Noaani wrote: » Kesthely wrote: » Noaani wrote: » You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game. In my experiance they don't. They like building up on the systems, getting more skills more talent points etc, new mechanics are similar to getting the azunite system or the legion legendary weapon (both from World of warcraft) Thus i advocate to already have a limited form of augmenting from the start so it builds up on that with the secondary classes, instead of becomming a new mechanic My understanding of WoW is that you start getting talent point at level 10. So, they are introducing new systems to players during the leveling process in that game as well, just as you are complaining about here. I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come. In Ashes, you need to first of all learn about the node, PvP and caravan systems. These are likely what we will spend the first 20 or so levels doing, and each of them is more important than secondary classes and augments. Then, when people understand those systems (or when they should understand them), it is time to introduce a new system. If Intrepid were to move teaching about augments to level 10 instead of level 25, do you propose they teach about the node, PvP and caravan systems in that first 10 levels, leaving players with no real time to let the information sink in, teach about them after augments and such, leaving players exposed to people that already understand these systems, or teach them all at the same time so players have no idea what is going on at all? Because, believe it or not, the point at which you introduce a mechanic to players is not decided in a vacuum. You need to consider the pace at which new information is given to players, and you need to prioritize that information and order it in a way that makes sense to players. When it comes to prioritizing information to players in Ashes, nodes come first. This is not uo for debate. After that, ensuring players have a good understanding of the PvP system is critical. This won't take long, but this is good - teaching an easy, fast concept after teaching a more complex concept (nodes, in this case) makes it easier for both to sink in. Caravans may well be introduced after level 25, but honestly, I could see it taking 20 levels to teach the basics of gameplay and nodes.
Kesthely wrote: » Noaani wrote: » You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game. In my experiance they don't. They like building up on the systems, getting more skills more talent points etc, new mechanics are similar to getting the azunite system or the legion legendary weapon (both from World of warcraft) Thus i advocate to already have a limited form of augmenting from the start so it builds up on that with the secondary classes, instead of becomming a new mechanic
Noaani wrote: » You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game.
Kesthely wrote: » Noaani wrote: » You are suggesting developers shouldn't be introducing players to major new mechanics half way through the leveling process, which is exactly where most players would expect to learn about mechanics of the game. In my experiance they don't. They like building up on the systems, getting more skills more talent points etc, new mechanics are similar to getting the azunite system or the legion legendary weapon (both from World of warcraft) Thus i advocate to already have a limited form of augmenting from the start so it builds up on that with the secondary classes, instead of becomming a new mechanic Noaani wrote: » So, are you suggesting that the developers should introduce these mechanics at level 1, and just throw everything at the player right at the start? having 2 passives, 2 actives, 2 weaponskills and 1 or2 augments isn't trowing everything at them. as far as i've seen you start with 3 skill points and gain 1 skill point per level. so at 25 you would have 28 skill points to spend. if you devide that by 2 for a balanced active and passive build, you have 14 points in active abilites, enough to max out 4 abilities and have 1 at 2 points. Now if each class has 4 augments, at that point you are looking at 5*8*4 or 160 potential variations for your abilties to choose from. for me thats a concerning amount of things to consider Overthrow wrote: » This debate is moot since you can change your secondary archetype if you don't like your initial choice. It's a solution that addresses OP's concern and he didn't mention this so he probably didn't know. I do know, my concern is not that you can change your secondary archtype or change the augments, but that the playstyles you can create because of the augments is so different you might have wanted to pick a different PRIMARY archtype (Something you CAN'T change) pyreal wrote: » OP claims that 2nd archetype will "change the fundamental game mechanic" for the player. It will not. Examples from Devs have been on this line: Warrior Charge changes from a running charge to a teleport. 'Fundamental change'? No. Same mechanic (distance closer), same reqs (likely distance to target), same outcome. Different animation and/or casting/channeling time are the differences here. Hardly 'fundamental'. I'll clarify it for you how fundamentally different it is. Your participating on a castle siege. You stand on a wall shooting down. Fighter A comes towards the wall and is a Fighter/Fighter. He has to go trough the chokepoint , then up a stairs, and can only then charge you due to charge range / line of sight limitations. Fighter B is a Fighter/Mage with Teleportation on his charge. He runs up to the wall, and teleports in your face, he bypasses the chokepoint or the stairs and is their instantly before you can even slow or crowdcontrol or damage him. And this is a funamentally different playstyle.
