Sylvanar wrote: » What's stopping someone from simply copying a person who has put ton of effort in figuring out things and thereby disregarding most of the figuring out part you have emphasized so? Suddenly a new player can practice that playstyle for couple of hours and be almost on par with the experienced dude cuz stats wont have too much of a significance. What's stopping a small group of relatively low geared players from ganging up on an experienced player and straight up owning him/her? Because again stats wont have too much of a significance and 2v1 changes from being hard to impossible. There might be some exceptions but they definitely wont be norm. As far as scenarios are concerned, "Player running at you from a distance in the battlefield", what battlefield are you on that you can see your opponents gear, figure out its intricacies and then compare them to your own gear and then decide whether to run or fight all the while the opponent still hasn't reached you? I dunno if this is possible for anyone other then couple of MCs in anime. While giving items spells and effects has its merit and figuring things out is fun, stats matter otherwise why bother with stats at all then? Just have static values for hp and mp. The only thing I feel on board with is that the items dropped by bosses should reflect its origin. While gear should give creative choice it NEEDS to be threshold for content too, else everyone will only bother with what they want and can ignore the rest of content with no repercussions. It gives more choices, not depth when that depth is entirely ignorable. People who want to stand on top and without having to put effort screaming "skill! skill!" have come to wrong genre. There are plenty of other genres where skill and time invested have no correlation. Ex: Fps, Moba, etc.Grind is implicit with MMORPG and not a choice.
Birthday wrote: » This is a troll reply I am guessing. Due to many inaccuracies in the statements.
Caww wrote: » That's not really a troll reply but a strong opposing opinion, the whole gear/skill balance discussion really lights this forum up.
Sylvanar wrote: » Birthday wrote: » This is a troll reply I am guessing. Due to many inaccuracies in the statements. If you cant even comprehend someone else's point of view then there really isnt any point to bothering with your post, now is there? I would ask what part of my reply you found to be trollish or "inaccurate" but your reply signifies all the weight I should be giving your thoughts. You have come to the wrong place if you are looking for a bunch of Yes-man.
QuiQSilver wrote: » Here it is. In AOC there needs to be a large enough difference between a lvl 5 with common gear and a lvl 50 with epic gear, a difference that a lvl 50 can feel like they have distinct advantages and don't have to worry about the lvl 5. If you make the lvl 5 comparable to the lvl 50 in PVP you will remove the desire for lvl 50. A lvl 50 theoretically can have many advantages before the gear are taken into account. Played purely with abilities the lvl 50 might have the thieves guild, his religion and his 2nd class augmenting his abilities making him more powerful and customized to their playstyle. So fighting with fist/spells alone a lvl 50 player will likely win this combat excluding everything else. A single lvl 50 player should never be balanced for in a game like AOC, if they did balance for a single player you would remove the desire for healers, tanks and every variation in between. So discussing the balance in a theoretical 8v8 (AOC stated they will balance for 8v8s), and assuming you have a balanced and coordinated team on both sides but one has 8 lvl 25s and the other has 8 lvl 50s. The lower level group has achieved augments for their second class. Skill alone, the veteran players will likely win but include their augments from unique social aspects of the game and that gap win widens without ever including gear stats. Now the question is, how large should the gap between gear stats be from floor to ceiling? We already know the gap exist with 0 gear stat, skill and ability augments play into that. "certain abilities, certain perks, certain options, access to certain playstyles with their according advantages and disadvantages but let most of the outcome be determined by how the player utilizes it and the level of his raw skill." This is what your advocating for, however this system would be atrocious for the long term health of the AOC community. It means that i could grind to lvl 25 with my buddies and immediately be comparable to every player in the game. It means that a group of lvl 2 players have been given basic gear they can go to the nearest gathering area and PVP a group of lvl 21 players who has been gathering and played the game for 40 hours and kill them and take their loot. Perhaps that lvl 2 group has 10000 hours of prior gaming experience and 2000 hours on MMO's and maybe played Beta 2. To me that would be a terrible scenario. What I advocate for - AOC needs to find the balance to make end game content rewarding to keep the hardcore playerbase. They also need to provide the same quality of content to every player who will be "just playing" when they get on without any intent or desire to ever reach the top end of the game. A 50% stat advantage of max level content vs base level should be appropriate because it means that each tier of gear should have noticeable buffs to your stats but also provide other players who are within reasonable range of you in terms of gear to combat you without needing to "run" every time they see a guy with the gauntlets of Godlike Warthunder. This allows for players who have played the game casually for a significant amount of time to actually be competitive with the hardcore player while still giving that hardcore player who has put in the grind for the endgame content the feeling that they have an innate advantage. Players should be competitive to people within a tier or so of gear and 10 or so levels. You remove those advantages and you remove the desire for late game content. You make the gap too wide and you remove the casuals desire to play the game that is built around PVP. A gap to wide means a hardcore no lifer might just 1v8 and gap to small and you have the lvl 2 guy killing a lvl 21 or worse. You want a balance trust me, AOC knows this and more and has stated similar. Lets see what they come up with instead of continuing the ring around a rosy conversation that has encompassed gear and what advantages it should provide. I know you stated low/mid tier for your argument - obviously we agree on mid tier and i listed why, i disagree with low tier and also listed why.
