VmanGman wrote: » Dygz wrote: » Ashes is a game where time investment can result in better gear. Sure. That didn't really clear up your point. If time investment will result in better gear, and gear is a huge part of the player's power, then casuals will not be able to compete with hardcore players and like you suggested they will just have to take a beating in PvP and not fight... That''s horrible game design and they will quit. All I'm saying is that time should only result in about a 20-30% power increase (which is still significant) when it comes to gear. If time results in better gear, which it will in AoC, and that better gear is an insurmountable advantage, then many/most casuals will quit the game. It's not fun to not be able to stand a chance and to be forced to not participate in PvP so that the other guys gets corrupted. It's a simple fact of gaming/MMORPGs. The game will not survive without casuals. A game that aims for 10,000 players per server needs casuals.
Dygz wrote: » Ashes is a game where time investment can result in better gear. Sure. That didn't really clear up your point.
OriginalSoultaker wrote: » I just hope that the PVP is fun, not like all the other MMO where the fights last for like 2.3 seconds. I want to have to actually work to kill someone. Nothing is more underwhelming than 1 shotting someone your level and similarly geared like in BDO.
Otr wrote: » 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. Being ganked once in a while is bad? For that there is the corruption system and bounty hunters. If I join the game late, I will stick near more experienced players. I'll avoid traveling alone if I have valuable stuff on me. Veterans will not earn much looting a noob anyway. The Eve Online advice for everybody is: Don't fly ships you do not afford to lose. Even in HighSec you was not really safe but only the very rich had reason to be afraid. I think very rich AoC players should pay for protection. We should not worry about them
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.
Okeydoke wrote: » 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. FINALLY, someone just comes out and says it. I've been waiting for you. The gods spoke to me of your arrival lol This is why gear in a game with, how do I say this without certain people losing their shit...a higher than average amount of pvp features...it's why the gear gaps should be somewhat tighter than in the average pve mmo, where it really doesn't matter as much.
Noaani wrote: » Actually, the post you quoted was kind of saying the opposite. It doesnt matter if there is a large gear gap, because casual players will lose anyway. So if you want to protect casuals, gear isnt the place to do it.
Ferryman wrote: » I think that the gear power does not need to be squished in Ashes in general, however, IF the power gap between different gear tiers appears to be too high in PvP after testing, then perhaps some kind of PvP specific squish could work.
Okeydoke wrote: » The gear gaps absolutely do matter for casuals.
Otr wrote: » If those MMOs are popular, then players like the system. MMOs are supposed to be like a 2nd job. You should not envy those who can afford it and demand as much fun as they get.
NishUK wrote: » Console gamers and FPS enthusiasts didn't care one bit for a moba, now it's the addictive virus of a game that pollutes our planet and people are sporting a grin whenever Jinx has a new CGI or some crap.
Noaani wrote: » The only people that have this opinion on MOBA's are people that are surrounded by MOBA's. I'm not, and so I neither know nor care what/who a Jinx is. Same for many FPS players. If they don't play MOBA's, they won't give a shit about them and will likely care about as much as myself as to what ever a Jinx is. The kind of person that thinks what they are surrounded in is what all people are surrounded in are the people that are not looking at the bigger picture. Just sayin.
NishUK wrote: » Noaani wrote: » The only people that have this opinion on MOBA's are people that are surrounded by MOBA's. I'm not, and so I neither know nor care what/who a Jinx is. Same for many FPS players. If they don't play MOBA's, they won't give a shit about them and will likely care about as much as myself as to what ever a Jinx is. The kind of person that thinks what they are surrounded in is what all people are surrounded in are the people that are not looking at the bigger picture. Just sayin. Sorry, Forgive me, So let me get this straight, It is, in fact, you looking at the bigger picture....lemme take a look at that picture (snatches it). "E V E R Q U E S T " Hey, I can go on about Ultima Online, Legend of Mir 2, Lineage 2 and Archeage until spiders make cobwebs about me body but I like to keep relative to what most of the population experiences on the internet!
Okeydoke wrote: » Using an extreme example, if the gear gaps between tiers was only 1%, it would be impossible to design pve content that is only 1% harder and have it feel meaningfully harder. 5 tiers of gear, 5 tiers of pve content, 5% total difference in difficulty between tiers 1 and 5. And therefore, above average player skill alone could account for players in tier 1 gear beating tier 5 content. Just to make sure I'm following your point, this is what you mean right. (Not even sure if this paragraph makes sense but you can let me know if I'm on the right track.)
Ferryman wrote: » One option is primarily balance the gear for PvE content but reduce the effectiveness when fighting other players, if needed. This way PvE tiers will not screwed and PvP power gap can be adjusted to the level wanted or needed.