Noaani wrote: » So, are you suggesting that the developers should introduce these mechanics at level 1, and just throw everything at the player right at the start?
Overthrow wrote: » This debate is moot since you can change your secondary archetype if you don't like your initial choice. It's a solution that addresses OP's concern and he didn't mention this so he probably didn't know.
pyreal wrote: » OP claims that 2nd archetype will "change the fundamental game mechanic" for the player. It will not. Examples from Devs have been on this line: Warrior Charge changes from a running charge to a teleport. 'Fundamental change'? No. Same mechanic (distance closer), same reqs (likely distance to target), same outcome. Different animation and/or casting/channeling time are the differences here. Hardly 'fundamental'.
Overthrow wrote: » Noaani wrote: » I do know, my concern is not that you can change your secondary archetype or change the augments, but that the playstyles you can create because of the augments is so different you might have wanted to pick a different PRIMARY archtype (Something you CAN'T change) Oh okay, well sure that's possible but we can't accurately debate it at this point because we haven't seen the secondary augment system yet or even how long it takes to get to level 25. Another possibility is that the method of changing your secondary archetype will be a huge pain. I'd bear in mind though, as an example: if you pick Mage and then hate your initial pick of Bard as your second archetype then you have 7 more to choose from. That includes doubling down on Mage for your second archetype as well. Presumably between all 8 options your character will still feel like a Mage on several of them. I don't doubt there will be a lot of players who want to experiment with different archetype combinations but I think it's fine to have character rerolling be a significant time commitment. Pretty much every other game with classes works that way--you don't get the full feel of the class until later in the leveling process.
Noaani wrote: » I do know, my concern is not that you can change your secondary archetype or change the augments, but that the playstyles you can create because of the augments is so different you might have wanted to pick a different PRIMARY archtype (Something you CAN'T change)
SirChancelot11 wrote: » I agree with what you're saying about it not being in a vacuum... But shouldn't people learn the flavor of their own character before anything else?
Noaani wrote: » In Ashes, you need to first of all learn about the node, PvP and caravan systems. These are likely what we will spend the first 20 or so levels doing, and each of them is more important than secondary classes and augments. Then, when people understand those systems (or when they should understand them), it is time to introduce a new system. If Intrepid were to move teaching about augments to level 10 instead of level 25, do you propose they teach about the node, PvP and caravan systems in that first 10 levels, leaving players with no real time to let the information sink in, teach about them after augments and such, leaving players exposed to people that already understand these systems, or teach them all at the same time so players have no idea what is going on at all?
bloodprophet wrote: » [ Seeking to understand your thoughts. Is your primary concern that the augments will allow you to move so far from their primary archetype choice that the first archetype choice becomes moot? or is it that people will be confused that when they hit level 25 and pick their second archetype that picking fighter first then mage second will not allow them to play mage vs fighter? Is your underlying concern that you cannot change your primary archetype?
SirChancelot11 wrote: » 10 levels in wow out of 60: 16% in to leveling 25 levels in aoc out of 50: 50% in to leveling Imagine not chosing a spec in wow until level 30
daveywavey wrote: » SirChancelot11 wrote: » 10 levels in wow out of 60: 16% in to leveling 25 levels in aoc out of 50: 50% in to leveling Imagine not chosing a spec in wow until level 30 The level cap for a Free Trial account is (or was) 20 though, right? That's half-way through, where someone will be deciding whether or not they like the game enough to pay.
bloodprophet wrote: » Agreed one is a mage the other is a fighter. Are you looking then for the ability to change primaries? Alts will be a thing and if you want to do a whirlwind fire fire dame vs bleed gonna need to have fighter as your primary.
Noaani wrote: » That wasn't a quote from me.
