Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork
Azherae wrote: » Hm, so are you saying that a casual player will not win 1v1s, but a group of casual players might be able to win an 8v8 vs a group of 'time-advantaged' players?
Azherae wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Hm, so are you saying that a casual player will not win 1v1s, but a group of casual players might be able to win an 8v8 vs a group of 'time-advantaged' players?
Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1.
VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork?
Dygz wrote: » LMFAO We already covered that like half-11-dozen times. On Page 1 !!!
Happymeal2415 wrote: » VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork? Then the casuals lose.
VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork? Then the casuals lose. I’m sure that those players will stick around the game for long and that AoC will be successful then.
Happymeal2415 wrote: » VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork? Then the casuals lose. I’m sure that those players will stick around the game for long and that AoC will be successful then. I dont understand what you want from the game then. You seem to be dead set on having every scenario end in casuals winning. Apparently whoever plays the least and plays solo should get the best gear or no one will play this game
VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork? Then the casuals lose. I’m sure that those players will stick around the game for long and that AoC will be successful then. I dont understand what you want from the game then. You seem to be dead set on having every scenario end in casuals winning. Apparently whoever plays the least and plays solo should get the best gear or no one will play this game I never said any of those things.
Happymeal2415 wrote: » VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Happymeal2415 wrote: » VmanGman wrote: » Dygz wrote: » Vaknar wrote: » As for PvP, while a casual player might not always win a 1v1 against a player who has more time to dedicate, there is always strength in numbers and teamwork Haha! I think we tried to say that on Page 1. @Dygz @CROW3 @Vaknar So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork? Then the casuals lose. I’m sure that those players will stick around the game for long and that AoC will be successful then. I dont understand what you want from the game then. You seem to be dead set on having every scenario end in casuals winning. Apparently whoever plays the least and plays solo should get the best gear or no one will play this game I never said any of those things. K then explain
CROW3 wrote: » Azherae wrote: » Hm, so are you saying that a casual player will not win 1v1s, but a group of casual players might be able to win an 8v8 vs a group of 'time-advantaged' players? I don’t think so. In fact I think you would see the opposite effect, with TTK decreasing relative to 1v1.
VmanGman wrote: » So casual players are relegated to babysitter gameplay?
Azherae wrote: » This is why I ask. With the game's current design, I would expect the best chance you could give a 'casual' against a 'more hardcore' would be in 1v1.
CROW3 wrote: » VmanGman wrote: » So casual players are relegated to babysitter gameplay? No, I think I give more credit to casual players. It's clear - based on the dozen pages of this thread - that you're exploring a gray area with a black-or-white perspective. Azherae wrote: » This is why I ask. With the game's current design, I would expect the best chance you could give a 'casual' against a 'more hardcore' would be in 1v1. In a force on force, symmetrical conflict - yeah, I agree. There are a lot of tactical variables that could change that equation though.
VmanGman wrote: » Noaani The problem with constantly increasing the item power with new patches and expansions is that eventually players become disillusioned when they realized that ultimately their progress is meaningless since it will be wiped next patch/expansion.
VmanGman wrote: » So casual players are relegated to babysitter gameplay? Or what happens when the more dedicated player also brings numbers and teamwork?
Noaani wrote: » mcstackerson wrote: » Stats aren't the only way you create horizontal progression though. On items, you have passive, set, and active abilities that can be applied. For our character, we also have augments. This is.all true. The thing I think you are missing is that the same concept as with gear applies here. If that augment isn't of use on some piece of content, why does it exist? If it is of use on some piece of content, you will need it or be left behind - thus segregation. This same concept applies to literally anything - which is the point I have been trying to fet across. I'm happy to farm more gear, i just want to do it for a reason besides the game making my gear obsolete. This isn't really possible. As I said above, there is a limit to how many times you can "progress" horizontally, especially if you wish to minimize cheesy mechanics (things like needing a specific item to take on a mob - that is fine once every few years, but literally no more than that). In order to add new gear that you want to spend the time farming, it should be obvious that you need to see a reason to farm said gear. If you see no advantage in getting it, why would you spend time getting it? The more time it takes you and your guild to get it, the bigger that advantage needs to be. If it is worth you spending time to get it, it must be better than what you have. If it is better than what you have, it is making what you have obsolete - and if this round of new gear isn't, the next one absolutely will. MMO's are literally just a gear grinding time sink. Take away that gear to strive for, to aspire towards, and most people will just play something else. In short, your stated desire here is mathematical impossible. What would you have happen to node content as the game progresses? I'm just glad it isn't my job to work this out. The most likely thing is the addition of new religions and social organizations, as these shape each node a fair amount.
mcstackerson wrote: » Stats aren't the only way you create horizontal progression though. On items, you have passive, set, and active abilities that can be applied. For our character, we also have augments.
I'm happy to farm more gear, i just want to do it for a reason besides the game making my gear obsolete.
What would you have happen to node content as the game progresses?