Noaani wrote: » You've got the general idea right, but perhaps not the implications. Imagine you and your guild are in tier 2 gear, working on tier three content. If their three content only rewards you with gear that is 1% better, how hard would it have been for the developers to develop tier four content? They have a window where tier 2 content should not be possible to kill it, but their 3 content - with that jump of just one percent - needs to be able to. But then you have other implications. If the game has five tiers of raiding, how many tiers of group content does it have? Another five would be reasonable, surely. Suddenly, the game has 10 tiers, not five. But then there is solo as well... So, all of a sudden, someone that is taking on top end raid content going up against some casual that only plays the game a few hours a week - it isn't going to be fun for that casual, and there isn't really much of anything that can be done about this without actually changing the intent behind some aspect of the game. To me, the correct answer to this - assuming Steven does not want to alter what he has said he wants Ashes to be (which includes tiered top end PvE content), is to tell that casual player that this game isn't for everyone. That isn't a perfect solution, I am aware. However, I do recall pointing out a year or so ago on these forums that this game is a conglomeration of contradictions. One of these is the desire for tiered raiding (necessitating tiered gear with a somewhat sizable gap), being contrasted with open world PvP where you want less of a gap between players. This leads to the only other answer I can think of that is a potential means of solving this issue - have gear degrade on use. It is possible/probable that gear obtained via raids will require materials obtained via raids to repair it. If this is the case, people are unlikely to go out curb stomping casuals in raid gear if that would result in them getting closer to needing to repair it. People would hold back top end gear for when it is needed, and run with more reasonable gear when top end gear isn't. Rather than reducing the gear gap between casual and top end players, this puts top end players in a situation where they don't want to use their best gear on casual players.
NiKr wrote: » Noaani wrote: » You've got the general idea right, but perhaps not the implications. Imagine you and your guild are in tier 2 gear, working on tier three content. If their three content only rewards you with gear that is 1% better, how hard would it have been for the developers to develop tier four content? They have a window where tier 2 content should not be possible to kill it, but their 3 content - with that jump of just one percent - needs to be able to. But then you have other implications. If the game has five tiers of raiding, how many tiers of group content does it have? Another five would be reasonable, surely. Suddenly, the game has 10 tiers, not five. But then there is solo as well... So, all of a sudden, someone that is taking on top end raid content going up against some casual that only plays the game a few hours a week - it isn't going to be fun for that casual, and there isn't really much of anything that can be done about this without actually changing the intent behind some aspect of the game. To me, the correct answer to this - assuming Steven does not want to alter what he has said he wants Ashes to be (which includes tiered top end PvE content), is to tell that casual player that this game isn't for everyone. That isn't a perfect solution, I am aware. However, I do recall pointing out a year or so ago on these forums that this game is a conglomeration of contradictions. One of these is the desire for tiered raiding (necessitating tiered gear with a somewhat sizable gap), being contrasted with open world PvP where you want less of a gap between players. This leads to the only other answer I can think of that is a potential means of solving this issue - have gear degrade on use. It is possible/probable that gear obtained via raids will require materials obtained via raids to repair it. If this is the case, people are unlikely to go out curb stomping casuals in raid gear if that would result in them getting closer to needing to repair it. People would hold back top end gear for when it is needed, and run with more reasonable gear when top end gear isn't. Rather than reducing the gear gap between casual and top end players, this puts top end players in a situation where they don't want to use their best gear on casual players. You could have diagonal progression and built balancing off of that. You get marginal vertical growth in gear stats when you go up in tiers, but the horizontal stats on gear change from set to set, and you develop bosses/mobs according to that gear's acquisition. Say you have a stun-protecting set at tier 2. And it has 100 m/p def/mitigation. And you have classes with stuns get most of their stuns at the lvl of gear tier 2 farming, so they're not OP out of the gate. And you have mobs with stuns on this tier. Then a tier 3 set is a fire-protective one. It has 120 m/p def/mitigation. Classes that got their fire before this would be now weaker, once the majority of people acquires this set. Mobs at this lvl tier would run around lava locations or would just be more fire-based. And bosses would have both stuns and fire, so, depending on your party composition, you'd choose what set is better to go against that particular boss (depending on his atk, elemental attribute or stun frequency). Tier 4 could be anti-ice with 140 stats and tier 5 anti-dark (corruption) with 160 stats. Either way, I think you get the idea. You can still have gear that doesn't vary too much in its stats (which keeps pvp somewhat fairer), while you still have gear-dependent difficulty in pve and RPS counters to classes with different sets. Diagonal design
PenguinPaladin wrote: » Ferryman wrote: » One option is primarily balance the gear for PvE content but reduce the effectiveness when fighting other players, if needed. This way PvE tiers will not screwed and PvP power gap can be adjusted to the level wanted or needed. I dont like this concept. If i get something cool i want it to be cool. I dont want it to only be cool when i stand on one foot, cross both eyes, and am standing in the rain. Good gear can be just good gear. Im not certain gear balance is a singularly discussed option. Ashes is aiming to balance based of off an 8 vs 8 party, not balance individual classes. I think this philosophy goes straight into we're going to balance gear teirs, not individual pieces of gear. Its okay for some outliers to exist. If everything is perfectly balanced to where skill is yhe only factor then casuals literally never have even the slightest chance.