PVP... or not. Quest OR grind.

    I agree, don't make things too easy—maybe the difficulty level of say Classic WoW—which yes, is still popular because it's not 'too' easy, people can play PVP or PVE, they can make macros, quests, Spam Dungeons, Battlegrounds, and Multibox (yes, legally, it's ok; don't get your knickers in a knot.) Group or not group, etc.

    I really don't get this whole non-fun, narrow-minded approach.

    Because its an autistic PvP kids community and only what they say is good; they will never exept any other opinion; you spend money on an outdated project; there is no place for simple players; they will run game; they will have around 200 people playing it; and after die very fast and left only see how this kids will cry in reddit or other forums; 100% any mmo cannot stay alive if have no players
  • VolgarisVolgaris Member, Alpha Two
    uNworn1 wrote: »
    Gigibytes wrote: »
    I know the standard answer goes, '' Well this game isn't for everyone, so don't play it if you don't like the PVP/Lack of Fast Travel? Death Penalties/Lack of Solo Play, etc.

    I say, Why not make it more appealing to more people though?[/b] As an MMO community, we've been hanging out for 'the next big thing' for quite a while now. A lot of us have supported development by buying into the Alphas and giving 'testing' a go. We are entitled to give our opinions. A lot of us are old-time MMO players, so we do have valid opinions. I for example, spent over $700 Aussie Dollars supporting the game, so don't say I haven't been supportive. ;)

    Why not tweak things so more players want to play? Why make everything super hard/super punishing? Many of us in RL have enough RL struggles; we just want to escape into a game and enjoy some playtime. We WANT to support a new game—a great game—one we can play for years! One we can solo OR group? Flag for PVP... or not. Quest OR grind.

    I agree, don't make things too easy—maybe the difficulty level of say Classic WoW—which yes, is still popular because it's not 'too' easy, people can play PVP or PVE, they can make macros, quests, Spam Dungeons, Battlegrounds, and Multibox (yes, legally, it's ok; don't get your knickers in a knot.) Group or not group, etc.

    I really don't get this whole non-fun, narrow-minded approach.

    Because its an autistic PvP kids community and only what they say is good; they will never exept any other opinion; you spend money on an outdated project; there is no place for simple players; they will run game; they will have around 200 people playing it; and after die very fast and left only see how this kids will cry in reddit or other forums; 100% any mmo cannot stay alive if have no players

    I'm pretty critical about this games direction with PvP, but it really seems like you guys just don't want to PvP at all. So why did you buy into Ashes? It's was very open about being a PvX game. No PvE servers. Nor are they trying to replace or even compete with games like WoW.

    Personally I like RvR games, and it seems that Ashes is trying to make a dynamic RvR while still allowing infighting, which can be really awesome, but we'll see. Allowing PvP to be flagged off breaks basically everything. Could a PvE server work? Yeah, but then the game would be half of what its met to be.

    I just don't understand the complaint against PvP though... it's a PvP game, if you don't like PvP why would you buy it?

  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    I tend to agree, the other issue is, even with it being exhaustingly punishing, none of the systems are even fun, like straight up deleting 25% of resources on death could be removed as it's extremely rare you will ever make it back to your corpse to loot it anyway

    Corruption is way over tuned
    Gathering is boring, lackluster and not engaging at all
    Level 1 crafting requirements are extremely over the top

    It sort of feels like Intrepid have this idea that every single system in the game needs to be a 250 hour grind or its to easy

    The other issue and I think this is a big one, intrepid so NOT play their game, even if they hide some alts in random guilds they are not actively engaging with the systems they created, they are spawning fully crafted legendary gear that removes any aspect of seeing how bad these systems are
  • ShabooeyShabooey Member, Alpha Two
    Chicago wrote: »
    I tend to agree, the other issue is, even with it being exhaustingly punishing, none of the systems are even fun, like straight up deleting 25% of resources on death could be removed as it's extremely rare you will ever make it back to your corpse to loot it anyway

    Add to that the XP debt you get from death, no idea what it's adding to the game.
  • ramboxrambox Member
    tHIS THE TYPE of person that destroy game. He is literallly complaing about what the game got right.
  • MahesMahes Member, Alpha One, Alpha Two, Early Alpha Two
    I am wondering why they make it so punishing during testing phases? The idea is to get players to test all of the systems and areas. If you make the game unattractive, you lose testers. The current system is way to boring to have such a lengthy leveling requirement for a game that kind of wants to test a lot of the systems at max level.

    I enjoy RvR. I would love to engage in the RvR system but I do not want to go through the Wall Of killing 10's of thousands of mobs just to reach the point where the game might be a lot of fun. The scary part of this is that 25 is not even the level cap.
  • tashkatashka Member, Alpha Two
    If you make the game unattractive, you lose testers.