Birthday wrote: » I personally think that aiming for a High-end gear-based model would be a mistake. This turns the game into a kind of a speedrun collectable contest (Who puts the most hours to grind out his gear or gets lucky for it to drop by chance fast).
Birthday wrote: » ...a pro scene never really took off in WoW like it did in LoL and CSGO despite WoW having a similar size player base. Some may remember that iconic moment in WoW's pro scene when at the finals the victory of one pro player was taken away by a very unlucky miss on a very important damage ability. Missing in WoW is chance based for those who don't know and in PvP its generally low percent chance. The miss being on a very important damage ability is what makes it even more unlucky because it might as well have procced on a auto attack and the victory would have been his. It could have not missed at all as well. The point is his victory was taken away purely by chance and there was nothing he could have done to avoid this or do better. This event killed a lot of the pro scene in WoW from what I remember because people felt that the game didn't offer truly skill-based PvP. Rather they felt it was too influenced by luck.
Birthday wrote: » Gear should give creative choice, rather than it just being threshold for content, because this gives the game more depth and because it gives a more meaningful feeling of the gear itself.
Goalid wrote: » Birthday wrote: » I personally think that aiming for a High-end gear-based model would be a mistake. This turns the game into a kind of a speedrun collectable contest (Who puts the most hours to grind out his gear or gets lucky for it to drop by chance fast). The gear race and gear maintenance (whether from item decay or catching up to a new meta) is such a huge part of MMORPGs. Open World PvP, Wars, Raids, etc. should have a large degree determined by your gear, and your gear should have to be leveled by interacting with raids, PvP, gathering, crafting, and the economy. Otherwise, entire parts of the game lose their incentives. I need to have a master crafter make me BiS armor, but those mats have to be gathered from specific locations around the world, and the recipe for the crafter is obtained from a raid boss. The way my node got those mats were by caravan, which means that we need PvPers to defend the route. Without gear determining your power, then a lot of those systems lose their weight. Birthday wrote: » ...a pro scene never really took off in WoW like it did in LoL and CSGO despite WoW having a similar size player base. Some may remember that iconic moment in WoW's pro scene when at the finals the victory of one pro player was taken away by a very unlucky miss on a very important damage ability. Missing in WoW is chance based for those who don't know and in PvP its generally low percent chance. The miss being on a very important damage ability is what makes it even more unlucky because it might as well have procced on a auto attack and the victory would have been his. It could have not missed at all as well. The point is his victory was taken away purely by chance and there was nothing he could have done to avoid this or do better. This event killed a lot of the pro scene in WoW from what I remember because people felt that the game didn't offer truly skill-based PvP. Rather they felt it was too influenced by luck. This has nothing to do with how important gear is. This has to do with abilities having a chance mechanic, which the Alpha One did have. Crowd control success rate, critical hit chance, and %chance to hit were all a part of the Alpha. This can be a problem, but... I don't think this has ever been an issue in the Poker scene. If we want to make matches fairer, just have them be best of 5. Even in real life sports and esports where there "isn't luck", there still is. Your ability to perform physical feats, whether it be on a keyboard in SC2, or getting the perfect curveball as a pitcher, has some degree of human error we can attribute to chance. Birthday wrote: » Gear should give creative choice, rather than it just being threshold for content, because this gives the game more depth and because it gives a more meaningful feeling of the gear itself. Gear can give both horizontal and vertical progression. It's not a choice of one or the other. And I think you're mistaken, people feel better about their gear in games like WoW more than GW2. If you want a place for eSports, then Ashes' arenas should have the option for balanced gear like Lost Ark does. I also expect that people will be interested in wars on competitive servers, maybe that eventually can be turned into an eSports event. I know for a fact if a server I'm not on is having a war over a metropolis, I'd love to view the event.
tautau wrote: » This discussion isn't one I much care about, but when @Birthday says: "Yea of course a level 2 shouldn't be able to steamroll a level 50 just because level 2 has 10000000 hours in MMOs..." he should realize that he isn't coming across as someone with decent analytic skills but rather as someone who exaggerates and depends on puffery. Why? 10 million hours in MMO's, which at 16 hours a day 7 days a week is over 1,712 years of play time. Why not just say 'lots and lots of MMO play' instead of using an impossibility as an example?
