Noaani wrote: » Javionn wrote: » So basically you’re saying that the game is gonna be a race to monopolization. I'm saying top end open world content is. While it is fun to think that the rest of the server would come together to stop you, this isn't really something that actually happens. The best thing players can ask for is that the developers place limitations on how much content can be monopolized, and how much more powerful the people that monopolize that content can get.
Javionn wrote: » So basically you’re saying that the game is gonna be a race to monopolization.
Javionn wrote: » With a game that’s solely focusing on traveling on foot and limited fast travel, I’m positive that there will be some sort of server event that would lead to “KoS if you see these guys.” You’re right it’s almost unlikely for a server to do this but if they’re focusing on social interaction I can safely say that people will do this. You’re gonna have guilds come together for a one time thing you’re gonna have people talk about you, you will build a bad reputation as a guild which will lead to something like that, Atleast that’s what I’d expect. If It was me, I would be talking to guild leaders and random people I see on the roads to come for that guild that takes the fun away from us.. but that’s only my assumptions and ideas.
George Black wrote: » Yearly expansions. 5 lv cap increase New/rebalanced abilities New gear tier New epic world boss New zones New raid bosses 1-2 new instanced content New siegable castle One grand, new system every 2 years
Ostaff wrote: » I agree with Vhaeyne, I hate level increase creap. Instead they should do a more horizontal move in that they open up brand new zones the make your old skills mostly useless and causing you to learn new skills to do well in that zone. Ie. New damage types that need new types of resistances and mobs have immunities or high resistances to other zones damage types.
Ostaff wrote: » Make your elite uber level character feel like a newbie again without actually hindering all the other players in the other zones, keeping "item" degeneration that reduces the value of "older" items out of the ball game
Noaani wrote: » Javionn wrote: » With a game that’s solely focusing on traveling on foot and limited fast travel, I’m positive that there will be some sort of server event that would lead to “KoS if you see these guys.” You’re right it’s almost unlikely for a server to do this but if they’re focusing on social interaction I can safely say that people will do this. You’re gonna have guilds come together for a one time thing you’re gonna have people talk about you, you will build a bad reputation as a guild which will lead to something like that, Atleast that’s what I’d expect. If It was me, I would be talking to guild leaders and random people I see on the roads to come for that guild that takes the fun away from us.. but that’s only my assumptions and ideas. That isn't going to happen, because of the lack of fast travel. If me and my guild were forced to travel by foot/mount, and everyone else was able to port around, then I could see the possibility of an attempt at this. A slim possibility, but a possibility nontheless. However, with these people wanting to chase us down also not having fast travel, I can't see them even bothering. This is especially true when you consider that the content we would have a monopoly on is the only non-node means of gaining a flying mount. I can see some people attempting to stop us at the content itself, this will happen basially every spawn. However, the closest thing they can have to success is if the encounters have a despawn mechanic and they are able to stop us getting a kill. However, since by that point our goal would be preventing others getting the rewards, rather than getting them for ourselves, we would consider that a win for us.
Javionn wrote: » I’m willing to give this a go in the server I play regardless of the ups and downs. I like challenges and this will only make me want to bring you down even more 😆so whatever happens I’m willing to try for the hell of it.
Arkethos wrote: » One thing that really kept me going in FFXI was the ability to switch jobs (main & sub), exploring new classes, trying new combos or filling necessary roles in raids. It was as on-the-fly as FFXIV (which I feel is too convenient), but it was nice to have my same character and not need to switch to some alt when I wanted/needed to try something different. End game for me in FFXI was about getting various classes to max level and getting the gear for those classes to then be a dynamic asset for my guild. I essentially did the same sort of thing in WoW, but had to do it with multiple characters due to static class assignment. While I’d like to see AOC allow for class changing, it should be something that requires you to be in your home so that it’s “cost” is based on location and travel time. I don’t know that the level cap increase is the most creative or constructive way to add to end game enjoyment. It is usually just a time sink, rather than something that actually delivers for the player. It also makes returning players (took a break for school or military for example) feel significantly behind if they were at the level cap and now have a bunch of grinding to do just to get back to where they were. The one saving grace here is that it was mentioned on stream that there is no damage-level penalty when attacking things higher than you. So the skill of a player still has value, rather than just the number next to their portrait. Crafting consumables and high end desirable items always has a place in my heart. An expansive system that doesn’t constantly move the goal posts (level cap), but rather one that becomes more about quality and depth over time. Strengthens you character’s reputation as a supplier of goods and services, and the more you put into it, the more you’d get out of it. I’d like to run an Inn out of the main city areas that is somewhat of a crossroads or staging point for people doing resource gathering, dungeon runs or whatever. Somehow being an oasis for the weary, a gathering point for the bold or a hideout for those on the run. City building and defending the home. I feel it’s not only in the journey, but maintaining a foothold in a region so as not to be knocked out of standing by a rival city within the node, that makes it worthwhile. The fragility or impermanence of the node system will hopefully keep us engaged. Not to mention being raided by a sieging guild. This builds community by investment of time and resources towards a common goal... and can lead to epic shifts in power and influence depending on how player counts and activity levels may change over time.