Noaani wrote: » Solvryn wrote: » It's not really defensible, because there's no logical reason for it. There absolutely is a logical reason for it. MMO's need to provide players with some form of meaningful progression. As soon as players have nothing left to progress on, they stop logging in. Simply look at WoW server populations during a content cycle to see this in play. Massive population when the expansion is launched, and as people run out of ways they can progress, they stop logging in and the server population goes down. When a patch comes in that gives a subsection a new means of progression, that subsection of the population start logging in again. Then when a new expansion comes, everyone logs in again. So, it is in the best interests of the developer, the game and the players to try and maintain a state where there will always be a form of progression that is attainable for all players, in order to keep all players in the game longer and more consistently. Essentially, maintaining an avenue by which players can progress is the fundamental goal of developers in an MMORPG. It is what keeps the lights on. As I have said earlier in this thread, the way most games manage things is by having a progression reset periodically. This is easy to do with gear, and I have outlined two different methods that two games have used to accomplish this. However, with ESO's CP, there is no easy way to perform a reset. A player with 3k CP will be substantially more powerful than a player that is newly level 50, there just isnt a way around that. This is why CP (or any experience based progression past a basic level cap) isnt a good idea in a game with any kind of PvP aspect. It provides an avenue of progression that simply cant be reset.
Solvryn wrote: » It's not really defensible, because there's no logical reason for it.
NishUK wrote: » "Meaningful Progression" Now that's a worthy thread... Forget about playing a game to "unwind", "enjoy yourself", "be a part of a great moment or conquest", no...mmorpg's have been dejected to the "meaningful progression only" corner. I've known through many many MANY posts those certain individuals who are addicted to mmorpg practices that have no room for player growth and who pigeon hole "fun" into how hard you can progress your gearscore. Just sad.
NishUK wrote: » [ I believe Steven's plan with Nodes "for all" is to incorperate that sense of joy, passion and togetherness that Guilds had in Lineage 2 .
Kesthely wrote: » NishUK wrote: » [ I believe Steven's plan with Nodes "for all" is to incorperate that sense of joy, passion and togetherness that Guilds had in Lineage 2 . While i hope that this will be acomplished, i fear modern player mentality is going to make that goal hard to achieve. Lets face it, most players had years of conveniance, and even without that, voice coms, discord, google en youtube will allow people to communicate, look up theorycraft and play way differently then in L2 and archage's glory years. Speedruns, ratings, ladders, content creators, will all attribute that the average player will feel pressured to perform, instead of to have fun. Its a different kind of gaming then back then (wich doesn't mean that either form is bad or better)
Percimes wrote: » Maybe, but maybe not as much as you fear. Just by the fact that each servers will evolve differently will make direct comparisons more difficult. There will probably be many parallels between them, but, at the same time, they won't be exact copies or instances of the same world: nodes development will play a bigger part on what's even possible to do on a server.
Kesthely wrote: » When content creator "celebrities" proclaim something good or bad, their fan base will take that as gospel, and this will affect a lot of players even those that are not a fan of that celebrity.
NishUK wrote: » Just fyi, the fact that your last sentence over valued tank as a secondary for being "superior" in most party/raid situations has provided me with a negative impression of you that as an officer/big cheese type most of the time in a guild I would use to vote against you + the whinging about how "gamer zombies" are heavily influenced their favourite streamers, gamer zombies are the cattle of the server, make sure you're in one of the top guilds with adults and forget about them Your opinion of classes should remain impartial, it's Intrepid's fault if people are leaning heavily to certain class combos and more.
Percimes wrote: » There is a sad irony in the MMO player base. Everyone begs and begs for options to spec their own special way, to tailor their character to be unique, as they want, a special little star. And yet, if anyone dare to play differently than some dude proclaim to be the best way, the right way, wrong spec, not the optimal item for their class and what not, they should be shunned, disregarded and ignored.
Strevi wrote: » Potion launchers could use low level players as ammunition
NiKr wrote: » This definitely sounds like a p2w problem rather than a gear gap one. If p2w allow people to jump several lvls of character progress - obviously those characters will become stronger than those who haven't cleared those lvls.
Okeydoke wrote: » So what I'm describing sounds more like a problem of p2w than power gap, which it is kind of. But the p2w exposed just how much of a problem that big of a power gap is, if players are allowed to reach it.