George Black wrote: » [*] yearly exansions introducing, +10 lv cap, new gear tier, new world bosses, new map zones, 1-2 new cities/castles to be dominated by guilds, 1-2 new skills per class for the new lvs and balance adjustments. Content in other words to challenge players that reached the cap for the next 4-5 months (xp gain has to be a lot harder for max lv yes?). Let's not kid ourselves, in mmorpgs only new servers are friendly to new players. Anything else dumps down content. [/list]
Salty wrote: » I am making a comparison to WoW because it has withstood the test of time. Many MMORPGs have come and gone and they are still there with an active fan base. What is that they've done right? One of those things I believe to be their ability to capture you into their world. The cinematics was unreal and rememberable for me at least. It would be a shame if ashes miss' the mark.
Amma wrote: » But that wasnt what kept me there. Most of the years it were the people in our guild who i knew then for years who got me to play the game. Its the social aspect that holds you in such a game, at least thats what it was for me.
Talents wrote: » Honestly, it sounds like you want a game with immersive characters and cinematics, and if I'm being honest, I don't think Ashes will have much of that. Now I'm not saying there won't be decent lore and stuff, but it's definitely not the main focus of the game like in Final Fantasy XIV. The cinematics that WoW do (like the expansion cinematics) cost literal millions to make. Intrepid doesn't have the money to do those types of cinematics. You'll get "in-game" cinematics such as this one since they're fairly easy to do in Unreal Engine, but don't expect ones like WoW. We already know that there is going to barely any voice acting in Ashes of Creation, just basic Greeting/Farewell messages from NPCs because of how expensive it is.
Amma wrote: » Salty wrote: » I am making a comparison to WoW because it has withstood the test of time. Many MMORPGs have come and gone and they are still there with an active fan base. What is that they've done right? One of those things I believe to be their ability to capture you into their world. The cinematics was unreal and rememberable for me at least. It would be a shame if ashes miss' the mark. What they did right was to be the first mmo of its kind. Sure there were other mmos before like Ultima Online, but they looked different for example its isometric view. When you have a kind of monopoly then you have all the millions of players. I played wow for many years since BC. I didnt know anything about the lore, but what made the game addictive for me at the beginning was that big world with all of its possibilities to explore. But that wasnt what kept me there. Most of the years it were the people in our guild who i knew then for years who got me to play the game. Its the social aspect that holds you in such a game, at least thats what it was for me. I think every other mmo that is like WoW would have a similar success over the years, if they had the monopoly at the beginning, because even if the game gets worse from year to year, the social aspect can still hold you there.
George Black wrote: » Lore is not the only retainer in mmos. I think a challenging mmorg can last if: max lv cap takes a couple of months to reach with a 5 hours of smart gameplay every day. gear crafting and looting takes time and effort guild gameplay (wars, sieges, territory domination) open world pvp (real friendships and rivalries) large map with diverse biomes challenging quests for group gameplay that enables a character to enter exclusive content, like the grand olympiad of L2 (most satisfying competition in any game ever ever ever). yearly exansions introducing, +10 lv cap, new gear tier, new world bosses, new map zones, 1-2 new cities/castles to be dominated by guilds, 1-2 new skills per class for the new lvs and balance adjustments. Content in other words to challenge players that reached the cap for the next 4-5 months (xp gain has to be a lot harder for max lv yes?). Let's not kid ourselves, in mmorpgs only new servers are friendly to new players. Anything else dumps down content. Then there are games like Elder Fashions Online that every three months throw in new gear designs for people to farm from the same old content, a small new map corner with a copy past story quest line and a couple of houses for you to decorate, while you spend money in the cash shop for a gambling chance and getting that useless and weird looking steampunkhorse or that skeletal-ghost with sprinkly aura cat ice mount. A never ending single player rpg experience with none of that challenge nonsense.
Hellfar wrote: » I hope they end up straying away from large player power increases and instead learn more towards a horizontal distribution of content throughout the game's lifespan. In the long run, vertical progression would lead to abandoned content that was once the end game, but no longer, and may even become soloable. I would like to see the available content at launch still be worthwhile and challenging 4 years into the game. I think WoW is a testament to how vertical progression makes content stale in the long run. And, let's not forget about the stat squishes.