PenguinPaladin wrote: » mcstackerson wrote: » [If you believe casuals should be able to experience the full game........ Having the option to do something and having the ability to do something is not the same thing. I believe everyone should be able to try and do great things in ashes. Someone has to lose. Its more a matter to making something to do that is fun, for each type of player. And thats what i believe ashes is trying to do aswell. Have the pvp there for the pvp players. Have the pve for the pve players. Have the stay at home managment of your freehold for those who want that. Have the animal breeding for those who want that. Have crafting for those who want that. Hypothetical- Someone with literally no skill and no time to spend on the game, should not be rewarded.... thats life.
mcstackerson wrote: » [If you believe casuals should be able to experience the full game........
NiKr wrote: » Dygz wrote: » Partially determined by gear tier. Everything else is skill (both mechanical and build-related), and those things require time or being hardcore about game knowledge (which kinda takes time too).
Dygz wrote: » Partially determined by gear tier.
Azherae wrote: » But maybe MMO players that stick around have more of a specific 'skill' that comes up a lot in my circles. "The Will To Keep Winning" as the book goes. Getting better at games may be a function of time and the game's design, but the WILL to keep trying when losing is seemingly independent. Poor gear balance pushes down more strongly, requiring a higher 'Will To Keep Winning' 'stat' for success, simply because you win/see the chance to win, less often. Just rambling since 'being hardcore about game knowledge' seems to correlate to this.
NiKr wrote: » Azherae wrote: » But maybe MMO players that stick around have more of a specific 'skill' that comes up a lot in my circles. "The Will To Keep Winning" as the book goes. Getting better at games may be a function of time and the game's design, but the WILL to keep trying when losing is seemingly independent. Poor gear balance pushes down more strongly, requiring a higher 'Will To Keep Winning' 'stat' for success, simply because you win/see the chance to win, less often. Just rambling since 'being hardcore about game knowledge' seems to correlate to this. Most definitely. And I think this is why pvp games don't live too long. Cause there's only a limited amount of people with that kind of "skill". And exactly why all the current L2 players still play on older versions of the game, because their "skill" is maxxed out and they can endlessly pvp against others, winning and losing yet always persevering. And I personally dunno what kind of game design could help players hone that skill w/o just having pvp in it and saying "go git good". I hope Intrepid can figure that out and make the most successful pvp mmorpg out there, but only the time will tell.
NiKr wrote: » falls prey to meta builds faster.
Dygz wrote: » Hardcore players can share both gear and knowledge with casual players - and that is very easily done when the casual players are veteran MMORPG players.
PenguinPaladin wrote: » Nikr brought up a good point. In pointing out the pvp incentives of a larger gap system. With 10% or so gap in gear teirs. You kind of know who is worth messing with for the things that you want. You know who might beat your team in dps taking the boss loot, you know who might be dangerous. It gives you parameters for who do i not bother with, who do i be wary of, and who do i look at preying on. Having easily defined teirs lets players know who is in their weight class and can allows weaker players to fly under the radar in a way. And with over enchanting letting teir 2 weapons approach teir 3 weapons and so on it allows players to look like bait, while being competitivly stat'd.
NishUK wrote: » Increasing "power creep" is just ugly and it forces a seperation between the hardcore and average player
PenguinPaladin wrote: » NishUK wrote: » Increasing "power creep" is just ugly and it forces a seperation between the hardcore and average player I think ashes is already "forcing seperation" between average and hardcore players. I think ashes is more focused on making sure there is something to achieve, than making sure everyone has the same experience. They are trying to make the game deep enough in enough areas, that this "forced separation" is just something natural