Birthday wrote: » Goalid wrote: » Birthday wrote: » I personally think that aiming for a High-end gear-based model would be a mistake. This turns the game into a kind of a speedrun collectable contest (Who puts the most hours to grind out his gear or gets lucky for it to drop by chance fast). The gear race and gear maintenance (whether from item decay or catching up to a new meta) is such a huge part of MMORPGs. Open World PvP, Wars, Raids, etc. should have a large degree determined by your gear, and your gear should have to be leveled by interacting with raids, PvP, gathering, crafting, and the economy. Otherwise, entire parts of the game lose their incentives. I need to have a master crafter make me BiS armor, but those mats have to be gathered from specific locations around the world, and the recipe for the crafter is obtained from a raid boss. The way my node got those mats were by caravan, which means that we need PvPers to defend the route. Without gear determining your power, then a lot of those systems lose their weight. Birthday wrote: » ...a pro scene never really took off in WoW like it did in LoL and CSGO despite WoW having a similar size player base. Some may remember that iconic moment in WoW's pro scene when at the finals the victory of one pro player was taken away by a very unlucky miss on a very important damage ability. Missing in WoW is chance based for those who don't know and in PvP its generally low percent chance. The miss being on a very important damage ability is what makes it even more unlucky because it might as well have procced on a auto attack and the victory would have been his. It could have not missed at all as well. The point is his victory was taken away purely by chance and there was nothing he could have done to avoid this or do better. This event killed a lot of the pro scene in WoW from what I remember because people felt that the game didn't offer truly skill-based PvP. Rather they felt it was too influenced by luck. This has nothing to do with how important gear is. This has to do with abilities having a chance mechanic, which the Alpha One did have. Crowd control success rate, critical hit chance, and %chance to hit were all a part of the Alpha. This can be a problem, but... I don't think this has ever been an issue in the Poker scene. If we want to make matches fairer, just have them be best of 5. Even in real life sports and esports where there "isn't luck", there still is. Your ability to perform physical feats, whether it be on a keyboard in SC2, or getting the perfect curveball as a pitcher, has some degree of human error we can attribute to chance. Birthday wrote: » Gear should give creative choice, rather than it just being threshold for content, because this gives the game more depth and because it gives a more meaningful feeling of the gear itself. Gear can give both horizontal and vertical progression. It's not a choice of one or the other. And I think you're mistaken, people feel better about their gear in games like WoW more than GW2. If you want a place for eSports, then Ashes' arenas should have the option for balanced gear like Lost Ark does. I also expect that people will be interested in wars on competitive servers, maybe that eventually can be turned into an eSports event. I know for a fact if a server I'm not on is having a war over a metropolis, I'd love to view the event. Human error and chance mechanic coming from the system are not one and the same thing as you claim. Skill lowers human error chance. Systematic chance is built in mechanic which basically substitutes human error because MMOs realized that making every spell and attack a tab target spell makes the game unbalanced and unimmersive because tab targeted spells and attacks have no human agency in them wether they'll hit or not because the game controls the targetting acuracy. If it were player controlled acuracy then there'd be no need for a hit chance mechanic because players would be missing due to human error. Hit chance systems are just a unappealing and dated mechanic created to substitute human error because back when WoW and other MMOs was created and set the standard for MMOs the technology wasn't advanced enough to allow for player to be able to target their attacks on their own without creating a lot of Desync and lag. Now it's different. We have many MMOs that pull it off. On your other claim that gear race and maintenance is what makes MMOs good. I am not saying to remove that. Wether it's low, mid or high gearbased system there is always going to be a gear race and maintenance. New content hits and new gear comes out and people will race for the gear but in low and mid gearbased games this race doesn't just finish with equipping the largest set. No, once you get it now it's a race to create the meta because the game doesn't tell you how to play in such an linear way as "Just equip the new best gear". No it's saying "Hey we added more items. Go check them out and figure out new great item + class + race synergies. So there is still going to be a race but it's not gonna end with the mindlessness of grind and equip. Instead that'll be only the first step. Second step will be to creatively synergies the new items with old items.
Birthday wrote: » tautau wrote: » This discussion isn't one I much care about, but when @Birthday says: "Yea of course a level 2 shouldn't be able to steamroll a level 50 just because level 2 has 10000000 hours in MMOs..." he should realize that he isn't coming across as someone with decent analytic skills but rather as someone who exaggerates and depends on puffery. Why? 10 million hours in MMO's, which at 16 hours a day 7 days a week is over 1,712 years of play time. Why not just say 'lots and lots of MMO play' instead of using an impossibility as an example? Troll reply
Dygz wrote: » Ashes doesn't have an endgame.