Strevi wrote: » The anticipation you mentioned is indeed a valid reason but is not enough. The leveling for me would be fun if the path would contain stages which a high level character cannot experience. Then going from a stage to the next would be something new, and also a veteran player would want to start an alt again to go through those stages once more. Discovering what other classes can do works only if I do not watch youtube videos. Or in case of AoC, if I do not play the Alpha 2 and I stop watching the monthly updates.
Strevi wrote: » The leveling for me would be fun if the path would contain stages which a high level character cannot experience. Then going from a stage to the next would be something new, and also a veteran player would want to start an alt again to go through those stages once more.
Noaani wrote: » Strevi wrote: » The leveling for me would be fun if the path would contain stages which a high level character cannot experience. Then going from a stage to the next would be something new, and also a veteran player would want to start an alt again to go through those stages once more. Many games have this, delivered to players via quests.q As to your question of why any player would go through the same leveling process a second time, I actually agree with you. However, good games give many different paths for gaining levels. One game I played a while in particular had it so you could level up 80 characters to within 10 levels of the games level cap - without ever having to repeat any content. There were multiple full quest paths for solo players, a quiet path for those with a group of friends, multiple places in each level range to just grind out some levels if you preferred doing that solo, and even more places to just grind if you were in a group. Since the game didnt have 8 character slots per account, the only way you would do the same leveling content twice is if you actually wanted to (many people loved the group quests, people would roll alta just to do them all again). This is how a game does leveling properly.
dagirem wrote: » Feels to me that lot of you forgot that level of mobs and content rises only with zones. So even if there are hardcore players, they can't push so fast at the start of the game. I think the city stage will come early, but after that it will slow down. I think leveling to max in 45 days will be only possible, if everything is already set and you won't need to wait for content to open. Otherwise, players that would get to max level after 15 days would rule the server. They would get hands on best mats, equip and could possibly lock you out of end game by monopolizing it.
Strevi wrote: » Noaani wrote: » Strevi wrote: » The leveling for me would be fun if the path would contain stages which a high level character cannot experience. Then going from a stage to the next would be something new, and also a veteran player would want to start an alt again to go through those stages once more. Many games have this, delivered to players via quests.q As to your question of why any player would go through the same leveling process a second time, I actually agree with you. However, good games give many different paths for gaining levels. One game I played a while in particular had it so you could level up 80 characters to within 10 levels of the games level cap - without ever having to repeat any content. There were multiple full quest paths for solo players, a quiet path for those with a group of friends, multiple places in each level range to just grind out some levels if you preferred doing that solo, and even more places to just grind if you were in a group. Since the game didnt have 8 character slots per account, the only way you would do the same leveling content twice is if you actually wanted to (many people loved the group quests, people would roll alta just to do them all again). This is how a game does leveling properly. I don't have a clear image about how quests will work in AoC. But on wiki, in the design pillars section, "engaging and immersive story" is on the first place. I hope to be great at least once, during the first leveling up.
Noaani wrote: » Strevi wrote: » Noaani wrote: » Strevi wrote: » The leveling for me would be fun if the path would contain stages which a high level character cannot experience. Then going from a stage to the next would be something new, and also a veteran player would want to start an alt again to go through those stages once more. Many games have this, delivered to players via quests.q As to your question of why any player would go through the same leveling process a second time, I actually agree with you. However, good games give many different paths for gaining levels. One game I played a while in particular had it so you could level up 80 characters to within 10 levels of the games level cap - without ever having to repeat any content. There were multiple full quest paths for solo players, a quiet path for those with a group of friends, multiple places in each level range to just grind out some levels if you preferred doing that solo, and even more places to just grind if you were in a group. Since the game didnt have 8 character slots per account, the only way you would do the same leveling content twice is if you actually wanted to (many people loved the group quests, people would roll alta just to do them all again). This is how a game does leveling properly. I don't have a clear image about how quests will work in AoC. But on wiki, in the design pillars section, "engaging and immersive story" is on the first place. I hope to be great at least once, during the first leveling up. My take on this is that Intrepid have plans for the story to be player driven, rather than quest driven. Rather than completing quests to read about some intricate story that Intrepid writers have crafted, Intrepid will be more about the actions of players making up the story of your server. The "story" in Ashes will be immersive because you are a character in it, rather than someone reading it - for better or worse.
Strevi wrote: » I can read this in more ways. "should be relevant at all times" can mean: "even one year after server launch, what a lvl 25 player does is important for his community"
NiKr wrote: » I said in some old thread that L2's low lvl gatherers (and sometimes even other classes) were valuable because mobs on lower lvls would have better low tier mat drops than on higher lvls. And considering how crafting worked in L2, even after a year those same low lvls would be valuable. Maybe a bit less so, because new mobs appeared and gave another way to farm the same mats, but considering that most people usually just leveled up instead of trying to stay at the same stage of progress - the low lvls were still appreciated. Now this was mainly supported by the inability of high lvl players to get any drops from lower lvled mobs. Iirc it was a 9 lvl limit. So high lvls physically couldn't just go and farm what they wanted and had to either trade with others or have a low lvl guildmate/alt. So with that mechanic in mind, I'm curious how Intrepid will design the game that will supposedly allow players of all lvls to have equal "fun" and relevancy.