    Well it's attractive to a lot of people. I'm a fairly casual player and it's not "too" punishing at all. And i'm a tank.
  • CopperfieldCopperfield Member, Alpha Two
    image the whole map being active and you need move from north to south map...

    takes around 4 hours of travel...
  • VolgarisVolgaris Member, Alpha Two
    image the whole map being active and you need move from north to south map...

    takes around 4 hours of travel...

    This is exactly what I want. Hell make it 16 hours, and with a slow caravan it might be!
  • VolgarisVolgaris Member, Alpha Two
    Mahes wrote: »
    I am wondering why they make it so punishing during testing phases? The idea is to get players to test all of the systems and areas. If you make the game unattractive, you lose testers. The current system is way to boring to have such a lengthy leveling requirement for a game that kind of wants to test a lot of the systems at max level.

    I enjoy RvR. I would love to engage in the RvR system but I do not want to go through the Wall Of killing 10's of thousands of mobs just to reach the point where the game might be a lot of fun. The scary part of this is that 25 is not even the level cap.

    Same here. I guess, just don't test. I'll probably login for Rogue or when another Race comes out, but other than that I'm not testing anything unless they boost the exp, drops, materials, ect.(for the test, NOT the game) I gave up on actually testing because of inventory bugs deleting my items. I really wanted to dig deep into crafting so I went to go grind out some gathering again and just walked away. I don't expect a test to be fun, but also didn't expect to have to grind so much for it too.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    It's almost as if Ashes is designed around having a high sense of risk vs reward more so than it is designed to be fun.

    Seems as if someone forgot the notion that risk vs reward *can* (as in, not always) make a fun thing more fun. If the activity isn't fun, risk vs reward makes it even more not fun.

    In order for a game with a high sense of risk vs reward to be successful, the core gameplay loops of that game (combat, gathering, crafting) need to be exceptional examples of their type. They need to objectively be the best of the best, not just average.
  • VeeshanVeeshan Member, Alpha Two
    Still trying to figure out whats so punihsing about the game lol
  • MrWoolfMrWoolf Member, Alpha Two
    Veeshan wrote: »
    Still trying to figure out whats so punihsing about the game lol

    its punishing because people are use to instant results.. no one likes to grind anything anymore. no one likes to earn anything. just wants participation rewards. i like how everything takes a long time and is hard to acheive. crafters for example, i want to see a GM crafter and say damn.. he put in some work.
  • blktaunablktauna Member, Alpha Two
    Nonsense. People don't like disrespect to their time. I would love to pvp but the who process of doing that is needlessly complex and punishing. Just like everything else so far.
  • GigibytesGigibytes Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 8
    My take on the punishing things is this:
    • Loosing XP for dying, it's generally annoying
    • No fast travel at all, except if you die ......
      .. to expand on the fast travel, I'd be happy with a one-hour CD type hearth.. It helps if you need to log off suddenly and is generally a nice way to round out a session of gaming.. ie hearth, repair, park
    • Loosing goods from inventory if you die
      ... eg so you've finally found copper .. then u loose it
    • No way to lvl up except grind mobs
    • Resources required for levelling Professions in early levels need to be plentiful.. otherwise.. why both trying?
    • Repetitive grinding Elite mobs at higher levels ,, I just can't do this type of thing, groups speed pulling.. over and over and over the same thing.. ><
    • Unattractive face options for female characters
    • Vibe is generally just too serious
    • I have heard finding things on the market is difficult too ..
    • Probably more things but I quit a few weeks ago .. so can't remember them all ;)

      I'd love to come back. Once I hear people are actually HAVING FUN and my personal time seems worth spending, I'll come back.

      Until then, I'll be lurking in Discord and here on the forums.





  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    blktauna wrote: »
    People don't like disrespect to their time.

    This is basically what it boils down to.

    Different people have different ideas of what disrespecting ones time looks like, but no one likes it when they feel their time isn't respected.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Gigibytes wrote: »
    My take on the punishing things is this:
    • Loosing XP for dying, it's generally annoying
    • No fast travel at all, except if you die ......
      .. to expand on the fast travel, I'd be happy with a one-hour CD type hearth.. It helps if you need to log off suddenly and is generally a nice way to round out a session of gaming.. ie hearth, repair, park
    • Loosing goods from inventory if you die
      ... eg so you've finally found copper .. then u loose it
    • No way to lvl up except grind mobs
    • Resources required for levelling Professions in early levels need to be plentiful.. otherwise.. why both trying?
    • Repetitive grinding Elite mobs at higher levels ,, I just can't do this type of thing, groups speed pulling.. over and over and over the same thing.. ><
    • Unattractive face options for female characters
    • Vibe is generally just too serious
    • I have heard finding things on the market is difficult too ..
    • Probably more things but I quit a few weeks ago .. so can't remember them all ;)

      I'd love to come back. Once I hear people are actually HAVING FUN and my personal time seems worth spending, I'll come back.

