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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
But my ideal is L2's epic jewelry. It's super powerful items that drop once per farm of the boss (with some bosses not even 100% dropping it) and some of the bosses being on a 1-2 week cd. So, in AoC's case, getting every member of your full raid a single piece from a single boss would take 40 weeks (or 80, with top lvl bosses). And with those bosses being contested by literally every guilds that wants that jewelry (it being the literal BiS for most classes) - you have yourself years-worth of pvx content until you get to fully equip your raid in a full set of that jewelry.
L2's epic jewelry mainly gave CC boosting stats (both application and defense against), with a few of them boosting crit rates and damages, so, while it definitely increased your dps (or overall impact in pvp), it wasn't a direct atk stat boost.
And even after years of updates players who managed to get their hands on a full set would be revered as the top people on the server. Oh, and there were 0 visuals tied to that jewelry, so it was all about the stats and the power rather than just showing off a cosmetic.
No, it isnt.
However, the events they used to run would be.
Have the MMO just doing its thing, but once a month (or perhaps once a quarter) set aside a weekend and run specific challenges on another server.
That said, the OP has hit upon an issue with persistent world PvP MMO's, but this isn't the solution. If it were the solution, Crowfall would be killing it right now.
I am not sure if reset is idea that fixes everything, but this player power will be problem for sure. Everyone is in delusion because we start fresh and everyone thinks we have equal opportunities, but fact is that we don't. Those hard core PVP players will ruin game for everyone as it happened in every PVP MMO. Don't get me wrong, I love open world PVP, but I hate these players that min max everything and focus on being the best in every aspect. Their competitive compulsion is killing this genre. Why other games such as MOBA or FPS don't have this problem? Because of ranking system. Everyone that is on top plays vs players that are on TOP, they do not have an impact on me or players like me that are more casual. You will see, its only matter of time when game releases until they completely break game. Every open world area that is full of important resources will be camped, no one will get cross their path, and if other hard core PVP guild kills guild that was camping that area, then they will take their place and camp it. We (casuals) have no idea how this system will have a bad impact because we live under delusion of fresh start that we have same opportunity.
This,
Season wipes aren't the answer and titles/cosmetic rewards for a year of working toward character progression isn't rewarding for most MMO players in my estimation. Now I am all for every once in awhile (tied to expansions/quarterly/whatever) there being a cataclysmic event (off the top of my head an overtuned Dragon world boss that needs to be killed but requires crazy coordination) and if it isn't successful maybe having something that shakes the world order but that isn't what is being discussed.
But while your node is destroyed, part of your progress is still there. you don't do a reset.
A full wipe ? i honestly won't play the game if all i do is time limited lifespan... this is what i dislike most in seasonnal system of POE/D3 and prefer the standart mode
You wouldn't be able to advertise for the game at all... "Hey guys, join the game now, but in 15 days your characters progress will be deleted as we're nearing our 1 year mark"... That's millions of potential dollars in income from new subscribers down the drain...
"We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling-up experience and the end-game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game. – Sarah Flanagan"
I wanted to share these quotes from this page of the wiki: https://ashesofcreation.wiki/End_game
The world of Verra is ever-changing and evolving. The way players and events interact with the world should abolish the need to reset servers to have fun!
https://steamcharts.com/app/252490#All
You love character progression but you don't want the game to be based around character progression? I don't understand.
They aren't punished for winning, they get non power rewards that carry over every wipe.
That's a pretty dumb strawman.
These games are clearly failing and everyone hates them.
https://steamcharts.com/app/252490#All
https://steamcharts.com/app/238960#All
https://activeplayer.io/minecraft/
Ashes isn't a survival game
You are pulling together games that are far from what AoC is trying to be? You are also mad that people aren't agreeing with your opinion? Progression takes many forms, and having to go through the same progression multiple times for wipes defeats the purpose of even attempting to get anything until it "resets" if you come in late. Games that actively wipe can be extremely popular, but this is not a game or even a Genre where that is received well and for good reason. A large part of the demographic is against the idea of losing their progress in X time. The Persistent world is what draws them in and keeps them playing.
damn, poe keeps losing players
those games are designed like that. maybe that's why it works?
you cant just make a game and decide last minute to have wipes every year
No. Most of us have a life. We got a work and/or school. Some do sports, have friends, family etc. Need to do stuff at home. It isn't a mmo where you reach max level fast
Of course resetting the node may affect player housing, but this is just theory crafting. This isn't an extraction shooter, its an MMO. Meaning by the time content starts to get stale and we are bored of the same guilds ruling the land, new content should come out to satisfy us. If not, quit, go play something else, and come back in 6 months to a whole new game. Thats the beauty of an MMO.