Nova_terra wrote: » NiKr wrote: » I said in some old thread that L2's low lvl gatherers (and sometimes even other classes) were valuable because mobs on lower lvls would have better low tier mat drops than on higher lvls. And considering how crafting worked in L2, even after a year those same low lvls would be valuable. Maybe a bit less so, because new mobs appeared and gave another way to farm the same mats, but considering that most people usually just leveled up instead of trying to stay at the same stage of progress - the low lvls were still appreciated. Now this was mainly supported by the inability of high lvl players to get any drops from lower lvled mobs. Iirc it was a 9 lvl limit. So high lvls physically couldn't just go and farm what they wanted and had to either trade with others or have a low lvl guildmate/alt. So with that mechanic in mind, I'm curious how Intrepid will design the game that will supposedly allow players of all lvls to have equal "fun" and relevancy. As long as it looks different than the L2 low level gatherer system I will probably be happy as I don't really like the idea that it's "in my best interest" to have one max level main, and then forever low level alts. Obviously I can just buy from the auction house or whatever if I don't want to do that (and I won't) but I just think that is bland design and I am hoping Intrepid has worked on a way to make this more interesting for all players of all levels.
Azherae wrote: » Nova_terra wrote: » NiKr wrote: » I said in some old thread that L2's low lvl gatherers (and sometimes even other classes) were valuable because mobs on lower lvls would have better low tier mat drops than on higher lvls. And considering how crafting worked in L2, even after a year those same low lvls would be valuable. Maybe a bit less so, because new mobs appeared and gave another way to farm the same mats, but considering that most people usually just leveled up instead of trying to stay at the same stage of progress - the low lvls were still appreciated. Now this was mainly supported by the inability of high lvl players to get any drops from lower lvled mobs. Iirc it was a 9 lvl limit. So high lvls physically couldn't just go and farm what they wanted and had to either trade with others or have a low lvl guildmate/alt. So with that mechanic in mind, I'm curious how Intrepid will design the game that will supposedly allow players of all lvls to have equal "fun" and relevancy. As long as it looks different than the L2 low level gatherer system I will probably be happy as I don't really like the idea that it's "in my best interest" to have one max level main, and then forever low level alts. Obviously I can just buy from the auction house or whatever if I don't want to do that (and I won't) but I just think that is bland design and I am hoping Intrepid has worked on a way to make this more interesting for all players of all levels. Do people actually hate the 'option to fight the same mobs at many levels', in this context? I hear it referred to as a negative, but mostly relative to blandness. Like... you beat up a level 5 Toucan and get Bird Meat for cooking, when you're level 20 you don't get that anymore and have to go into the jungle to find Macaws IF you really don't want to use the Auction House for it. The 'main/better' level 20 content isn't Macaws, but you have the OPTION. Extrapolate to Terrifying Toucan and Murderous Macaw which live on high level islands or something at level 44. Again, not 'the best spot to farm drops' and probably 'out of the way' but certainly 'enough that the Bird Meat Market doesn't collapse when there are no lowbies around'. I'm not sure if the complaints I have seen are 'I don't believe that high level versions of low level mobs should ever exist in a game' or 'I don't want to grind Macaws for half the game'.
Azherae wrote: » Like... you beat up a level 5 Toucan and get Bird Meat for cooking, when you're level 20 you don't get that anymore and have to go into the jungle to find Macaws IF you really don't want to use the Auction House for it. The 'main/better' level 20 content isn't Macaws, but you have the OPTION.
NiKr wrote: » Here's one of the best examples of low lvl "gathering" against just drops in L2. Left side is just dropping a t1 mat, that's used in a ton of recipes, and right side is L2's gathering that only one class can do. As you can see, there's ways to farm the resource at pretty much all lvls, with the best mobs being at higher lvls, but it is waaaay better to just Spoil mobs at lower lvls because they bring in so much more of the resource. This way even low lvl gatherers can make a ton of money, because the resource is required throughout all crafting tiers and top lvl players don't really get it in huge numbers while farming. I really hope Intrepid can manage a system similar to this. It mainly works if high lvl players always have something valuable to do and get money from it, while low lvl players can concentrate on gathering and make a ton of money from it. This is also the reason why I'd prefer for gatherer professions to have a similar setup, where high proficiency artisans have "better" things to do, so the low tier mats are left to the low proficiency players. Though this has other implications for the longevity of the game and potential design workarounds required for this type of system to work.
Azherae wrote: » Not gonna fly in Ashes, they have to do better than that, and by 'better' I mean 'don't do that'.
NiKr wrote: » Azherae wrote: » Not gonna fly in Ashes, they have to do better than that, and by 'better' I mean 'don't do that'. Yeah, which is why I said that they'd need to design the system in such a way that conceptually it could work like that, but be deeper and better. In other words, I just want any potential newcomer to be able to get some early money through whichever means they prefer. If the only way to make money on a well-established high lvl server (both artisans and adventurers) is to just do quests and maybe farm mobs - I feel like the whole design of the artisan system will have failed. Do you agree with that kind of design or do you think it's just not as big of a deal as I think it is?
Azherae wrote: » If items that are available to low level players are particularly important, niches form much more slowly or not at all. Like I said, this would be another LONG essay. I'm not saying you should 'just trust me on it', but maybe think about it a bit more. The low level mats market should usually be just 'annoying' enough that any new player can make a killing because yes, higher level artisans just rejoice to 'not have to do it themselves'. But it should also be 'open' enough that there are periods where there's no lowbies around to do it and high level players have to decide 'is the current market supply bust enough to justify me going to do something that is NORMALLY not as profitable, that has another side benefit?' Because then the people who have a niche that matches the side benefit go first, instead of 'everyone going at once'.