Potato Basket wrote: » I should gage the risk by the visual appearance and then decide if I should bite and engage
Cat Quiver wrote: » Potato Basket wrote: » I should gage the risk by the visual appearance and then decide if I should bite and engage And what would you do if a copy pasted mob you saw at level 3 showed back up with the same appearance but it's level 55. If markings are put on mobs to distinguish their level or threat it's the same exact thing as showing the level but with extra redundant steps.
NiKr wrote: » Allegedly there could be super high lvl mobs close to low lvl mobs, due to how the Node system will work. So, by not having any threat indicators for mobs, you might be dooming most lowbies/newbies to constant dying against mobs (cause the mobs might be so strong that they one-shot the player). And now you're not only alienating your more casual playerbase with pvp, but with pve too. And as much as I agree with the "risk vs reward" in the open world, I'm not sure if completely obliviousness is the best way to go about it. Tell me the threat of a mob and then let me decide whether I wanna risk my life for that higher reward.
Potato Basket wrote: » A small cute bug shouldn't be more dangerous than a huge troll with a club There should be some sense of hierarchy the players could navigate without blatantly revealing too much
Dygz wrote: » I mean... some small, cute bugs are deathly venomous.
Potato Basket wrote: » repeating mobs? that just sounds like a lazy game design which should be avoided in an innovative game as ashes
Potato Basket wrote: » Dygz wrote: » I mean... some small, cute bugs are deathly venomous. exactly, and wouldn't you want to discover which is which for yourself? why have a number next to it that tells the whole story without even interacting?
Otr wrote: » H Enigmatic Sage wrote: » ... Many things for example such as being able to zoom out so far you're essentially playing as a crane operator where the game looks like a 2D map from above. I'm not saying dont let people zoom out, but make the allowance within reasons to prevent disadvantages to fair gameplay. That's what makes me want to select all my alts and right click on the enemy.
Enigmatic Sage wrote: » ... Many things for example such as being able to zoom out so far you're essentially playing as a crane operator where the game looks like a 2D map from above. I'm not saying dont let people zoom out, but make the allowance within reasons to prevent disadvantages to fair gameplay.
Otr wrote: » Enigmatic Sage wrote: » . People don't need to zoom out and see over walls, or able to have a 360 view with a vast range so they can avoid immersive mechanics that makes the combat and gameplay engaging. Some people want to play first person for immersion and avoid 3rd person games. I can adapt to many styles so I enjoy all kind of games. So if I do not see mob strenght, I'll be afraid a bit but that would be fun. If others turn on such info, I turn on too, to not be at disadvantage. The option will make little sense unless solo gameplay is possible. I think Ashes of Creation will not be a solo friendly game, when exploring areas with enemy NPCs because some other player might help them win.
Enigmatic Sage wrote: » . People don't need to zoom out and see over walls, or able to have a 360 view with a vast range so they can avoid immersive mechanics that makes the combat and gameplay engaging.
Dygz wrote: » Potato Basket wrote: » Dygz wrote: » I mean... some small, cute bugs are deathly venomous. exactly, and wouldn't you want to discover which is which for yourself? why have a number next to it that tells the whole story without even interacting? I'd prefer to know the levels when I see a mob rather than needing to keep wasting my time banging on mobs that it's impossible for me to kill. Level does not tell the whole story. You can turn mob levels off if you want to.
Potato Basket wrote: » Well but that's not really how this plays out First of all by nature you will memorize and learn with time to recognizer the mobs and their threat based on past experience Secondly, even when you engage with a new mob you get an idea of it's "level" by their hp pool and how much damage you deal to it even from afar before taking any damage and you can always disengage and flee away until next time
Potato Basket wrote: » imo it keeps things fresh and adds another layer for the players to experience the same way hiding the mobs in the environment and "surprising" you when you explore. obviously after a few times it will no longer surprise anyone but still adds that extra element to that feeling of a living dangerous world.
Potato Basket wrote: » What's the fun in knowing the end of the story right away? Why should a number next to it's name spoil all the fun of discoverability? Let me find out during the encounter itself if I'm capable enough or not yet