NiKr wrote: » 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.
Norkore wrote: » I think the best way to "protect casuals" (gearing wise) is to NOT implement RNG based endgame gearing systems. If you cannot afford to grind 40 hours a week for your BiS, it feels much better to get crafting materials/currency and to be able to craft/buy the gear you want/need (or let someone else craft it for you in exchange for the mats and some gold/silver whatever currency the game has). I've been there, and knowing FOR A FACT that there is a light at the end of the tunnel (and I can even predict to some degree how long will it take to get there) is such a good feeling. The last couple years I've been more on the hardcore side of the way I play, but I still clearly remember the old days, when I was farming battlegrounds in WoW, and I could predict how long will it take to get my next PvP set piece. It gave the grind a sense of purpose, and I was genuinely looking forward to it.
ClintHardwood wrote: » Norkore wrote: » I think the best way to "protect casuals" (gearing wise) is to NOT implement RNG based endgame gearing systems. If you cannot afford to grind 40 hours a week for your BiS, it feels much better to get crafting materials/currency and to be able to craft/buy the gear you want/need (or let someone else craft it for you in exchange for the mats and some gold/silver whatever currency the game has). I've been there, and knowing FOR A FACT that there is a light at the end of the tunnel (and I can even predict to some degree how long will it take to get there) is such a good feeling. The last couple years I've been more on the hardcore side of the way I play, but I still clearly remember the old days, when I was farming battlegrounds in WoW, and I could predict how long will it take to get my next PvP set piece. It gave the grind a sense of purpose, and I was genuinely looking forward to it. I disagree with this somewhat. While I don't like RNG based gearing systems, I do believe in marginal end-game gains as an item sink. Having that higher peak to aim for gives veterans something to shoot for and noobs something to one day aspire to. They also keep the economies of gatherers and processors afloat.
There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content...
Tragnar wrote: » then i'd suggest you would do more research what the game is going to be around a direct quote from Steven that's on wiki on the "Raids" page There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content...
NishUK wrote: » Can people stop pretending that an mmorpg is a difficult genre WITHOUT PvP/Human Competition, it's disgusting.
NishUK wrote: » organizing a raid, pressing buttons to play great, what an original idea that isn't currently on the market at all...
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.
Deliasz wrote: » 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. I'm super casual and I think your cry to the gods is broken and insulting to common sense. You just want to be protected from people who can afford more time to play this game. Just play the game (when released) and find your own happy spot. I want to be the same hardcore Joe but I don't want to put an effort. Good Luck with that
Mons wrote: » You can't expect to get the same reward or power for putting in a fraction of the effort or time It might benefit you or people who play less by reducing the power level disparity, but it diminishes the rewards given to people who play the game more, making their time and effort that they invested less rewarding. Playing the game more and putting in more effort or time into getting better gear SHOULD make you more powerful than someone who doesn't, otherwise what is the point of gear in the first place? Yes, it shouldn't be TOO much of a difference, but it shouldn't be made redundant. It should be noticeable, it should be rewarding, and it should absolutely make people who put in that time and effort feel rewarded not like they got some gimmick of a new item or power increase. A good middle ground is best
George_Black wrote: » Ye. Play tekken.