BlackBrony wrote: » So, since RMT won't be a thing in Ashes, we hope, casual players are screwed. Well, not really. Casuals farming becaus they don't have time to run a dungeon means that hardcore player will have to protect them. They need to repair the gear, so they need those low level mats from the casuals. What I believe will happen? Probable hardcore players will demand gold/mats for protection during farming, or caravans. Hardcore players will sell their services. You forget casuals farming it's in the interest of the node, and if you both belong to the same node, just randomly killing a casual might not be the best interested. On the other hand, casuals not being able to fight back because of gear, well, that will mean that casuals need to adapt. How? Instead of being efficient and farming 1000 mats, you would farm 100 and go back to town. Why? If you get ganked, not fight back, you lose 50%, so well, it's not that much. You could also fight back, lose less mats, but open to be ganked again.
JustVine wrote: » Your average Jane Doe who got home from a crappy slave wage job, just to relax in a fun mmo might have stronger opinions.
CROW3 wrote: » JustVine wrote: » Your average Jane Doe who got home from a crappy slave wage job, just to relax in a fun mmo might have stronger opinions. Caveat emptor.
JustVine wrote: » That's a completely different discussion and not even really argument against what I said. It also has a tacit assumption that Ashes should not have designs to prevent such a situation.
CROW3 wrote: » JustVine wrote: » That's a completely different discussion and not even really argument against what I said. It also has a tacit assumption that Ashes should not have designs to prevent such a situation. Who’s arguing? You stated that casuals won’t find what they are looking for - I’m agreeing, while also asserting that the consumer has the power in the equation. Casuals will have a place in Ashes, but they aren’t the primary audience for design decisions.
Will that leave some poor plebians in the dust? Yes. And it’s those players’ responsibility to know what experience they are buying into. Luckily, the bar for entry is low.
JustVine wrote: » There are a lot of reasons why design should recognize players with less time to play. Mainly, it effects everyone's experience not just the casuals. Why? Because it effects new players experience too. Therefore I don't see them as second class consumers relative to the design of the game. Although I do agree that the hardcore/veteran audience should have a 20-30 % tilt on decision making. (Those numbers were a joke please don't take my imaginary numbers seriously.)
JustVine wrote: » Right, it's their 'responsibility'. It's Ashes that needs to decide how attractive they need the casual and new player experience to be. Casuals always make up the bulk of both in game economies and a companies wallet unless they specifically choose to ignore the design challenges such payers present relative to their design experience.
CROW3 wrote: » Heh, I won't hold you to any numbers. I get what you're saying, but your point above makes some leaps by lumping the casual experience and the new player experience together as some sort of solid foundation. New players are a heterogenous mix of player-types, so... no, the casual experience isn't necessarily going to reflect the needs of new players. It might reflect the needs of new casual players.
I think Intrepid recognizes 'players with less time to play,' but they seem to be prioritizing the hardcore player segment for design (which I agree with). That's not a semantic differentiation.
Ashes is going to make a product that leans hardcore, and provides an environment where casual players can do quite a bit. Where I agree with the vast majority of voices in this thread is that pvp is not going to be one of those places where casuals are going to be competitive. It's city rec league soccer v. MLS.
Also, let's not appeal to data neither of us have re: revenue stream intake relative to player segment. I can see where it's attractive to conjecture, but the data might tell a different story.
Caww wrote: » Most games water down the hardest-core/grinding aspects of game play at some point and AoC will most likely as well; that's not a bad thing but it does subject them to the use of the term "nerf" so hopefully AoC will balance well at the start once they get the Alpha 2 data. A casuals monthly sub is worth the same as a hardcores so retaining both will be paramount for all of us.
VmanGman wrote: » Happymeal2415 wrote: » I mean we could quote Steven again and say this game is not for everyone. This game isn't being made to spoon feed people good characters. Time investment matters. When did I say that the game needs to be made to spoon feed people? When did I say that the game needs to be for everyone? You understand that the game will not survive or have very few funds for more content without casuals, right?
Happymeal2415 wrote: » I mean we could quote Steven again and say this game is not for everyone. This game isn't being made to spoon feed people good characters. Time investment matters.
Everdark wrote: » Consider the situation you suggested where the meaningfulness of gear is reduced to promote skill. Players that play more WILL be more skillful than casuals, and will abuse casuals REGARDLESS of gear in any PVP scenario. The casuals are not any better off. In other words, gear based, or skill based, casuals are never going to be having a great time in PVP relative to hardcore players.
JustVine wrote: » There are a lot of reasons why design should recognize players with less time to play.
Dygz wrote: » I dunno why people insist on using the word cater. Casuals will be well-supported in Ashes.https://ashesofcreation.wiki/Ashes_of_Creation#Casual_vs._hardcore_playershttps://www.youtube.com/watch?v=kP-lOFzYkCM&t=1115s mark: 18:05
JustVine wrote: » what I really am trying to get across here is that the new player and casual players experience of content leveling up to max is going to be effected by much of the same design principles, not that they will 'be after the same things and therefore have the same over all experience'.
Can we at least agree that a new person who let's say 'get's up to speed' of the first 120 hours in one month is going to face similar challenges that gear disparity brings than the casual player who took 2 months to get to the same place? They both must come to terms with the hardcore person who plays 6-8 hours a day for that same 2 months.
PvP directly effects all parts of the game. If they are not able to compete in PvP, they are going to be relegated to the bottom rung of 'society'. You can't turn PvP off after all (and it should stay that way.)
I do have enough information to tell, though, that PvP is going to massively impact things that are usually places that casuals benefit from and can be competitive in (crafting and some forms of economic activity.) So 'I worry' a bit for their sake.
You are free to tell me that I shouldn't worry or it's wrong to worry about it, but that'd be where our conversation ends in that case. Not because I'd be offend, it's just an impasse. And I know dwarves with arrows can beat me in a rocky impasse like that so I'll just 'forfeit' in advance ;p
As a side question, you said 'Ashes is going to make a product that leans hardcore, and provides an environment where casual players can do quite a bit.' What if anything do you think casuals who have a lot of natural and practiced skill from other games are going to be 'competitive' in a game with this level of importance in PvP?
CROW3 wrote: » I'm going to be a bit of a pain. I'd frame this more as 'combat' will directly effect all parts of the game, but not necessarily pvp. The corruption system will curb (hopefully) a good deal of the KOS mentaily that appears in other open world pvp mmos (i.e. MO2, etc).
Yeah - this got me thinking. I've actually been wondering if most casual gamers / carebears will gravitate to processing / crafting professions instead of gathering professions, simple because there is less risk involved where other players attacking you (or having to attack other players) to control access to material won't be an issue.
Quite a bit. There's a whole world to explore. Crafting and economics. Node development. Dungeons and raids. There's a lot. But when it comes to fighting other players - speaking generally - casual gamers are going to be at a disadvantage to hardcore players. I think that's ok.
Ha! You can decide yourself what to worry or not worry about. No skin off my nose. But yes, dwarven rangers and mountain passes can be dangerous things - if you don't bring enough beer.