VmanGman wrote: » @Azherae where did you get the idea that it would be harder to continue adding attack to further slots or that slots even exist as you described them in the crafting system? I’ve just never seen this described by Intrepid so I’m curious.
Azherae wrote: » VmanGman wrote: » @Azherae where did you get the idea that it would be harder to continue adding attack to further slots or that slots even exist as you described them in the crafting system? I’ve just never seen this described by Intrepid so I’m curious. https://ashesofcreation.wiki/Enchanting I am not saying there's perfect equivalence between what I said and what this page discusses, but it would require all the same underlying aspects, so my point is that if they have a certain level of design skill, you can expect things like this to exist. There were also indicators that it isn't just the Enchanting craft that does this, but, for example, a WeaponSmith might be able to have some of these effects on the sword they are making during the creation process or similar. Don't take everything said as 'exactly what they say' because they're usually trying to describe, in a few words, a system that has taken months to develop and has dozens of pages of design documents and considerations. I'm not saying to make assumptions either, but still, it's usually better to assume something will be done properly than that it will be done badly. If you don't understand 'how it can be done properly', then sure, topics like these help everyone including Intrepid.
VmanGman wrote: » Noaani You seem to be a special breed of hardcore player who seems to not bother with fighting casuals. However, the way AoC is designed casuals will have to fight hardcore players over various points of interest: resources, caravans, dungeons etc. and more often than not in MMORPGs hardcore players play with other hardcore players because they want the best outcome for their group and huge gear disparities further encourage this behavior. Edit: word
Dygz wrote: » If the devs don't know how to balance gear properly, they won't learn anything from this thread. They especially won't learn anything new after Page 5.
Noaani wrote: » VmanGman wrote: » Noaani You seem to be a special breed of hardcore player who seems to not bother with fighting casuals. However, the way AoC is designed casuals will have to fight hardcore players over various points of interest: resources, caravans, dungeons etc. and more often than not in MMORPGs hardcore players play with other hardcore players because they want the best outcome for their group and huge gear disparities further encourage this behavior. Edit: word It's just logic. Imagine you are out harvesting iron ore. Iron ore is needed across all tiers of gear, the higher your gear, the more you need. However, top end gear also needs materials that drop from group and/or raid mobs. Since iron ore is essentially limitless (the resource scarcity notion can't really apply to basic resources like iron), it's value will be both nearly fixed and low. However, the value of the dropped items is high. If you were to buy the materials for an item as per what I am describing (essentially Archeage crafting), 95% of the cost of it would be the dropped materials. Now, why on earth would I risk my shot at getting that 95% of the cost of my new item, in order to get a portion of that 5% for free? Now, while the numbers above are not necessarily going to hold true in Ashes, the concept absolutely will. While many players may not enter the game with this mindset, as soon as they lose that dropped component due to having corruption that was gained to get a mediocre amount of iron ore, most will quickly see the error in their ways.
VmanGman wrote: » Considering that there are games out there that don’t understand the effects of severe gear power differences, we cannot assume that Intrepid knows any better.
VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani You seem to be a special breed of hardcore player who seems to not bother with fighting casuals. However, the way AoC is designed casuals will have to fight hardcore players over various points of interest: resources, caravans, dungeons etc. and more often than not in MMORPGs hardcore players play with other hardcore players because they want the best outcome for their group and huge gear disparities further encourage this behavior. Edit: word It's just logic. Imagine you are out harvesting iron ore. Iron ore is needed across all tiers of gear, the higher your gear, the more you need. However, top end gear also needs materials that drop from group and/or raid mobs. Since iron ore is essentially limitless (the resource scarcity notion can't really apply to basic resources like iron), it's value will be both nearly fixed and low. However, the value of the dropped items is high. If you were to buy the materials for an item as per what I am describing (essentially Archeage crafting), 95% of the cost of it would be the dropped materials. Now, why on earth would I risk my shot at getting that 95% of the cost of my new item, in order to get a portion of that 5% for free? Now, while the numbers above are not necessarily going to hold true in Ashes, the concept absolutely will. While many players may not enter the game with this mindset, as soon as they lose that dropped component due to having corruption that was gained to get a mediocre amount of iron ore, most will quickly see the error in their ways. 1. Why are you assuming that casuals can only get their hands on basic materials? 2. What will happen when a dungeon is contested by a group of casuals? 3. What will happen when casuals run a caravan?
