NiKr wrote: » We haven't gotten any concrete info on this, but I was imagining this more as a "node dictate which mobs you get and how deep they spawn", while all the physical locations never move. So the tower would probably always be in the same place, but depending on which node controls the zoi that covers the tower's location, mobs inside might differ. And depending on the lvl of that node we might have access only to a few floors instead of the whole tower. And if it happens that the controlling node hasn't been built up or was just destroyed, I'd imagine that the tower will be completely locked or blocked off by some random debris or whatever. This would, in theory, drive people to build up different nodes and try to destroy other nodes in hopes of blocking people's content.
Mag7spy wrote: » Sometimes it's not about what you want, it's about what the gameplay loop dictates. If you want to be competitive you need to do what the game expects you to do to get the gear you want. In AoC which is about exploration you are not just going to be able to sit at one node the entire game to get all your gear. Honestly i think it's a bad take to think as an adventure you needing to explore and run to different points of the world to get the best gear would be even remotely immersion shattering.... This view makes no sense in ANY adventure fantasy story, sounds lazy like you don't want to run anywhere and are use to new style mmorpgs like lost ark where you sit at a town and que dungeons. So ya unsure how this is "very artificial and immersion-shattering." unless i misread somehow.
karava401 wrote: » With the node system driving the landscape, how many static PVE locations can we expect?
karava401 wrote: » Will they be in the same place on every server, independent of node growth?
karava401 wrote: » If so, why? If I happen to settle somewhere far away from one of these zones, will I be expected to go there for loot, story, quests, etc?
karava401 wrote: » My thought about AoC was that content would be more localized around your nodes of citizenship - play where you want to contribute. I don't want to chase meta loot and trivialize the map like every other MMO. Making content that forces me to teleport (or run, given AoC's limited options) to ensure I'm not being left behind in the endgame is very artificial and immersion-shattering.
looking up gear on a database website
Take the limited global chat and travel AoC is designing, which directly discourages metagaming
Mag7spy wrote: » There is a reason why mmorpgs are very fun to jump on day one where no one knows anything.
When it comes to PvP if you are trying to be competitive people will do anything, RP means absolutely nothing in the face of winning and trying to be an alpha guild on the server. Simply don't be a part of that kind of content and you will save yourself.
Mag7spy wrote: » Take the limited global chat and travel AoC is designing, which directly discourages metagaming going to touch on this slightly, honestly this is a silly take. Global chat is not meta to me, it helps build a social environment and connects everyone together. This is the thing about people just wanting a mmorpg to be more RP than mmo wanting to reduce people being able to communicate and band together. This only effects smaller groups having a harder time, larger guilds will not have any issues and it will be to their advantage others can't communicate and work together as well.
Mag7spy wrote: » Server Discords in mmorpgs is already a thing though with AoC being the only game to remove open would chat (they can change that very easily and have it in it though in a way that makes sense) except people to be taken out of the game to use discord for all their chatting instead. If it isn't on my server id simply create one as would other people and organize it in a way that make sense so people can talk and do their politics as well. No matter how much you want everyone doing RP stuff, that won't be the case for competitive players, we aren't going to limit ourselves to simply rp in game for no reason. That is just the reality. And without giant open world chats, honestly it benefits my guild if anything on the server since we have plenty of members already and will only grow before the game launches so we can decide the major towns and such.
The unfortunate fact is this will be true for Alpha 2 launch, but not live.
If I like the node I'm in, or value my citizenship somewhere, that's not an option. Nodes expand and have conflict/relations with their neighbors. I want to participate in all of that content, but do not want my town pressuring me into conforming to gear meta or facing an enemy army of tryhards that use a gear meta.
Keep in mind, goal server size is 8-10k players. Global chat with that many players would be ridiculous without severe limits anyway - see twitch chat.
Again, my problem isn't that discord exists (I use it too for various games). My problem is theoretically (since we don't yet know how endgame activities or gear looks) that there will be incentives for metagaming based on specific dungeons and loot. This will all have years to be figured out in Alpha 2. Biggest guilds could (again, theoretically) know at game live launch to "start at specific spawn, run to specific node, make X choices at X node level to specifically trigger X pve event" because said event/POI/dungeon grants a specific breastplate/staff/item that could be considered best in slot. I'm not saying it's wrong or that people doing that makes me mad. I'm just saying that I expect and hope for better from AoC's design that would encourage organic play, and leave minmaxing for other games. Make EVERY level 5 node POI have good rewards that are worth it. Traveling to my nearest level 5 node (if I don't already live in it) to seek out content is immersive, normal, and enjoyable. Traveling vast distances to experience the world is immersive, normal, and enjoyable, but not if I already know where I'm going and what I'm getting there.
NiKr wrote: » We haven't gotten any concrete info on this, but I was imagining this more as a "node dictate which mobs you get and how deep they spawn", while all the physical locations never move.
karava401 wrote: » NiKr wrote: » We haven't gotten any concrete info on this, but I was imagining this more as a "node dictate which mobs you get and how deep they spawn", while all the physical locations never move. So the tower would probably always be in the same place, but depending on which node controls the zoi that covers the tower's location, mobs inside might differ. And depending on the lvl of that node we might have access only to a few floors instead of the whole tower. And if it happens that the controlling node hasn't been built up or was just destroyed, I'd imagine that the tower will be completely locked or blocked off by some random debris or whatever. This would, in theory, drive people to build up different nodes and try to destroy other nodes in hopes of blocking people's content. Thanks for your speculation. My questions were in hopes of starting a discussion for us to hopefully let the idea spread and make it into a Q&A. I like your ideas, that the node development drives PVE content and therefore player goals. That, to me, is more immersive and more in line with what I thought the vision of AoC originally was (still is?). Mag7spy wrote: » Sometimes it's not about what you want, it's about what the gameplay loop dictates. If you want to be competitive you need to do what the game expects you to do to get the gear you want. In AoC which is about exploration you are not just going to be able to sit at one node the entire game to get all your gear. Honestly i think it's a bad take to think as an adventure you needing to explore and run to different points of the world to get the best gear would be even remotely immersion shattering.... This view makes no sense in ANY adventure fantasy story, sounds lazy like you don't want to run anywhere and are use to new style mmorpgs like lost ark where you sit at a town and que dungeons. So ya unsure how this is "very artificial and immersion-shattering." unless i misread somehow. My concern is that the "gameplay loop" could devolve into looking up gear on a database website, finding where it is, and spontaneously deciding my character needs to travel great distances to obtain something he could never possibly learn about in game or "in character," like every other MMO right now. This isn't exploring, this is chasing a meta, which by definition is the opposite of immersion. I could always convince myself for RP/immersion's sake that I "heard a rumor" or saw a hero decked out in impressive gear and decided to find it myself, but, I am trying to explain that doing so would be me ignoring or excusing meta game design. Take the limited global chat and travel AoC is designing, which directly discourages metagaming. Rumors of specific PVE zones would spread slowly and organically and grow with every telling, and chasing those rumors to find some new POI is very immersive and fun. I won't ever be the player that seeks meta on forums or other sites, but if I notice in wars or OWPVP that people are all looking samey because they're using specific pieces of farmed meta gear, well, it would just suck to see.
Depraved wrote: » there will always be a meta, and there is nothing wrong with that.