Astrolite wrote: » I would go on to say not only leveling but also questing is copium and a roadblock to actual content progression. The go to this ! Mark and accept this quest and get this reward is so archaic. There should be more natural feeling events that happen in an area that you have to go there to find out about them rather than follow a questline. I can understand telling a linear story but the kill 10 boars to progress is an overall terrible experience. I think the traditional XP feeds into this notion. XP should feel like you are really progressing your character somehow whether it is combat skills, crafting, exploration, or whatever
Dygz wrote: » Killing 10 boars with no (quest) story and extra rewards for helping people nearby in need is way more boring and tedious than fulfilling quests/missions/tasks. Helping other people rediscover Verra (via quests) should be especially fun in Ashes of Creation.
Azherae wrote: » Questing is for immersion, though. People are just bad at writing quests because it's not the sort of thing they teach you when you want to learn these things. Game design courses don't seem to have quite gotten to things like 'RPG quest design', and TableTop games don't teach the same principles so even a good "DM" doesn't come up with good quests just because you hire them to work on an RPG, they make 'narratives'. XP for fighting mobs has an entirely different purpose and the design stuff around that isn't the same. The part that is similar is simple. If quests are not immersive, they are just there to waste your time. If the things you do to level aren't immersive, they're also just there to waste your time, but the thing stopping them from being immersive (outside of the preferences of a subset of the population that should probably be playing different games') is developers being brought on who don't know how to make it good, but the game getting released anyway.
Depraved wrote: » Dygz wrote: » Killing 10 boars with no (quest) story and extra rewards for helping people nearby in need is way more boring and tedious than fulfilling quests/missions/tasks. Helping other people rediscover Verra (via quests) should be especially fun in Ashes of Creation. that's subjective. i prefer staying in one spot killing boars for 10 hours, no quest (or maybe one like the more kill the bigger ur rewards) than moving around delivering stuff lol
Depraved wrote: » that's subjective. i prefer staying in one spot killing boars for 10 hours, no quest (or maybe one like the more kill the bigger ur rewards) than moving around delivering stuff lol
Astrolite wrote: » I think a good designed encounter tells the story itself passed a cinematic.
Astrolite wrote: » In my Original Post i mentioned Exploration is an essential part of a good gameplay experience, But Is it really exploration if your accepting quest> go to area do quest> Accept another quest> go to area do quest> Rinse repeat.. To me that is not exploration that is just linear quests leading along rails. This is as opposed being led to an area because you need a certain resource.. and you find a dungeon entrance or special event that happens at this time of day only type of thing.
Astrolite wrote: » I think a lot of people don't even really read the quests. Im not saying the option shouldn't be there but i would rather have a majority of the story be within the gameplay as opposed to not playing the game and reading quests. Weeklies and Dailies are typically HIGHLY Repetitive and boring, are not immersive, and end up feeling like chores rather than being immersive.
Astrolite wrote: » Really everything should give"XP" if there is an overall level, But if im stuck grinding out questline after questline of linear story in a sandbox game it is not as good as interesting encounters based on location and time and story made by the players and environment.
Astrolite wrote: » Turning your brain off and grinding is kind of the same as traditional gathering.
Astrolite wrote: » They have talked in some of the dev streams that if you kill off a population too fast it may not respawn as quick so they have some interesting mechanics to troll opposing faction using this. But part of the allure of playing this way is finding the optimal grind spots which hopefully there will be multiple spots throughout leveling and multiple spots at max level.
Dygz wrote: » Astrolite wrote: » I think a lot of people don't even really read the quests. Im not saying the option shouldn't be there but i would rather have a majority of the story be within the gameplay as opposed to not playing the game and reading quests. Weeklies and Dailies are typically HIGHLY Repetitive and boring, are not immersive, and end up feeling like chores rather than being immersive. People can choose not to read the quests. Since I play RPGs for the story - I'm going to want to know why the NPCs are asking for my help... if the quests are well written.
Strevi wrote: » I used to be interested in story but not anymore. Playing with others and seeing them racing to level up makes me want to do that too. I tell myself that I will read later the story saved in a journal, but I never do. Also the story would have more impact in that place and context. Playing slowly just for story makes you want to play alone and also to be protected by PvP-ers. In any case, even if Steven manages to achieve a balance to protect such players, the game content still does not remain relevant for a 2nd play-through. One will not roll an alt and go again slowly through the same content again. And the story does not really need leveling up. I think because AoC is a PvP game, skilled players who just roll a new character should be able to defeat a character who played one year, if both get the same gear. Acquiring the gear should be the part which takes time, not leveling up.
