ViBunja wrote: » Wandering Mist wrote: » ViBunja wrote: » Wandering Mist wrote: » As I said in my recent video on this topic, the ideas put forth in the OP are interesting but would require Intrepid to completely change how players get stronger. I personally feel it's not worth the time and effort to redesign the entire progression system just because having gear bound to character levels breaks the immersion. There will always be a disconnect between immersion and gameplay, this is expected of any game. There have been a couple of games like Red Dead Redemption 2 that have tried to add in more immersion to the game, but then you take a huge hit in terms of gameplay. Or like how latisullivan said, Lineage did this, WoW had a similar system when it came to weapons which I had fun, it was a mastery system where you have to practice until you could use weapons and every time you level up you had to increase your mastery or else you will be missing often. It's not something new, if anything is more old school for MMO's. Alright, let's talk about WoW's old weapon mastery system. Personally I hated it, and it's one of those things where immersion gets in the way of gameplay. Yes it makes sense that if you've only used a sword and shield, and you suddenly pick up a 2-handed axe, you'll be less good with the axe. That said, it felt really REALLY bad to get a new weapon in the middle of a dungeon that you then couldn't use until you had grinded against low level mobs for hours first. Getting a new weapon should be an exciting and cool experience, not a "well shit, can't use this yet" type of deal. And don't even get me started on the Kael'thas fight which forced the tanks to have to skill up their dagger skill in order to use the legendary dagger to use in that one single fight. Seriously, who thought that was a good idea???? Anyway, I'm glad they got rid of the weapon mastery mechanic in WoW. It was one of the reasons why I started to dislike WoW. I liked that old mastery system. It was immersive, it was fun and I believe most people who played back then responded negatively at the changes, it was the casuals who wanted that change. I like getting rewarded for my efforts. It's one of the reasons why WoW started going down to the shit hole, because it had rewards through putting effort. Not entirely true, when I was handed a 9 mm and learned how to use it was fun, but when my dad let me shoot his 45, it felt weird and I had to practice, it was a huge difference. I find it exciting to learn something new I don't know and master it. This was part of the old magic from MMO's. Picking something and being a master at that at the get go is not only not immersive, but not rewarding at all. As someone said, "you can't just be deserving, you have to be worthy". This is something MMO's lack nowadays, we get things too easy, things get replaced too easy. The game needs to slow down again, the game needs to give us something, but we need to be worthy to use it. I did think it was a good idea to always master all weapons you could us, it was not that hard to do, it was time consuming, but what were you supposed to do with your free time?
Wandering Mist wrote: » ViBunja wrote: » Wandering Mist wrote: » As I said in my recent video on this topic, the ideas put forth in the OP are interesting but would require Intrepid to completely change how players get stronger. I personally feel it's not worth the time and effort to redesign the entire progression system just because having gear bound to character levels breaks the immersion. There will always be a disconnect between immersion and gameplay, this is expected of any game. There have been a couple of games like Red Dead Redemption 2 that have tried to add in more immersion to the game, but then you take a huge hit in terms of gameplay. Or like how latisullivan said, Lineage did this, WoW had a similar system when it came to weapons which I had fun, it was a mastery system where you have to practice until you could use weapons and every time you level up you had to increase your mastery or else you will be missing often. It's not something new, if anything is more old school for MMO's. Alright, let's talk about WoW's old weapon mastery system. Personally I hated it, and it's one of those things where immersion gets in the way of gameplay. Yes it makes sense that if you've only used a sword and shield, and you suddenly pick up a 2-handed axe, you'll be less good with the axe. That said, it felt really REALLY bad to get a new weapon in the middle of a dungeon that you then couldn't use until you had grinded against low level mobs for hours first. Getting a new weapon should be an exciting and cool experience, not a "well shit, can't use this yet" type of deal. And don't even get me started on the Kael'thas fight which forced the tanks to have to skill up their dagger skill in order to use the legendary dagger to use in that one single fight. Seriously, who thought that was a good idea???? Anyway, I'm glad they got rid of the weapon mastery mechanic in WoW.
ViBunja wrote: » Wandering Mist wrote: » As I said in my recent video on this topic, the ideas put forth in the OP are interesting but would require Intrepid to completely change how players get stronger. I personally feel it's not worth the time and effort to redesign the entire progression system just because having gear bound to character levels breaks the immersion. There will always be a disconnect between immersion and gameplay, this is expected of any game. There have been a couple of games like Red Dead Redemption 2 that have tried to add in more immersion to the game, but then you take a huge hit in terms of gameplay. Or like how latisullivan said, Lineage did this, WoW had a similar system when it came to weapons which I had fun, it was a mastery system where you have to practice until you could use weapons and every time you level up you had to increase your mastery or else you will be missing often. It's not something new, if anything is more old school for MMO's.
Wandering Mist wrote: » As I said in my recent video on this topic, the ideas put forth in the OP are interesting but would require Intrepid to completely change how players get stronger. I personally feel it's not worth the time and effort to redesign the entire progression system just because having gear bound to character levels breaks the immersion. There will always be a disconnect between immersion and gameplay, this is expected of any game. There have been a couple of games like Red Dead Redemption 2 that have tried to add in more immersion to the game, but then you take a huge hit in terms of gameplay.
