cleansingtotem wrote: » Dont listen to fake hardcore player who think tedious, outdated game designed will make the game a success. It never works and this game will be Wildstar all over again. Sadly I see a lot of the same kind of post pn these forums as I did w*'s.
Bricktop wrote: » cleansingtotem wrote: » Dont listen to fake hardcore player who think tedious, outdated game designed will make the game a success. It never works and this game will be Wildstar all over again. Sadly I see a lot of the same kind of post pn these forums as I did w*'s. It's absolutely hilarious that you point to wildstar as an example. An absolute 100% direct WoW carbon copy. That's your beloved new age game design in action. Wildstar tried to emulate WoW and advertised themselves as a hardcore raiding game. If we listen to people like you, it absolutely WILL be wildstar all over again.
primagoosa wrote: » 1. The goal post always gets shifted when comparing old WoW to new. In the old days, there seems to be no expectation to do anything meaningful, and people praise the freedom. Sure, you can do anything, but that's only because there's nothing to do and no reason to do it. The bis gear was an insane pvp grind or raiding...
3. Expansions don't invalidate content, leveling does. How often do you visit Thousand Needles in Classic after you quest it out? Durotar beyond Org? Silverpine Forest? Unless you're there to speed run alts or friends through content, there's no reason to go most places because you already experienced them. This is just a fact of mmos. Unless you scale characters to a zone like GW2 then either content is going to obliterate low levels or be trivial and probably useless for high levels. The only real way to get high level players back into low level areas is to give them high level reasons to be there, which AoC might accomplish fairly successfully. The world of an MMO is always as small as what is relevant to the player. The rest of the world might as well not exist to the player, but that doesn't mean it isn't relevant to OTHER players who are still leveling, or grinding horizontal progression. Either way, the magic of an adventure is akin to falling in love. The dopamine from exploration and discovery can't last forever, and they shouldn't try. The key is to transition adventure into a longer lasting love of the game, but it's so much baked into our culture to hunt for the dopamine shot that developers start behind the 8 ball. The magic of adventure WILL fade. The challenge isn't to keep trying to pump adventure in, but to get players to love the world they finished exploring.
SirChancelot11 wrote: » I have to ask What game does a good job with expansions, that doesn't make old content irrelevant? Because I feel like most MMOs have that problem, when you reach max level, or new stuff comes out... You don't really go back to lower level areas very often. Now I feel like ashes has a bit of an advantage here with its node system. Nodes closer to starting areas will grow faster, therefore probably end up being larger, keeping people on the area. But if the mobs and gathering resources in an area get outscaled, people won't go to that area as often anymore...