      Until then, I'll be lurking in Discord and here on the forums.

    Thanks for clarifications, I hope it helps the team.

    Hopefully someone will let you know when they think you will start to have fun, based on your list above.
    "I blame society."
    "For what...?"
    "Just about everything, really."
  • Tahiti02Tahiti02 Member, Alpha Two
    Gigibytes wrote: »
    I know the standard answer goes '' Well this game isn't for everyone .. so don't play it if you don't like the PVP/Lack of Fast Travel?Death Penalities/ Lack of Solo Play etc etc.

    I say, why not make it more appealing to more people though? As an MMO Community we are kind've hanging out for 'the next big thing' for quite a while now. A lot of us have supported development by buying into the Alphas and giving 'testing' a go. We are entitled to give our opinions. A lot of us are old time MMO Players so we do have valid opinions. I for example spent over $700 Aussie Dollars supporting the game, so don't say I haven't been suportive ;)

    Why not tweak things so more players want to play? Why make everything super hard/super punishing? Many of us in RL have enough RL struggles,, we just want to escape into a game enjoy some playtime. We WANT to support a new game, a great game, one we can play for years! One we can solo OR group? Flag for PVP.. or not. Quest OR grind.

    I agree, don't make things toooo easy - maybe the difficulty level of say Classic WoW -- which yes is still popular because it's not 'too' easy, people can play PVP or PVE, they can make Macro's, Quest, Spam Dungeons, Battlegrounds, Multibox (yes.. legally is ok .. don't get your knickers in a knot..) Group or not group etc etc.

    I really don't get this whole NON fun, narrow minded approach?

    Why? Because we have entire garbage bins filled with MMO's that have what you want. We don't need another. What I don't understand is why we have people like you constantly coming in here and trying to get dad gamer mentality shoved in.

    I also have limited time, Im no longer a 20 year college student that has nothing going on. I won't be able to get to max level instantly, I won't be able to travel 4 hours straight in game, I won't get the best gear. THAT IS FINE. Not everything needs to be given on a silver platter all the time. The adventure is the fun, its what made old school MMO's fun. Like I said, there are plenty of games that offer that, go play those. Yeah thats harsh but what you want goes against everything Steven has said over the years.

    I will say the same thing as Intrepid has, the game is currently in the worst state it will ever be. They will add more activities, solo content, features, etc. You will have stuff to do. Just don't come in here demanding Intrepid caters to players that want instant gratification, you have those games already, go play them or learn to appreciate what AoC is trying to create.
  • Tahiti02Tahiti02 Member, Alpha Two
    edited March 31
    .
  • GigibytesGigibytes Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 9
    Tahiti02 wrote: »
    Why? Because we have entire garbage bins filled with MMO's that have what you want. We don't need another. What I don't understand is why we have people like you constantly coming in here and trying to get dad gamer mentality shoved in.

    Gosh, what a mean reaction you have to my post. You are wrong saying that there are 'garbage bins filled with MMO's that I want to play .. ' . You actually have NO IDEA what MMO I desire to play! If there were so many, why would I even have made my post here?

    I never asked for instant gratification .. my words were ' Why not tweak things so more players want to play'

    Also, you labeling people 'dad gamers' and 'zoomers' -- what gives you the right to label us that take the time to make posts with our feedback or opinions? I'm seeing a toxic attitude, of someone trying to bully people..

    I should be able express opinion here without being attacked by people like you. It's because I actually do care a lot about the outcome of AoC that I'm honest enough to speak my mind.

    At the moment, no, the game 'isn't for me'. My original post was not intended as just a whinge, but actually as genuine questioning as to why the overall feel is punishing.

    I'll be coming back in a few months with a fresh mindset after a break to see if it feels different, hopefully, I won't bump into any one like you ....
  • CoopTroopCoopTroop Member, Alpha Two
    Noaani wrote: »
    Different people have different ideas of what disrespecting one's time looks like, but no one likes it when they feel their time isn't respected.

    This is the best statement here.