ViBunja wrote: » They did said they want the game to be realistic, they could probably even add age to our characters.
ViBunja wrote: » So I doubt age and levels could be linked together. It's more like Wisdom and Intelligence, the reason we learn is not because of what we experience and know, but rather of what we could comprehend. Like you said, 40 years old selling hot dogs or being 25 years old as a chef. Not because you have the knowledge doesn't mean you comprehend it, knowledge is only useful once we comprehend it and not always because one live longer means one experience more things or comprehended more things. And that's it, I didn't thought about it, but the skill I was missing is comprehension. If we comprehend the arts of using armor, because there is a difference taking damage and knowing how to take damage.
ViBunja wrote: » I mean, you are actually agreeing with my statement that there needs to be restrictions to items, but you clearly said I don't want them. So I can safely assumed you didn't read what I wrote and it's not because you don't agree with what I stated, but you don't agree with me that you didn't read my text.
Dygz wrote: » What is the dev quote that states the devs want the game to be "realistic"?
Dygz wrote: » There could be a game like that, but that's not Ashes. What you describe in this post sounds closer to Chronicles of Elyria.
Dygz wrote: » I mean, I actually disagree with your statements and suggestions, so I can safely assume you did not read what I wrote.
ViBunja wrote: » I feel it's not immersive that I can't wear a helmet because my level isn't high enough. It makes no sense, same with armor. It goes to the body, what else do you need to know? That being said, I agree some restrictions could be taken place. Instead of basing the restrictions toward levels, it should be based in some skills. Maybe a helmet is too heavy, same with armor. Think of it as D&D/Pathfinder where you need a minimum in Strength to wear some armor. It'd make more sense to have items are locked behind stats than in levels, and the minimum at certain levels so it doesn't lock players out from using them any equipment, weapons, etc. It'd be more immersive and it'd make more sense that you can't use this sword because your strength isn't enough, you can't truly use a rapier because you lack the agility. And instead of just unable to equip them, they just don't benefit you, they either do less damage or you move very slow. EDIT: Like what is a level? It doesn't make sense. So having a better lore friendly why we can't make use of weapons and gear. It would make more sense to have something like tuning to essence within armor and weapons. Like what we can tolerate or not, it means we can't wear them as it could damage us or we can't just make the most out of it.
Nagash wrote: » but the problem rises with how else are you meant to get these skills/stats without levelling up?
ViBunja wrote: » Dygz wrote: » What is the dev quote that states the devs want the game to be "realistic"? "We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there." – Jeffrey Bard
ViBunja wrote: » Dygz wrote: » There could be a game like that, but that's not Ashes. What you describe in this post sounds closer to Chronicles of Elyria. It could be Ashes, but you can't say it isn't Ashes.
ViBunja wrote: » Dygz wrote: » I mean, I actually disagree with your statements and suggestions, so I can safely assume you did not read what I wrote. You agree we want restrictions on items, but you claim I don't?
Jirue wrote: » Nagash wrote: » but the problem rises with how else are you meant to get these skills/stats without levelling up? Side thought came to my mind when reading this. I'm not suggesting at all that this should be the way AoC should be designed, but you could have systems other than leveling that award stat points. Completing certain quests or conditions (kill X number of rabbits to get a title which gives more dexterity, one-shot a certain boss, ect.), eating different foods (either one time award, deteriorates over time, or diminishing return for eating the same food), gaining more strength points as you use melee attacks or chop down trees, ect. Just a random thought on alternative ways a game could let you gain stats without a leveling system. Tie the stat gains to actions and achievements instead of a experience system (which is really just a "middle man" system to doing actions to get progress anyways, mostly just serves as a way to decouple actions & progress so progress is not linked to a specific action and a control dial for player progression speed). Benefits of such a system is that progress is based on engaging with the worlds different systems, gives good incentives to engage with gathering/crafting systems, and creates a nice flow of discovery and progress through performing common actions. Down side is this would be terribly hard to balance if stat's are heavily influential on combat performance (could be mitigated some by having performance more from gear than stats) and easily grindy/exploitable without time deterrents/caps on certain actions (like having a satiety system to limit the amount of food you could eat over a period of time).
ViBunja wrote: » AntVictus wrote: » No. This whole pov wasn't even thought out, and it's very obvious this was done by a knee jerk "I don't like leveling" discussion that you had with friends or something. So again, no. Wow, it's almost like you only read the title and not the short text I posted. I'm not against levels, I'm pro levels, just against the immersion of having items restrictions because of levels. Like saying, you can't hold this hammer because your level is too low, but not against the idea of wearing the hammer, but you don't deal the better damage than items on your levels.
AntVictus wrote: » No. This whole pov wasn't even thought out, and it's very obvious this was done by a knee jerk "I don't like leveling" discussion that you had with friends or something. So again, no.
ViBunja wrote: » I feel it's not immersive that I can't wear a helmet because my level isn't high enough. It makes no sense, same with armor. It goes to the body, what else do you need to know?
Noaani wrote: » My suggestion to you is to look at every single item in every single game that has a level restriction as bing kind of like Infinity Stones in the MCU. While characters of higher power can wield them just fine, if you are not of sufficient power and attempt to do so, you are not in for a good time.
ViBunja wrote: » I'd have to say you are in the wrong game if you don't want a immersive simulator because AoC aims more towards that