VmanGman wrote: » That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression.
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would. No idea why you’re expecting at least 6 tiers… Because that is an incredibly low number. Lets assume there is a base level of total crap gear. Then there is a tier of solo obtainable gear on top of that. Then there are two tiers of group obtainable gear, and two tiers of raid obtainable gear. That is already 6 tiers of gear. I would have to question basically every single thing you have to say if you think that few gear tiers is adequate. Realistically, there should be 6 tiers of group obtainable gear - let alone solo or raid. That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression.
Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would. No idea why you’re expecting at least 6 tiers… Because that is an incredibly low number. Lets assume there is a base level of total crap gear. Then there is a tier of solo obtainable gear on top of that. Then there are two tiers of group obtainable gear, and two tiers of raid obtainable gear. That is already 6 tiers of gear. I would have to question basically every single thing you have to say if you think that few gear tiers is adequate. Realistically, there should be 6 tiers of group obtainable gear - let alone solo or raid.
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would. No idea why you’re expecting at least 6 tiers…
Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would.
VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me.
Goalid wrote: » VmanGman wrote: » That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. It just sounds like you want minimal progression to cater to casuals at this point.
bloodprophet wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would. No idea why you’re expecting at least 6 tiers… Because that is an incredibly low number. Lets assume there is a base level of total crap gear. Then there is a tier of solo obtainable gear on top of that. Then there are two tiers of group obtainable gear, and two tiers of raid obtainable gear. That is already 6 tiers of gear. I would have to question basically every single thing you have to say if you think that few gear tiers is adequate. Realistically, there should be 6 tiers of group obtainable gear - let alone solo or raid. That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. For you maybe. Definitely not for most.
bloodprophet wrote: » You know for a fact they don't?
Noaani wrote: » VmanGman wrote: » That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. Honest question; have you actually played an MMORPG before?
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. Honest question; have you actually played an MMORPG before? Yes, I have. Multiple. MMOs do not need 2 tiers per game mode.
Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. Honest question; have you actually played an MMORPG before? Yes, I have. Multiple. MMOs do not need 2 tiers per game mode. Which MMO's? Because yes, they do.
VmanGman wrote: » This is cute. I've played Ragnarok Online, WoW (all iterations of it), Lord of the Rings Online, Guild Wars 2, Archeage, Black Desert Online, and Albion Online. I've dabbled in some other ones, but not enough to warrant mentioning them. According to who do MMOs need multiple tiers per game mode?
VmanGman wrote: » bloodprophet wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » If you think that what I’m saying is a punishment to the rest of the population, you must have completely misunderstood me. I don't think I have. If we assume gear is 20% of what ever we are talking about, and we know we have 16 gear slots, that means each slot is responsible for 1.25% of a characters over all power. Now, since I expect AT LEAST 6 item upgrades at the level cap (realistically, twice that many), that means the average item upgrade sees a character gain about 0.2%. This means a full upgrade of every item would only see a 3.2% increase in over all power. This is not enough of a difference to notice. What this then means is that the developers can't develop content around specific levels of gear, because there isn't enough distinction between each level. this puts an end to the notion of tiered content - as you can't create tiered content without having noticeable gaps in gear at each tier. So, while you may not consider the complete and total absence of tiered PvE content due to this to be a punishment, many others would. No idea why you’re expecting at least 6 tiers… Because that is an incredibly low number. Lets assume there is a base level of total crap gear. Then there is a tier of solo obtainable gear on top of that. Then there are two tiers of group obtainable gear, and two tiers of raid obtainable gear. That is already 6 tiers of gear. I would have to question basically every single thing you have to say if you think that few gear tiers is adequate. Realistically, there should be 6 tiers of group obtainable gear - let alone solo or raid. That still doesn’t explain why there need to be 6 tiers. Here’s another one… solo/quest tier, group tier, raid tier. That is plenty of progression. For you maybe. Definitely not for most. Really? You know for a fact that most people want more than three tiers?
VmanGman wrote: » One big concern I have for AoC is that gear will end up providing too much power. AoC is already a game that will greatly reward those who play a lot which is why I believe that it is imperative for gear to only account for at most 20-30% of a character's power.
Dygz wrote: » Again, hardcore-challenge players tend only play with hardcore-challenge players. True. It's not particularly true for hardcore-time players.
VmanGman wrote: » For some reason this basic concept is difficult to understand for some. So we faithfully press on.
Asraiel wrote: » Primaly i would say yes Hardcore players play with those that are mostly online when they are online and since they follow a goal and invest time to achieve that goal they group up with those that share that goal and so often tend to play with other hardcore players rather than casuals.
Asraiel wrote: » in open world pvp is it diffrent there it matter where in the world you life cuase asians tend to only pvp those that are interested in pvp, in eu however pvp players love to attack pve players or players that are in mobgrind or questing and dont have the focus on other players. these pvp players enjoy simply to cause harm to inocent players or love to do pvp if they know they have the gear advantage or have a bigger groupe. cant tell how many times i died while doing some ressgrind or questing solo just to get keilled by a groupe or a assassing that was sneaking upon me. so in pvp its realy diffrent eu hardcores pvps prefer to attack casual pve the most. sad but true