dygz wrote: » You can call a girl a woman if you want to, sure.
damokles wrote: » @dygz No end game would mean that Ashes of Creation had no max level. All content at the level cap is end game content...
noaani wrote: » damokles wrote: » @dygz No end game would mean that Ashes of Creation had no max level. All content at the level cap is end game content... This is a fact that everyone in the world other than Dygz understands. Arguing with him on almost any topic is pointless, because he refuses to admit he is wrong, even when he is the only person in the world with his view - a position he is in often.
azathoth wrote: » I don't see how Max Level automatically determines End Game content. I have not yet been convinced that there is content in Ashes that is only available at Max Level.
noaani wrote: » If a raid of sub-level cap characters can defeat an encounter, that encounter will not be difficult for a raid of level capped characters - thus is not something to strive for. In saying that Ashes will have challenging raid content, Steven specifically said it is so players have something to strive towards. If the first goal for any given player looking at raid content as something to strive towards isn't the level cap - a goal that literally happens by just playing the adventuring portion of the game - then what is the point of any system at all in the game?
noaani wrote: » To me, the notion of not having what players consider end game content and the notion of having challenging raid content are mutually exclusive. When Intrepid said Ashes will not have "end game" content, I read that in terms of static end game content where you follow the prescribed order in which to defeat encounters in the game, whether group or raid.
noaani wrote: » I simply can not see a way in which a player can consider any content that is able to be defeated before they reach the level cap as something to strive for, and would be interested to hear how anyone (other than Dygz) thinks that could even be possible.
noaani wrote: » The developers have said encounters will have phases and be heavily scripted. These things are not something that will be able to be dynamic, and as many scripts are a part of the environment rather than the encounter, it would be stupid to even try. Anyone that has spent any time raiding will know this. The dynamic component of raid encounters will be the abilities of the mobs themselves, rather than the scripts. When you take on an encounter, you'll likely understand what the script will be asking players to do. Whether it's adds in eggs, disintegrating floors, switches that need to be pulled, what ever - this component of encounters will likely remain the same.
azathoth wrote: » Having some raids, not particularly more than at any other difficulty level, at max level would be something every game should have. So in that sense I totally agree with you. There will likely be some players that have the most efficient raid-stat classes that can play them exceptionally well likely capable of max level dungeons even if they are one or two levels away. I have yet to play a game where the encounters/mobs/etc are so well balanced that a skilled player can't defeat content a level or two higher than recommended (although this usually happens more at higher levels than the lower ones). So having guilds decide to only take max level characters with enough horizontal progression doesn't imply, to me, end game content in Ashes. Just guild raid leaders looking for max character raids. I guess the semantics are rather or not End Game Content is everything available at max level, or everything locked behind max level. For me it's the second part, as for Ashes currently does not plan on having content that is only available at max level. Raids can be done at any level, having tough max level raids I don't consider end game. If group raiding could only be accomplished by max level characters, I would consider that end game content.
noaani wrote: » Yeah, I've played a few games that tried to offer incentives to established players to run low level content, ostensibly to help lower level players through that content, though I honestly think it is as much about adding one more activity to the daily grind of established players. I wasn't aware FFXIV did this, but Archeage forces people to group with lower levels for instances in almost exactly the same manner. That is what I had in mind when I said I have not seen a satisfactory way to make it happen. To me, it comes across as a cheap way to force boring content on to the established player, and highlights to the new player that they won't be able to enjoy the game as it was originally intended until they reach the level cap, as up until that point they will have higher level players running every dungeon with them (little do they know that when they hit the level cap in that game, low level dungeons are about all that most players run).
wanderingmist wrote: » Are higher level players synced for low level dungeons in Archeage?