Hi guys, I've started watching Ashes Content again after some time off to see how far the game has come and overall I'm very impressed. The game is taking more and more shape and I'm surprised how much of my beloved Archeage is in it.
However, as a former passionate Archeage player, I'm also traumatized by all the mistakes that killed Archeage. Besides cheaters, RMT, RNG upgrade gear system, P2W and countless fresh starts, one of the big mistakes was the power scaling in Archeage, which was a pure one shot fieasta in open world PvP (Power Scaling /TTK). With this the game has cannabalized itself. After watching some PvP videos from Ashes, I unfortunately see strong tendencies in this direction. Don't get me wrong. In my opinion, power scaling now only has a tendency to become like in Archeage, but it is not yet. But with increasing progress it can become that. Please keep in mind that I'm primarily talking about the power scaling and TTK that affects the relationship between low level/gear characters and high level/gear characters and not just the TTK between two equally strong characters.
A strong vertical power scaling (that leads to a too low TTK) has many negative effects on MMORPG's, especially with open world PvP:
1. ashes (like any MMORPG) will eventually rely on new players to keep the server population young. New players would only experience frustration in their PvP experience for a long time without the feeling of having a chance in the foreseeable future. No matter what level, no matter what gear level - players in a good PvP MMORPG game must feel that they have a chance somehow or at some point. But if you always get one or two shots, it seems pointless. Again, please do not misunderstand. I don't want a low level/gear character to have a real chance against a high level/gear character. It should just be balanced so that a new player sees the chance and has a tangible idea of it. This is the only way to encourage motivation (among other things) to make progress in order to be able to do PvP.
2. if the power scaling in Ashes remains like this and the vertical gear progression continues after release, the stats per level and per gear level go higher and higher, at the same time Ashes needs new players at some point, then catchup mechanics will be added, as you would in any other MMORPG, to keep new players. These catchup mechanics in most cases devalue the earned progress of the old players. Catchup mechanics are much easier to implement in retrospect than rebuilding all the stat multipliers from scratch. The less stat multipliers, the better. If you don't add a catch up mechanic in an MMORPG with too much power scaling, the game will die -> Archeage.
3. Leveling, gearing and progression in general takes a long time in Ashes (which is a good thing!), but that combined with such TTK/power scaling and open world PvP will be hell for any new player or returning players with low level who wants to play a few months after release or after new content, even for someone who is open to open world pvp, grind and risk vs reward concept.
4. The corruption system will provide protection for low lvl players, but new players or returnees will still feel useless for probably months if a caravan fight takes place, if your node is attacked or other events where the corruption system is not active. I would definitely want to be involved as a low level player and feel somewhat useful in the time i am leveling. Ashes will be an MMORPG where there will be a lot of interaction between low and high level players if there is a healthy amount of new players. But how fun would it be if the power scaling was so balanced that a small group of 5 low level characters could be dangerous for a high level player. Then the corruption system would also protect high level players from low level players in such cases.
5. If the connection between low level and high level is still tangible, then Ashes wouldn't be an MMORPG where it's all about 6etting to the endgame quickly so that you can finally get involved.
6. If Ashes becomes a game where it's all about getting to the endgame because you feel useless and weak at low level, then at some point the leveling phase will have to be shortened and sped up.
7. Even PvE in low level areas becomes meaningless in many aspects if the power of players goes too high.
8. so please, everyone, think about the future and keep the power scaling as low as possible so that it doesn't escalate later.
The disadvantages of such power scaling outnumber the advantages. This leads, as in any other MMORPG with such power scaling, to low and high level characters being very far apart, endgame mentality, frustration and lack of new players. Lack of new players will eventually lead to catch-up mechanics being added, leveling will run faster to get to the endgame quicker that devalues all the early and mid-game.. Come on guys, we know this from 1000 other MMORPG's.
Ultimately, the point is that the power scaling (and thus also the TTK) is balanced in such a way that a low level character sees some small chance of being useful if he plays better, if he organizes himself better. Time investment should not determine power to this extent, whether in the early, mid or late game. However, in all cases a high level character should have a clear advantage, but not be god-like like an end game world boss compared to a lvl 1 noob.
You get stronger stats from each higher level, just from the level itself. I would either remove this completely or reduce it to such an extent that (later) a level 50 character only has twice as much power as a LvL 1 character. You should only get more power through gear.
In the best case only the strongest character with the best gear can one shoot a naked level 1 character. If the power scaling on a Y axis has a slope of about 10-20 degrees over a very long period of Progressiontime (X axis), I think that would be very healthy. We don't need super saiyan power scaling.
To be honest, I also don't understand why the power scaling is so vertical. I only know something like that from Korean P2W MMORPG's, which wants to create buying incentives for their RNG Gear Upgrade System.
What do you think? Are the Alpha 2 players happy with the Power Scalin? How does it feel as you level and progress through your gear? If you were to spontaneously draw this on a coordinate axis, what would the Y slope be? Feel free to make a small drawing