    Some people see a long grind as disrespecting their time. Others, like me, think that gaining five levels in a single session is what truly makes my time feel wasted. Just to be clear, I’m not saying you personally want that kind of speed—I’m just using it as a general example to explain my perspective. When leveling happens too fast, it feels so insignificant that it might as well not exist as a system at all. The game could just start you at endgame, and nothing of value would be lost. I understand that different players have different tolerances for leveling speed, but so far, I don’t mind Ashes’ leveling curve—especially knowing that quests, story arcs, world events, and other features will continue to be added to enrich the process.

    One of the biggest challenges in MMO design is balancing fun with efficiency. A really insightful article on this topic is Water Finds a Crack, which explores a key truth about player behavior: “Players will always optimize the fun out of a game if given the opportunity.” If a game allows for a more efficient but less engaging way to play, many players will default to it, even at the cost of their own enjoyment. This is why Ashes is designed to nudge players toward more meaningful, social, and immersive gameplay rather than the kind of fast-track systems that dominate modern MMOs. It’s not just about making things “harder for the sake of being hard”—it’s about creating an experience where taking the most rewarding path also happens to be the most enjoyable one.

    For me, that’s where the “punishing” aspects of Ashes actually enhance the game. Having a penalty for death forces me to think twice before taking risks, which makes the world feel more dangerous and, in turn, more alive. It also encourages me to prepare for challenges rather than just running in blindly, which adds to the sense of adventure.

    A death penalty also plays a crucial role in Ashes’ PvP ecosystem. In games without meaningful consequences, reckless and trollish behavior is rampant—because why not? If nothing is at stake, people will pick fights just for the hell of it. But when death has real consequences, most players will think before they act, making for a more rational, engaging, and strategic experience. Sure, higher-level players might still attack lower-level ones, but the corruption system is intended to curb that behavior (even if it still needs tuning in the alpha). Plus, once nodes are fully functional, I expect that players will form real communities within them, leading to a vested interest in keeping their local region safe. People leveling within a node’s ZOI is beneficial for its citizens. Successful caravans help everyone in the region. Of course, bad actors will still exist, but those players might find themselves blacklisted or actively hunted by the community.

    Beyond just the mechanics, Ashes is trying to bring back the social nature of MMOs—something many of us miss. And I’m not saying that you don’t enjoy social play, but rather that modern MMOs have increasingly catered to solo players. When that option exists, people will naturally take it, even when it leads to a worse long-term experience. The best way to bring back the community-driven MMO experience is to design a game that encourages and rewards social play rather than making solo play viable.

    That said, I can understand how some of the mechanics might feel harsher if you weren’t as deeply familiar with the game’s vision before jumping into the alpha. To be clear, I’m not saying you personally weren’t informed before buying in, but I’ve seen a lot of posts from people who seem to have a very different expectation of what Ashes was going to be. It just seems likely that many of them didn’t follow the game closely before purchasing an alpha key, which would naturally make some of these mechanics feel more punishing than intended. Right now, there are very few tutorials, intro questlines, or structured onboarding systems to ease players into the world, and a lot of the systems meant to balance the difficulty are still being built.

    For me personally, though, Ashes is exactly the game I expected it to be. I’ve followed its development for over four years, watched every monthly livestream, and listened to nearly every developer interview. Everywhere that the game doesn’t quite feel right yet, it seems obvious to me that it’s simply due to the state of the alpha—systems are unfinished, missing, or buggy. But in terms of its core philosophy and design, it’s exactly what I signed up for.

    I get that Ashes isn’t going to appeal to everyone, and that’s okay. Trying to make a game that pleases everyone usually results in something that doesn’t truly satisfy anyone. But for those of us who love the challenge, the weight of our decisions, and the social aspects of old-school MMOs, this game feels like a breath of fresh air. Steven, being part of this audience himself, just wants to make a game that those people can truly love.
  • GigibytesGigibytes Member, Alpha One, Alpha Two, Early Alpha Two
    Well put CoopTroop.

    A lot of it is probably my own expectations and perhaps you are right about
    CoopTroop wrote: »
    I get that Ashes isn’t going to appeal to everyone, and that’s okay. Trying to make a game that pleases everyone usually results in something that doesn’t truly satisfy anyone.