Dygz wrote: » Strevi wrote: » I used to be interested in story but not anymore. Playing with others and seeing them racing to level up makes me want to do that too. I tell myself that I will read later the story saved in a journal, but I never do. Also the story would have more impact in that place and context. Playing slowly just for story makes you want to play alone and also to be protected by PvP-ers. In any case, even if Steven manages to achieve a balance to protect such players, the game content still does not remain relevant for a 2nd play-through. One will not roll an alt and go again slowly through the same content again. And the story does not really need leveling up. I think because AoC is a PvP game, skilled players who just roll a new character should be able to defeat a character who played one year, if both get the same gear. Acquiring the gear should be the part which takes time, not leveling up. Who says that people can race to max level in Ashes. I don't think you can reach max adventurer level before progressing a Node to Stage 6. Almost certain you can't have gear appropriate for max level until there is a Node at Stage 6.
Dygz wrote: » I don't even know what you mean by "playing slowly".
Dygz wrote: » If you don't read quest text when it appears, it's unlikely you will read quest text later... when it's pretty much unimportant to your current experience.
Dygz wrote: » I agree that Ashes is a hardcore PvP game. More importantly Ashes is an MMORPG. It's also a Themebox - with a focus on delivering dev curated stories. "Second play-through" is not really a thing in Ashes, since it's a dynamic world rather than a static world, so... you cannot repeat all of the quests - lots of quests will no longer be available. Whether or not an experienced player with a new character can defeat a new player is going to depend on a lot more than just having the same gear. But, no. In an RPG, the focus should be on character skills and experience, rather than player skills and experience. Each new character is new to Verra and their experience and prowess should reflect that. If it's some other genre of game, like FPS or MOBA - character experience is not necessarily relevant. Sounds like your complant is that you just want to play an MMO PvP game and you'd prefer it to be some other genre of MMO than RPG. (Ashes doesn't have an end game. Ashes is a dynamic world, rather than a static world... and will always have dev curated quests and stories as well as player-driven stories, for all character levels, including max Adventurer levels.)
angelicshiya wrote: » Get rid of levels and replace with skill/stat points The idea is pretty simple for every "level" you get, you get a stat point or skill point -possibly both- when your "XP" green bar reaches a check point.
angelicshiya wrote: » WHY People want to grind and feel as though they are chasing something, that they are the best at something right? But, people also dont want to feel that the grind is impossible to reach. Take WoW for example, WoW got so bad they had to do a level squish (lv 120 to 60- now back at 70 again with Dragon Flight) because they couldn't figure out what to do every expansion.
Strevi wrote: » They can indeed make leveling efficient only with content provided by environment arround level 6 nodes. But my concern is not related to server start only.
Strevi wrote: » The game is supposed to be fun also if you start 6-12 months after the release of the game. What I want to see is a healthy population evolution and the game stay alive many years. After AoC release, other MMOs will be launched too and the influx of new players will slow down. Those new players who would join later should not feel pressured by the game mechanics to level up fast, in order to be useful when teaming with veteran players.
Strevi wrote: » You heard maybe about "power leveling". That is fun too, the game to allow finding ways to level up faster, maybe with help from other players. You can even pay for their time to help you on this. (I am afraid of the mentor program though because is a way Steven to say: you like to do that? I make it an official game mechanic! I control what you are allowed to do!)
Strevi wrote: » But you can also level up naturally by choosing activities which might not reward so much. Like making money or exploring or doing artisan activities. I don't know if the artisan leveling is horizontal or a separate vertical leveling but spending time on that takes away from the one which allows to fight NPCs and PvP, which I consider the main character level.
Strevi wrote: » Yes. And that is a content which should not be enforced. I don't want to wait for NPC characters to finish walking from place to place to chat with each-other. I would rather see them in a separate view which I can close by hitting a button.
Strevi wrote: » No, I want to not be forced by the game mechanic to level up because I feel less useful as a mid level character. I am fine leveling up my main character over 2 years. But because I like PvP too, the game seems to force me to reach max level.
I think a lot of people don't even really read the quests. Im not saying the option shouldn't be there but i would rather have a majority of the story be within the gameplay as opposed to not playing the game and reading quests.
I used to be interested in story but not anymore. Playing with others and seeing them racing to level up makes me want to do that too. I tell myself that I will read later the story saved in a journal, but I never do. Also the story would have more impact in that place and context.