Imnotkio wrote: » I've been hammering this point in almost all my feedback. Will the player base grow if no new player can participate in PVP content with the established players before putting in 200~300 hours just rushing leveling? I seriously doubt it. And this is not a game with instanced content. Node wars happen whether you like it or not and you're fighting against higher level more geared players. Guild wars are also a player-driven event and you don't choose where and who to fight. Most important of all, open-world PVP is supposed to be an important feature of the game. There is no matchmaking, there is no auto-balanced ranking system to put you in the same category as your enemies. You'll spend 90% of your time fighting ppl either stronger or weaker than you. If that power difference means you kill or die in a split second, without a chance of playing the game, no one will participate.
SmileGurney wrote: » Imnotkio wrote: » I've been hammering this point in almost all my feedback. Will the player base grow if no new player can participate in PVP content with the established players before putting in 200~300 hours just rushing leveling? I seriously doubt it. And this is not a game with instanced content. Node wars happen whether you like it or not and you're fighting against higher level more geared players. Guild wars are also a player-driven event and you don't choose where and who to fight. Most important of all, open-world PVP is supposed to be an important feature of the game. There is no matchmaking, there is no auto-balanced ranking system to put you in the same category as your enemies. You'll spend 90% of your time fighting ppl either stronger or weaker than you. If that power difference means you kill or die in a split second, without a chance of playing the game, no one will participate. I honestly hope player levelling will introduce a power gap ONLY between 1 to 25, and then all levels above 25 won't add HP or stats, just OPTIONAL choices to modify your playstyle.
Noaani wrote: » If a player at the level cap can spend weeks earning the coin and resources to upgrade a singlempiece of gear, thst upgrade should be something they notice. If they spend thst time and don't even notice the difference, what was the point in thwt progression, and if there si no point in progression, what is the point in playing?
EPMAN wrote: » Pay to compete could be something that makes casuals with jobs and familie able to catch up, but seems like intrepit and others don´t understand difference beetween p2w and pay to compete. Ofc there will be players that can´t pay and only can play casual, but it will still make more players able to be competetive if they can buy gold direct from intrepit to buy gear to grind faster. Selling gold can be set up in a controlled system, so no one can buy insane ammount of gold. Albion online have a no limitation system to buy gold, back when i played that game it was still the most skilled players who won, no matter, that some ppl had cash to buy gold. I know its for some are a controversial statement, but let´s be honest, some ppl have to pay the salery for the ppl that are needed to keep the game beeing developed after release. As stated previous, most of those players wont stay if they are just meat for no lifers, and then it wont take long before AOC is just another faliure.
EPMAN wrote: » Pay to compete could be something that makes casuals with jobs and familie able to catch up, but seems like intrepit and others don´t understand difference beetween p2w and pay to compete
Azherae wrote: » EPMAN wrote: » Pay to compete could be something that makes casuals with jobs and familie able to catch up, but seems like intrepit and others don´t understand difference beetween p2w and pay to compete. Ofc there will be players that can´t pay and only can play casual, but it will still make more players able to be competetive if they can buy gold direct from intrepit to buy gear to grind faster. Selling gold can be set up in a controlled system, so no one can buy insane ammount of gold. Albion online have a no limitation system to buy gold, back when i played that game it was still the most skilled players who won, no matter, that some ppl had cash to buy gold. I know its for some are a controversial statement, but let´s be honest, some ppl have to pay the salery for the ppl that are needed to keep the game beeing developed after release. As stated previous, most of those players wont stay if they are just meat for no lifers, and then it wont take long before AOC is just another faliure. People who are okay with this model have a modern PvX game to play already. If Ashes goes 'P2KU' to 'attract the players with less time', on top of having a sub model, it will lose to TL. We should be thinking about how to give Ashes its own space to stand in, not 'trying to figure out how to have a shoving match with NCSoft'. And this issue in particular is very precisely the place where Intrepid cannot do it.
SmileGurney wrote: » In before someone comments: "This is alpha" "Time To Kill is a known issue and being actively worked on" Sure, then this is a perfect time to express an opinion on this subject. I hope that current relationship between grind and character power gap will not be maintained. My main complaint is about how grind heavy the gear progression is, and how at the same time it enables a massive power gap between players of the same level. I'm not sure where Intrepid actually stands on it, so it would be good to dig out their comments or ask during their Q&A sessions. To trend from our experience in P1 and P2 so far, doesn't inspire me to be optimistic on this subject. In short: I simply don't want a game which pushes players into a senseless grind before they can become competitive, due to how much stats and gear matter in pvp. I would prefer if Ashes was built with focus on player skill, teamplay and strategy, instead of constant race to acquire larger stat sticks. Sadly this is the state of the "game" today.
Azherae wrote: » not interested in TL because they can't run around as a Dwarf and chop every tree they can see while watching out for constant danger from the back of their mount
SmileGurney wrote: » Noaani wrote: » If a player at the level cap can spend weeks earning the coin and resources to upgrade a singlempiece of gear, thst upgrade should be something they notice. If they spend thst time and don't even notice the difference, what was the point in thwt progression, and if there si no point in progression, what is the point in playing? There are MMORPGs which manage to maintain a sense of character progression without breaking the pvp balance. Often those are games were pvp is also just a side activity.
Volgaris wrote: » This is a potentially a huge issue. The material/gathering meta can kill the game. Large groups(multi-guild-groups) will be able to generate mass amounts of gear for members which will pump up their power stat. Large groups will grow even large being able to hand down gear to new players/characters enabling them to level faster. Everything about the game is "Go big or go home". A single-guild-group will never be able to compete with a large group. The power stat being the only stat that matter is basically a "gear rating" which simplifies to idiocracy levels. (..) Gear should be the tie breaker between equally skilled players fighting 1v1 in a fair fight. Right now fighting someone lvl 25 with a 500+ power level vs your lvl 25 300 power level isn't even a close fight. Maybe this has been changed recently, but it seems to still be an issue.