Not a knee-jerk reaction 1 year after launch to try and put out the flames.
Except it doesn't
https://steamcharts.com/app/252490#All
https://steamcharts.com/app/238960#All
https://activeplayer.io/minecraft/
Ya having a library with an auto generated similrilion style story would be awesome. Would be cool if each major achievement the player made gave that player 2 seconds of cinematic where when they clicked play it would kinda tell the player's story of their adventures in the world.
Ya that would do something really similar, and that's a really good alternative solution. It should also be that you are forced to join a different node than the one you were a part of previously.
That has nothing to do with anything, the same mechanics have the same results. Also Rust isn't an extraction shooter, neither is minecraft. The ability to take other people's stuff is clearly the comparison I was making to tarkov, and is the most contentious part of ashes. Ashes would even go farther as you can't raid people's hideouts.
Telling people to quit the game if they don't like it, instead of fixing the problems, is how every game dies. Short of the company not making enough money to justify keeping the servers up.
On a fundamental level it is, it's the survival of your civilization and social network. Instead of surviving against players in your base, who want to destroy your base and take your stuff, you're surviving against players in a node, that want to destroy your node and take your stuff. Ashes is more like Rust than it is like final fantasy or wow. You can't just go topple stormwind if your rep with orgrimmar is high enough. And then org goes to some destroyed state when you need to rebuild it. Whereas that is the fundamental design of Ashes. It's an ever changing world based on social groups and player behavior. That's what Rust is. Wow's base world hasn't changed in like 10 years since cata, it doesn't allow players to shape it in anyway. Shifting sands was probably the last major time they tried anything like that.
The mechanics are incredibly similar, from questing systems, crafting systems, raids/monuments, naval combat, trade between groups, moving resources in a heli vs moving them in a caravan, killing players in certain areas makes you kos for safe zone guards vs corruption, event/heli, market/vending machine and scrap, you collect resources and upgrade your base/node, you pick a server and your character is on that server with its built in progression etc. The only thing that's really different in a fundamental way is the building system and that isn't that different as you essentially have that mechanic built into other systems in a more controlled and determined way. Instead of your lead or builder determining how the base develops your mayor does it.
If anything Ashes will be more of a survival game than Rust is due to higher mob density and the increased likelihood that they will kill you. And also people will use bows more in Ashes than they do in Rust. Prim is dead after like 2 hours of playing rust anyway so thinking it's this game where you chase boars around to get food or you will die is just based on ignorance. You might kill 1 boar 1 time if your spawn is awful to get a starter furnace but after that all you are doing is recycling and fueling a refinery. No one drinks water for the bar they drink water to get rid of rads at launch, people don't eat food for the bar, they have food to spam after they med to get more health faster. If people are low on either they just f1 kill. The definitions of genres don't really mean anything anymore, every game has aspects of many many different genres so saying this is an mmo and this is a survival game this is a fps is just so people get a rough idea of what the game is not what it is in it's entirety. Is wow and mmo? Sure for some people. Other people just stay as a neutral panda and farm herbs in the starter zone all they way to level cap. So for them it's a gathering simulator. Other people sit in the goldshire inn on moonguard erping with people so for them it's a p*rn game. Other people just ride in circles in dalran all day on their motorcycle for literally hours, so for them it's a single player driving simulator. Is it really an mmorpg if you've never rollplayed? Probably more than 50% of people who have played mmorpgs have never rollplayed. Iv done more rollplay in csgo than in wow. Does that make csgo an fpsrpg?
I'm sorry but design and how the game ends up working aren't the same thing. This isn't Arda where a Maiar's words determine reality. If you look at other games that have similar mechanics and they inevitably lead to player behavior in one direction it's incredibly likely that if another game has those same mechanics the path the game will take will likely be in the same direction. If another game/s have already created mechanics that solve those problems, it makes sense to implement those mechanics before the game launches so the player base isn't shocked by a sudden change in design. That's why there are alphas and betas. That's why they just changed the world size and node count. They tested the game and the original design didn't work so they changed it. They didn't wait till after the game launched to fix it.
2) majority of players will absolute hate wipes. Almost every player will want to cling to their LITTLE PIXELS like Republicans clinging to their guns. Aint no way they are gonna be cool with wipes. Even in P99 - as much as they would benefit from wiping the server - ppl are raging just at the sheer notion of it. Whereas official EQ - decided to create TLP servers and after X amount of years and/or population threshold, merges old ones and even those players got salty n rage quit because of their pixels disappeared