Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Comments
Yes but you see that last line, it's super important.
Really old MMOs got supplanted by WoW not just because WoW was streamlined or because of the IP, but because it kept removing friction.
It doesn't matter how much you or I want games to be complex, and note I'm not talking about 'hard' anymore at all, just complexity, or if you prefer, 'depth'.
Depth means more thinking is required to succeed 'comparatively' within the game's community, even the best designers mostly cannot escape this, because if you make most players 'only good at one thing' they are outpaced by players who are good at 3 things.
The casual does not 'win' with skill or tactics unless you segregate the parts of the game from each other. What happens is that the casual leaves, and the community redefines 'casual'.
I used the word depth because I have also been giving feedback that allot of ashes complex systems are just that and overly clicky with no design with fun in mind. Its complex for the sake of being complex. I think Dteven thinks that makes a crafting system that has depth and it does not.
As for casuals never being able to compete. That's entirely up to the game developer. For instance you take World of Warcraft and their PVP. Their gear system when you were top end PVP geared gave you somewhere around a 65 75% advantage over someone just wearing common gear. I remember going into PVP and killing three and five people against me without a problem. In my example that you quoted I talked about a 15% difference between the casuals best year they can make without using rare resources versus a hardcore player that has the time to craft the top end Gear with the rare resources. When you have a gap between those two best if it's a 15 20 25% Gap in gear quality that still gives the casual a chance to win with tactics and skill. You get to the 50% or more there's just not a chance and it's no longer a fun game. And in my opinion if you are going to make a PVP game, it should be skilled that always has the chance to win.
But that's not the point of this thread. I made it because I want people to give feedback on what they would like to see to make this game more casual friendly without breaking the fact that this game is old school and hardcore. And it can be done if you're skillful with what you implement. There are a lot of casual players like myself who used to be a hardcore player but with real life circumstances now only play casual time. I want that hard core game but I do need tools to make my time count when I play
Also, including challenges that can be completed within 30-40 minutes and including challenges that are not Hardcore, does not mean most challenges will not be Hardcore.
Maybe you, specifically, can't feel rewarded and happy with short play sessions if your ideal playstyle is Hardcore Challenge/Hardcore Time. Obviously, people whose ideal playstyle is Casual Time will feel rewarded and happy with short play sessions if there are rewards for completing tasks and quests in Casual Time. And people who are Casual Challenge players, will feel rewarded and happy as long as there are Casual rewards, like Cosmetics.
Ashes is going to be very niche in any case because Steven is obsessed with Hardcore Challenge and high Risk. In his view, nothing is truly rewarding without high Risk. Steven actually has disdain for Casual gameplay, even though there are quotes where he will state that he understands Casual players are important.
Steven has designed Ashes for gamers who love Hardcore challenges and who have Hardcore time to play every day, like he used to befor he turned 30. Ashes isn't for everyone. It's definitely not designed for Casual players.
Could be that gamers whose ideal playstyle is Hardcore Challenge/Hardcore Time will want to be on the same footing as their compadres - even though they can no longer invest Hardcore Time.
If I am focused on Casual Challenges, I don't need "the best gear". I just need gear that is good enough to complete the Challenges I'm interested in. And I'm probably going to be most interested in Cosmetics and Titles, rather than "the best gear".
Casual Time players can have friends and Guildmates who donate the best resources. I don't really understand why Casual Time would be unable to make or acquire the best items if they want to.
But, yeah, based on your examples... you seem to be contemplating players who have become Hardcore Challenge/Casual Time players, though their ideal playstyle is Hardcore Challenge/Hardcore Time.
Seems like Ashes is designed overwhelmingly for Hardcore Challenge/Hardcore Time gamers. Hardcore Challenge/Casual Time players will probably have to lean on their Guildmates to compete with Hardcore Challenge/Hardcore Time gamers.
The whole crafting "system" needs to be assessed and made useful and fun.