    We will see what the future holds :)

  • VeeshanVeeshan Member, Alpha Two
    I will say one unpopular thing here PvP kills dont feel rewarding enough tbh the whole 50/25/25 feels rather bad for PKing especialy when there reason behind it.
    I would like to see more war types that would manipulate the death penalty in regard to pvp. Like lets say your trying to slow down a node from gathering resources while trying to get ahead u send people out to PK the enemy node/guild to stop them gathering however there always gonna get 50% safely cause they retain 50% of items and you only get 25% as a reward so no matter what the enemy side gains 25% materials over you. I feel some wars should alter penalties and things like having a resource war over an area and they drop 50 and retain 25% so it flipped i think would go well (of course instant war decs need to change a little first here tbh)
  • LudulluLudullu Member, Alpha Two
    Veeshan wrote: »
    I would like to see more war types that would manipulate the death penalty in regard to pvp. Like lets say your trying to slow down a node from gathering resources while trying to get ahead u send people out to PK the enemy node/guild to stop them gathering however there always gonna get 50% safely cause they retain 50% of items and you only get 25% as a reward so no matter what the enemy side gains 25% materials over you. I feel some wars should alter penalties and things like having a resource war over an area and they drop 50 and retain 25% so it flipped i think would go well (of course instant war decs need to change a little first here tbh)
    I haven't looked into resource node war gameplay, so tell me, is it literally just "whoever cuts the most trees first within a time window wins"? And is it just normal trees that other gatherers in the node would be going for, if they wanted them?

    Cause if both of those things are true, then I have issues with the whole premise of resource wars.

    I'd prefer if the war event spawned its own special trees and anyone with those trees in their inventory would visually stand out to the war opponent. And then a high percentage OF JUST THOSE SPECIAL TREES would drop on death.

    As someone who's actively dodging a war irl, I'd prefer if normal people in nodes could do the same. Obviously they'd still be able to be killed for free, because ultimately war is still war, but impact on their own gameplay should not be impacted so strongly, as long as those players do not choose to actively participate in the war process.
  • LudulluLudullu Member, Alpha Two
    Also, if what I suggested above is too difficult to implement - here's an alternative:

    WAR BAGS. When the war starts, you come to an npc in the node and get a war bag for loot. This designates you as a soldier (i.e. high value target) and now anything that you pick up in the vicinity of the war territory can only go into that bag. And when you get killed, you drop 75% of the bag's contents (nothing is destroyed).

    All of those mechanics are already in the game and would just require some slight renaming of nomenclature and an additional clause of "if this bag equipped in war territory - only this bag functions". We already have specific territory drops (mob events), so even that is kinda already implemented as a possible feature.

    Now willing war participants know the risks, know who to kill if they see them (and the potential reward that comes with it), while normal citizens can still exist within their node during the war w/o being permdead because the opponent doesn't know who to kill so they kill everyone.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited March 12
    CoopTroop wrote: »
    I get that Ashes isn’t going to appeal to everyone, and that’s okay.
    For sure.

    The thing is, your idea of lack of respect for players time isn’t mutually exclusive with mine.

    I don't want to game 5 levels a day - I don't actually care about levels in this specific discussion.

    What I care about is what I get for my time. New abilities, access to new mechanics, access to new content. If I put in 20 hours and am successful in my endeavor, I expect to get access to something for that time spent.

    No where in your notion of respect for player time do you talk about feeling that you need to be kept on the same content, with only access to the same mechanics.

    To support this, if you look at people on test that are complaining about slow leveling, you will find that they are actually complaining about not having anything to move on to when they get bored with existing content.

    That is what people that say they want fast leveling really want, they want to move on to something new. In most games, that means moving on to higher level content, but that isn't actually a requirement to make these people happy.

    If you like being on the same content for dozens of hours, Intrepid adding more content for people that don't want that shouldn't affect you, as you can pick your piece of content and stay there - even I enjoy grinding one spot on occasion.

    That is the thing about respecting players time. There is very little actual clash of what people consider respect of their time - when you dive deep enough in to it. If we were to dive in to your desire to have every aspect of every activity you do in game requiring thought and planning so as to not result in you regressing, I have no doubt we would be able to find that your desire there doesn't in fact clash with many other players desire to be able to spend some time just fucking around with friends because it is fun. We may need to break each desire down to the reasons behind them.

    While it is true that we all have different things we want in regards to respecting our time, the notion that there is much of a clash within that just doesn't track with me. It is that we each have our own things, rather than we each have mutually exclusive things.
  • SolonthebanditSolonthebandit Member, Alpha One, Alpha Two, Early Alpha Two
    I think the game is harsh to encourage folks to group up and form communities. Thats what the harshness of the game has done for me at least. I also find it much easier to enjoy in a nice community of sufficient size and scale
  • GigibytesGigibytes Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 12
    Noaani wrote: »
    I don't want to game 5 levels a day - I don't actually care about levels in this specific discussion.

    What I care about is what I get for my time. New abilities, access to new mechanics, access to new content. If I put in 20 hours and am successful in my endeavor, I expect to get access to something for that time spent.

    Great point Noaani, it's not always about the 'level' but the feeling like we are progressing and being remunerated for our time and efforts.

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