Dygz wrote: » VmanGman wrote: » Considering that there are games out there that don’t understand the effects of severe gear power differences, we cannot assume that Intrepid knows any better. This thread won't shed any new light. Especially not after Page 5.
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?
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
Noaani wrote: » VmanGman wrote: » Noaani wrote: » VmanGman wrote: » Noaani You seem to be a special breed of hardcore player who seems to not bother with fighting casuals. However, the way AoC is designed casuals will have to fight hardcore players over various points of interest: resources, caravans, dungeons etc. and more often than not in MMORPGs hardcore players play with other hardcore players because they want the best outcome for their group and huge gear disparities further encourage this behavior. Edit: word It's just logic. Imagine you are out harvesting iron ore. Iron ore is needed across all tiers of gear, the higher your gear, the more you need. However, top end gear also needs materials that drop from group and/or raid mobs. Since iron ore is essentially limitless (the resource scarcity notion can't really apply to basic resources like iron), it's value will be both nearly fixed and low. However, the value of the dropped items is high. If you were to buy the materials for an item as per what I am describing (essentially Archeage crafting), 95% of the cost of it would be the dropped materials. Now, why on earth would I risk my shot at getting that 95% of the cost of my new item, in order to get a portion of that 5% for free? Now, while the numbers above are not necessarily going to hold true in Ashes, the concept absolutely will. While many players may not enter the game with this mindset, as soon as they lose that dropped component due to having corruption that was gained to get a mediocre amount of iron ore, most will quickly see the error in their ways. 1. Why are you assuming that casuals can only get their hands on basic materials? 2. What will happen when a dungeon is contested by a group of casuals? 3. What will happen when casuals run a caravan? 1, I'm not, but if I see someone with basic equipment, I am not going to attack them in the hopes they have rare resources. Why would I? Even then, anything a casual player can get, a hardcore gamer has already obtained. 2, if you are casual and expect to contest something against non-casual players, expect to lose. That said, casual players should not be contesting the same content as top end players. Casuals will be on lower tiers, top end will be on top end tiers. Top end players would have already been through the lower tiers and taken all they need before the casuals get to it. This is why tiers are important. There should be no need to contest content more than one or two tiers below where you are focusing, which means only people with around the same quality of gear will be concerning themselves with any specific piece of content. The fewer tiers, the greater the scope of players going after any one piece of content. 3, the same as with literally every other person in the game, they will get others to help. Running caravans is not going to be a solo activity for anyone.
VmanGman wrote: » 2. Earlier you suggested that tiers would not make players feel like their progress is obsolete and that they wouldn’t be disillusioned eventually after enough patches/expansions have passed. However, now you’re claiming that hardcore players will be grinding entirely different content from casual players. If previous content is not obsolete why would hardcore players not grind it anymore?
5. I never said that running caravans is a solo thing. I just said that hardcore players will most likely want to run their caravans with other hardcore players (for higher success rate) and since they’ve already run their caravans they will be much less incentivized to run caravans with casual players.
Noaani wrote: » People get pissed off when they spend months raiding to get gear and then a patch later that gear is replaced by solo quest gear. This is what WoW did many times over.
CROW3 wrote: » Noaani wrote: » People get pissed off when they spend months raiding to get gear and then a patch later that gear is replaced by solo quest gear. This is what WoW did many times over. Yeah… welfare epics replacing the previous top-end gear that had been meticulously optimized is frustrating as hell. I’d just stagger the gear progression so the previous top-end tier is only starts being rivaled by Tier I of the next expansion.
VmanGman wrote: » Thank you for your input forum’s police.
Dygz wrote: » VmanGman wrote: » Thank you for your input forum’s police. You're welcome. I'm not policing; just pointing out that your questions become repetitive and redundant at least by Page 5.
Happymeal2415 wrote: » Dygz wrote: » VmanGman wrote: » Thank you for your input forum’s police. You're welcome. I'm not policing; just pointing out that your questions become repetitive and redundant at least by Page 5. There's no hope dygz... he has to be trolling. And it's redundant by page 1.