NishUK wrote: » You know how to waste time, good stuff. I'm sure your view will be valuable.
NishUK wrote: » You can't even explain RP, all you could do is a google it or say it's your own person experience from Raiding and being forced to work together with people, it's a really basic form of human interaction and linear gameplay.
NishUK wrote: » I wouldn't live in hope if I was you, look at Steven's history with games, he's on the side of expanding player driven systems that are known in South Korea mmo's and cutting away the bullshit entirely.
NishUK wrote: » You don't have that vision in you to expand the genre, you see it as complete for what it already is, that's fine but just try and stop from saying Ashe's will be this super "rpg" focused game (is this ff7??) because you're assuming things from out of thin air.
NishUK wrote: » You can carry on speculating all you like
you want to stomp people just because you played longer than them.
NishUK wrote: » Archeage is by far the most refined tab gameplay we've seen btw.
NishUK wrote: » You believe it's EQ based off of tid bits of things similar with other games?
NishUK wrote: » He's putting the 'RPG!' back into mmorpg, for one, with GW2, FF14 and WoW alive and fairly well that Steven is on about elevating THAT genre??
NishUK wrote: » Steven is a massive multiplayer gamer first, honestly the guy can't contain his excitement at the fact he's making a great mmo for the people who were always hit with p2w and other bs, this isn't some explosive attempt at evolving how story games work. Roleplaying game, is simply, anyone, creating a character and throwing it out there, acting however they like with it (90%+ of the time, themselves) and there's nothing more to it than that.
Noaani wrote: » Then we can get on to the extremely low interaction between abilities in the game, the abysmally low number and effectiveness of buffs players can cast on each other, and the low total count of abilities players would run with.
NishUK wrote: » What you fail to grasp for Archeage, is that they enhanced the gameplay to be a lot more fluid and the skills compliment that, I don't need to go on more than that, they elevated tab for a complete experience instead of stagnating only to some rotato PvE experience.
Otr wrote: » Some like to move from game to game, some want to stay and live in one game for a long time. They are all addicted to something.
Tragnar wrote: » Thing is - considering equal low skill (mmo players are known to have the lowest average skill level between most popular pc game genres with pvp) then a casual should have a chance to beat a time investor, but time investor should have a significant advantage - but not to the amount where it is autowin what i mean by autowin is to press 3-4 buttons and opponent is dead
Ferryman wrote: » If devs want to make the game more casual friendly they should look at the open world PvP rules. I am not saying they should, but making gear less valueable does not help because they will be ganked anyway.
VmanGman wrote: » One big concern I have for AoC is that gear will end up providing too much power. AoC is already a game that will greatly reward those who play a lot which is why I believe that it is imperative for gear to only account for at most 20-30% of a character's power. People will enjoy grinding out their gear even if each piece gives small increments of power increase. These small increments of power increase will allow the bulk of the population to not feel like they are so out geared that they cannot even come close to competing. This is very important because when those casual players will die over and over to a hardcore player that severely outgears them without any chance of fighting back, they will be very likely to just quit. Hardcore players will have other advantages (gold, skill, etc.) anyway because they play a lot more and there is no reason to further widen the gap between casual and hardcore players. Please understand that I am not against rewarding those who invest more time into the game. I am just suggesting that their reward should not create such a great disparity between them and casual players. I truly believe that this can greatly help the health of the game and its population.