Dygz wrote: » Grind should not be "implemented". Technically, it should be possible to gain tiny bits of xp without byhunting and gathering without associated quests. But there should be plenty of quests and tasks that impact the world sfficiently enough that we are focused on changing the world and gaining considerable chunks of xp or sizeable rewards that we won't choose to grind bits of xp without significant rewards.
deadmansprice wrote: » I've got some questions for you all: - What are your definitions of a good grind?
- What MMO had a good grind system and what made it good?
- How would you want grind to be implemented in the game?
Dygz wrote: » Grinds cannot be good. It's either bad enough to feel like a grind or else you are just doing fun stuff.
Dygz wrote: » Grinds cannot be good. It's either bad enough to feel like a grind or else you are just doing fun stuff. Grinding is doing the same tedious, repeitive task over and over and over again for hours, just for a little bit of xp. Quests exist so that we have stories backing what we're doing and the quest rewards should compensateus well enough that completing each quest feels worthwhile. Rather than just hunting mobs or picking flowers because they exist and doing so gives us a tiny bit of xp. Grind should not be "implemented". Technically, it should be possible to gain tiny bits of xp without byhunting and gathering without associated quests. But there should be plenty of quests and tasks that impact the world sfficiently enough that we are focused on changing the world and gaining considerable chunks of xp or sizeable rewards that we won't choose to grind bits of xp without significant rewards.
NiKr wrote: » But what do you do when those quests end? Or when you're blocked by node progress and have outlvled any current mobs or quests or even your chosen artisan branch. Should there be something for people who have done all those things and want more or should it be the FF14 way of "play the game to its current fullest and go touch grass"?
Tyranthraxus wrote: » If there is no creative alternative to obtain what one is after? I'm THEN okay with a grind; It should be a chore-alternative means to an end that otherwise didn't pan out with the creative means that only offered a small chance of obtain....ance(?); If the thing that offered a small chance of success was fun but didn't pay out, why not offer alternative, less-attractive means by which to obtain something? Both offer a reward. It's not a universal alternative; some things should ONLY be obtained by chance and risk - but especially low-level or generic stuff might benefit from different means to an end. Either way, a player can be happy about feeling like they earned something, be it by encountering the rare/occasional bit of luck, or by sheer determination.
Dygz wrote: » That's why Ashes has Node progression, Social Org progression and Racial Progression, in addition to Artisan progression and Events. Quests should not come to an end. Especially, not merely because Adventurer Level is maxed. I don't know how you get "blocked" by Node progression. There are tons of Nodes on each server. You can't do all of the things in Ashes. Ashes is not a static game.
NiKr wrote: » Dygz wrote: » That's why Ashes has Node progression, Social Org progression and Racial Progression, in addition to Artisan progression and Events. Quests should not come to an end. Especially, not merely because Adventurer Level is maxed. I don't know how you get "blocked" by Node progression. There are tons of Nodes on each server. You can't do all of the things in Ashes. Ashes is not a static game. Intrepid intends to have 45 days of leveling 4-6h a day. Most likely at least some of that time is calculated with Nodes advancing slower than people's lvls. So considering that, if a person plays 16h a day instead of 4-6, what will they do once they outlvl node's mobs? They'd probably go do their artisan and social stuff, right? That'll most likely also be blocked by node progress, so there's a ceiling on that progress too. So the player will go do random menial quests, right? And if those are semi-randomly generated, how can they not become grindy to a person who's done everything else the game has to offer at that point while still wanting more content? Or do you think Intrepid can somehow make enough unique content that a super hardcore player will never run out of it? Cause I personally don't see how that's in any way feasible.
NiKr wrote: » Intrepid intends to have 45 days of leveling 4-6h a day. Most likely at least some of that time is calculated with Nodes advancing slower than people's lvls.
NiKr wrote: » So considering that, if a person plays 16h a day instead of 4-6, what will they do once they outlvl node's mobs?
NiKr wrote: » So the player will go do random menial quests, right? And if those are semi-randomly generated, how can they not become grindy to a person who's done everything else the game has to offer at that point while still wanting more content? Or do you think Intrepid can somehow make enough unique content that a super hardcore player will never run out of it?
NiKr wrote: » Cause I personally don't see how that's in any way feasible.