A Long Time MMO Player's Fears About Ashes
A little about myself, I have been playing WoW since vanilla and have played many MMOs during my time playing WoW. Some examples are Wildstar, Old Republic, Runescape, BDO, Rift, Archage, Guild Wars 2, Blade and soul, Albion online, Age of Conan, Lost Ark (Through a VPN), Firefall, Maplestory 1 and 2, and Midwinter.
I also have done some of the harder content in these games i have listed, in most of them i have atleast reached End game to a extent. In WoW i have ran about 5 top 100 US guilds and at one time ran 2 at a time with alts i also was in the world first race in early MoP with a guild called TM, in Runescape i attempted to get one of the first quest capes when old school came out and i managed to get one of the first ones, in BDO managed to level multiple characters to soft cap and got most of my boss gear and was able to put the grind in to have a decent about of money in the game and dabbled in its pvp.
Safe to say i probably have left some out, but in general i have tried a lot of MMOs and have been let down many times or have experienced MMOs that play really great and have many great core systems but completely miss the mark on what i enjoy the most in a MMO and why i always go back to WoW over anything else.
For the sake of trying to make this not to long formed ill list my fears first.
Fear 1: The PvE its going to end up being very watered down.
Fear 2: The sacrifice for having pvp in pve content is going to encourage a lot of gate keeping play style over world bosses
Fear 3: By not having meaningful dungeons or raids that can be logged or kept track of through dps meters or other addons the replay value will go away quickly after obtaining whatever item you are looking for.
So ill go over my first fear, that the pve will be watered down. Reason i say this is because from most of what i have heard so far about ashes it is is going to be 40 man content for the harder bosses. On paper more people has always made ppl say its harder content but i have always experienced that the hardest bosses come from well tuned fights and with 40 ppl you start getting into the realm of hyper class stacking and almost always the fights are super easy or just really long bc the Devs in hopes of having a harder fight just add on more HP instead of having meaningful mechanics. A good Example of 40 mans failing would be current classic wow where now that ppl went into it class stacking the content falls over quickly and really anyone could kill all of BWL on a fresh toon with blues bc the bosses are designed for 40 and lack any real mechanics, btw in BDO almost all of the open world bosses are like this too if you go and just tag the boss and no nothing you are still very likely to get loot and the boss itself is a joke and un-fun.
So with that being said what do i consider a meaningful and hard boss to kill, almost always i gravitate to WoW for these meaningful boss encounters and a few examples i have to give are, KJ in legion, Helya in legion, LK in ICC, Unaut in BFA, Mekka in BFA, and Black Hand in WoD. there is many more bosses but for sake of trying to keep this short will go over these.
KJ, Helya, LK, Unaut all require you to keep all 20 of your raiders alive throughout the fight or it is most likely a wipe because of how well tuned these bosses were, and all of them were Extremely satisfying to defeat because of this challenge. And really this challenge only comes from how well tuned the bosses are and i dont see 40mans doing that because in a 20man raid if you mess up your usually really important to the fight no matter what class you are playing, but in a 40man it has to be tuned in a sense that a guild can even get 40 ppl together and because of that the skill requirement has to be lower and therefore on the design side the boss has to be more one dimensional. And its important to add that in 40man raids in Classic or open worlds bosses in almost any game i have played it really feels like a i do not matter at all and what i do will not change the outcome of the fight, which means i could go afk and i probably will still get the same reward that the ppl that stayed trying got.
Its easy to say that the loot master wont give you a item if your afk or not trying on the boss BUT if there is no dps meter or no logs to tell how well i was performing during the fight while others were focused on what they were doing how will anyone really know i was not trying on the kill?
Fear 2: pvp and pve together will force pve to take massive sacrifices for gameplay and encourage gatekeeping.
Important that i explain what i mean by gate keeping, what i mean by it is that people that started out the game grinding first or did there research on the game and leveled faster and geared faster than others can then use there guild to lock down important spawns of bosses and keep others from getting these items and can inflate prices on items that they took control of and either force a player base to join them or be at a permanent dis advantage.
A bad example of this would be devilsuar mafia in WoW classic, which most would say would line up with exactly what i am talking about but it does not because at the end of the day the pants and gloves were only 2 slots of gear and did not matter that much because there was better gear in the game from MC already or gear very close to as good.
But in ashes from what i have seen these bosses will drop complete legendaries or components to legendaries that will not be obtained through other means and with just a little bit of data mining and having ppl take shifts camping spawns and a big enough guild you can make it so that you will get 90% of the kills and have a gear lead to muscle out anyone else that trys to beat your guild on the spawn camp.
Which the most likely outcome like in most others MMOs that have a tag able world boss the 2 or 3 best guilds on the server will have a agreement that they will not kill each other to maintain complete control over the spawns not allowing for any other guild to really catch up.
IMO this game play is considered gate keeping and for a lot of people they want to feel like they are reaching a goal and for many that goal is to make your character as strong as possible but want to achieve that goal playing with there friends or else the game will feel un-fun and sadly this style of world boss design encourages the idea of having to join whatever is the strongest guild on your server just to get tags and that guild is not always likely to take all your friends with you.
Fear 3: By not having meaningful dungeons or raids that can be logged or kept track of through dps meters or other addons the replay value will go away quickly after obtaining whatever item you are looking for.
So in WoW one of the biggest things that have made it a massive success for many years is there raids, and part of that is the competition within the boss itself as you compete in dps against others in your guild to show that you deserve your raid spot or to show others around you that you are improving you also use Logs to compete on a much larger scale.
For example lets say i have all of my BiS gear on my character but i dont enjoy PVP and crafting and gold is not a big thing i care about, so what content do i do besides the same raid bosses the answer is simple i just do those bosses again and again. But as a dps player i dont know how much dmg my gear is really giving me i dont know how much im improving i dont know how well i did this kill of the boss vs my last because both times i lived and death is the only metric to judge how well i am doing. At this point i have no reason to continue to play this game after i got the best gear for my character until more content comes out and if the answer is that the content will just come out fast enough that the player wont out pace the content, i will just say that i have yet to see any MMO out pace the player.
Best part is that this problem has a VERY simple solution, just let the players compete against eachother in PvE, because to a lot of players we love PvE in games way more than PVP and really enjoy the sense of mastering a boss fight and mastering a class on that fight and trying to beat the other people playing your class in other guilds that in some cases are on the other side of the world. ANY MMO can give a sandbox pvp experience with some Bosses to kill but only a FEW can make those bosses meaningful outside of the loot that drops on them and PVE competition is a completely unique experience to MMOs, PVP is not.
I will say this i do look forward to what Ashes has and i just hope that the game comes with some instanced content that is tuned to a very difficult level that rewards the correct gear for its level of difficulty and that there is a system that allows players to compete with other players in a pve setting.