Kesthely wrote: » Noaani wrote: » In Ashes, you need to first of all learn about the node, PvP and caravan systems. These are likely what we will spend the first 20 or so levels doing, and each of them is more important than secondary classes and augments. Then, when people understand those systems (or when they should understand them), it is time to introduce a new system. If Intrepid were to move teaching about augments to level 10 instead of level 25, do you propose they teach about the node, PvP and caravan systems in that first 10 levels, leaving players with no real time to let the information sink in, teach about them after augments and such, leaving players exposed to people that already understand these systems, or teach them all at the same time so players have no idea what is going on at all? While the node system is the most important part of the game, the world revolves around it, as a player you don't need to know anything about the nodes to be able to do well untill you want to master one profession and need a freehold.
Kesthely wrote: » lvl 10 in wow is obtainable within 15 mins, but or first time users probably within an hour or 2. This is far from the 20+ hours it will most likely require to level up to 25, only to find out that the thing you were interested in isn't what you expected.
Noaani wrote: » I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come.
Azherae wrote: » And if it's the case that the leveling process is just a way to pass time before endgame, levels 1-25 will be a simplistic cakewalk, changing to Spellsword is 'basically the same as Weaponmaster' and it's your fault if you somehow didn't think to be a Battlemage, and so on, that's easy to explain to potential players. But that's still just 'I don't think this game is going to be this way, so your concerns are pointless'. Aren't some of y'all relatively high/top players in other games? Have you never 'had the irritation of practicing a character for months only to get nerfed so bad you had to change to and practice a new one'? (I wish there was a different way to ask this question because I know it is just gonna get that dismissive 'it's not the same' answer, but I can't be bothered, so I'll accept whatever comes)
Noaani wrote: » Kesthely wrote: » lvl 10 in wow is obtainable within 15 mins, but or first time users probably within an hour or 2. This is far from the 20+ hours it will most likely require to level up to 25, only to find out that the thing you were interested in isn't what you expected. I addressed this in the post that I bought it up in Noaani wrote: » I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come. When you have nothing else that you need to show players, you may as well get started on that one easy to understand thing early on. When you have many things to show players, you need to space them out a little.
SirChancelot11 wrote: » That's an assumption on your part. If someone is new to an MMO they're learning how to move, how to pick up and turn in quests, how to use the quest log, and the character interface to equip gear. Sure second nature to us, but that's all learning stuff about the game. You use mage/bard. But how about mage fighter? That hopefully is two entirely different playstyles that would require you to build your character in a different way. Who what's to spend 20+ hrs learning to be your stereotypical mage when at 25 I'm hopefully switching to an in your face melee battlemage. And you know my feelings on mage/tank, I'd love to see those augments shift then enough to actually tank content. That again is a huge shift in the way the archtype plays This is why earlier I said it depends on the scale of what augments can do...
SirChancelot11 wrote: » Noaani wrote: » Kesthely wrote: » lvl 10 in wow is obtainable within 15 mins, but or first time users probably within an hour or 2. This is far from the 20+ hours it will most likely require to level up to 25, only to find out that the thing you were interested in isn't what you expected. I addressed this in the post that I bought it up in Noaani wrote: » I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come. @Enigmatic Sage I want really focusing on the%, I was getting at the huge difference in time investment to determine if you like the way your later game class would feel to play. I clearly didn't get that from your explanation by the way it was worded. For myself reading it, it was comparing two different games leveling systems and specific class choice progression based on percentages for when to integrate specialisations and augmentations based around percentages to max level rather than time spent to get to those points in the game. Getting to level 10 in retail WoW is rather quick compared to the assumptions that getting to level 25 in AoC would be the same pace.
Noaani wrote: » Kesthely wrote: » lvl 10 in wow is obtainable within 15 mins, but or first time users probably within an hour or 2. This is far from the 20+ hours it will most likely require to level up to 25, only to find out that the thing you were interested in isn't what you expected. I addressed this in the post that I bought it up in Noaani wrote: » I'm sure you'll say there is a big difference between level 10 in WoW and level 25 in Ashes. This is true, there are. However, there is almost nothing at all that WoW needs to teach new players because the game is as bland as they come. @Enigmatic Sage I want really focusing on the%, I was getting at the huge difference in time investment to determine if you like the way your later game class would feel to play.