Noaani wrote: » It took years before Archeage had even a single max'd out item using a system similar to the enchant system Ashes is going to have. Literally no one ever "got through" the content. There is a theoretical limit to progression with systems like this, but it is not one that players are likely to reach. As such, in practice, there is no limit on progression.
Noaani wrote: » I think you have mis-understood what has been said in this regard. Steve s comments in this regard have all been more directed at the fact that players will still be in all areas of the world and so not leave starting areas abandoned, and that lower level materials will be needed for higher level crafts, meaning higher level people may want to harvest in lower level areas.
Ravel wrote: » I am confused now. AoC is not a subscription model only, afaik.It is nice you do not need to pay a box price, because it lowers the threshold to try the game, but I understand there will be a cash shop, so how can it be called subscription only?
Ironhope wrote: » Noaani wrote: » It took years before Archeage had even a single max'd out item using a system similar to the enchant system Ashes is going to have. Literally no one ever "got through" the content. There is a theoretical limit to progression with systems like this, but it is not one that players are likely to reach. As such, in practice, there is no limit on progression. Well, by content I didn't necesarelly mean ''having the top level gear and mounts and stuff'' (although it was part of what I meant, I admit, and I stand corrected if things stand as you put them, I admit I'm not faimilar with Archage or the system in question). What I meant was more in the lines of ''there will be more levels, zones, instances, battlegrounds, node siege and caravan systems, classes, specs, etc to experience.'' Having to go through 30 extra levels for examples, through several extra zones, through several other instances and battlegrounds, in the context of world pvp and extra profession content... that's great. People shouldn't want to skip those extra 30 levels, those extra dungeons and zones and .... yeah. Hope things are more clear now. Sorry if I was unclear so far.
ankh wrote: » I've always enjoyed the "catch up mechanics" that unlock when a certain number of players hit certain milestones. Of course, those are most applicable to games in which whales can take off from the start and leave everyone else in their dust, but in a game like Ashes having small boosts to exp gain after a bunch of people hit level cap could help those who find the game late get into all the world-altering content without getting crushed until they give up or bypassing all the "low level" content
ShadonSol wrote: » Ravel wrote: » I am confused now. AoC is not a subscription model only, afaik.It is nice you do not need to pay a box price, because it lowers the threshold to try the game, but I understand there will be a cash shop, so how can it be called subscription only? When you say stuff like "sub-only" or "free to play", that refers to what's required to play the game. And since you only need an active subscription for AoC, it has a subscription model. The cash shop will be purely cosmetic and Steven has emphasized multiple times that in-game achievable stuff will be on-par. Hope that clarified things a bit!
Uncommon Sense wrote: » Shouldn't need catch up mechanics in a sandbox type mmo. The players who get ahead will need to help newer players get established as the in game society dynamics will require it. And new players should see veterans as something to aspire too. It should not be required in a well designed game in needing to bubble wrap or hand hold the new player.
Uncommon Sense wrote: » I can't recall if intrepid is planning on level cap increase with expansions. Not sure i would with 64 player archetypes+augments. But i don;t think linear progression is a design element Ashes is leaning on. So catching up should not be a major concern. But a cosmetic only store with no convenience items gives me some hope that item and inventory bloat will not eventuate.
Uncommon Sense wrote: » Most Sand box game have horizontal progression so no catch up is required. Themeparks are typically linear progression making catchups more prevalent. But It primarily the power creep that has the most detrimental impact to the new player experience later in the games life cycle.
Uncommon Sense wrote: » I can't recall if intrepid is planning on level cap increase with expansions.
Larger expansions will add new content and increase various aspects of the game. Increased level cap. New gear sets. New zones. New bosses. New skill levels. Increased power levels. Gear upgrades.
tautau wrote: » While I personally don't like 'catch-up' mechanics at all, I won't complain about them if the developers are able to implement them in such a way that 1. we have a steady stream of new players joining the game a couple of years down the road and 2. the catch-up isn't too fast. If it takes me, playing from day 1, two years to do something, I'll be grouchy if a new player does it in two months. The two year grind for me was great fun, don't deprive the new player of that experience. But yeah, new players are good to have around, too!
Uncommon Sense wrote: » I agree a fresh server option per expansion will address many if not all the issues.