Wandering Mist wrote: » Is there a way to achieve both goals?
noaani wrote: » Wandering Mist wrote: » Is there a way to achieve both goals? In terms of leveling content, I don't believe so. To me, the closest thing to an answer is to put in a leveling scheme that has a fairly low bar, and simply make the assumption that veteran players will rush through it. To me, the issue here is veteran players expecting challenge while leveling a character. We should know better imo.
Jahlon wrote: » There really isn't any good way to make "leveling" fun by means of grinding on mobs. I don't care the level of Monster AI, MOB grinding will always be a mind numbing experience. Now, Intrepid has said they have some plans to make the leveling interesting, and we won't be blitzing to max level in a week, the goal is roughly 45 days for max level.
Razorath wrote: » Jahlon wrote: » There really isn't any good way to make "leveling" fun by means of grinding on mobs. I don't care the level of Monster AI, MOB grinding will always be a mind numbing experience. Now, Intrepid has said they have some plans to make the leveling interesting, and we won't be blitzing to max level in a week, the goal is roughly 45 days for max level. When they say 45 days, do you know if they think 1080 hours of playtime or 45 days of playing for certain time a day, but how many hours a day do they account for in that? hmm.
Caeryl wrote: » noaani wrote: » Wandering Mist wrote: » Is there a way to achieve both goals? In terms of leveling content, I don't believe so. To me, the closest thing to an answer is to put in a leveling scheme that has a fairly low bar, and simply make the assumption that veteran players will rush through it. To me, the issue here is veteran players expecting challenge while leveling a character. We should know better imo. Ashes leveling process is minimum 30 days while rushing it (they claimed 45 but someone always finds a way to rig the system). They HAVE to make the leveling process engaging and it HAS to teach players to use their class.
noaani wrote: » Caeryl wrote: » noaani wrote: » Wandering Mist wrote: » Is there a way to achieve both goals? In terms of leveling content, I don't believe so. To me, the closest thing to an answer is to put in a leveling scheme that has a fairly low bar, and simply make the assumption that veteran players will rush through it. To me, the issue here is veteran players expecting challenge while leveling a character. We should know better imo. Ashes leveling process is minimum 30 days while rushing it (they claimed 45 but someone always finds a way to rig the system). They HAVE to make the leveling process engaging and it HAS to teach players to use their class. I would be more inclined to say the leveling process in Ashes has to provide players the means to learn their class if the player wishes to do so. If a game had the mandate that the leveling process HAD to teach players how to play their class, the game would at some point require a test from players to ensure they had learned what was being taught. As I've said before, I am personally ok with this. However, that is not what a sandbox game is all about. A sandbox game presents players with systems and content, and then leaves players to do as they wish.
Caeryl wrote: » Sandbox doesn’t mean go anywhere and do anything without any requirements. Requiring players have a certain amount of knowledge to successfully go to areas with high level mobs does not mean Ashes isn’t a sandbox game.
Content that is gated can not consist of all content that is required to get to the level cap. At least, not if you want to continue to call the game a sandbox. While calling a game a sandbox doesn't preclude some content being blocked, it does preclude completely blocking the path to the level cap.
Sarevok wrote: » The game really shouldn't have to teach a player how to play. Give the player the basics in the first 10-20 levels and then let them discover how to play their class and the game by themselves. The player can either research and test things themselves or watch a YouTube video. Too much hand holding for my taste. Buying a game does not entitle a player anything. There is no trophy for participation here. Story quest should start off easy then gradual get more difficult. I think whether they should require you to have a group complete quests or allow you to solo everything would be a good discussion for later. Side quests are just fillers in between the major story quests. Leveling nodes will contribute to your XP bar and I do hope PvP will be a good source of XP as well. As much as I dislike grinding it will always be necessary. Whether we are grinding resources for nodes, reagents/materials for crafting, PvP honor (if they will have something like this), XP or just mobs for some money/items it will always be in games as it is in real life.
Wandering Mist wrote: » Content that is gated can not consist of all content that is required to get to the level cap. At least, not if you want to continue to call the game a sandbox. While calling a game a sandbox doesn't preclude some content being blocked, it does preclude completely blocking the path to the level cap. That all depends on HOW those areas are blocked off. If it's like in FFXIV where there is literally a wall blocking off certain areas until you have reached some arbitrary point in the story, then I agree with you that that isn't a sandbox. Those kinds of arbitrary barriers really annoy me, whether it be level, gear or story that blocks you off. Those kinds of requirements have no place in an open world game in my opinion. However, there are many more (better) ways of doing it, the simplest being making the mobs stronger in certain areas. In Runescape there is absolutely nothing stopping you from walking the entire length of the world at level 1....as long as you can survive the mobs. That to me is the beauty of a sandbox game, it gives players the choice to challenge themselves if they want to. See this mob that's 5 levels higher than you? You can fight it if you want to.
leonerdo wrote: » It's nice when @noaani argues my points for me so I don't have to spend so much time ranting on the internet.
Lalli wrote: » I'll probably be one of the few people to say I loved leveling in Runescape (oldschool). Working for a 99 (max level) wasn't an easy task and when you finally got it it felt rewarding. People would have 99 parties and celebrate with their friends and clan often times. You could level what you want such as making pures and fight and monsters you wanted. I also loved questing in runescape. best game for questing but thats besides this point.