Birthday wrote: » Cool info. Easier said than done I'd say. But considering this game has been "coming out" for a decade now I'd hope that they at least dont fuck it up. Ya know
Birthday wrote: » I was thinking on the question: How will Intrepid prevent the min-maxing mentality from ruining the storyline progression? Once min-maxers find certain classes to be op they'll look for items that unlock from specific storyline progression paths. This will make most servers basically just go through the same storyline just because min-maxing mentality which always overwhelms all multiplayer games and forces even lots of casuals to conform to it in order to have fun in pvp and pve. This will ruin the whole idea about different storylines on different servers etc. etc. This is a big big feature of the game and it seems that it'll die quickly as soon as min-maxers make enough progression and wiki sites get filled with information about storyline progression related items.
Depraved wrote: » Birthday wrote: » I was thinking on the question: How will Intrepid prevent the min-maxing mentality from ruining the storyline progression? Once min-maxers find certain classes to be op they'll look for items that unlock from specific storyline progression paths. This will make most servers basically just go through the same storyline just because min-maxing mentality which always overwhelms all multiplayer games and forces even lots of casuals to conform to it in order to have fun in pvp and pve. This will ruin the whole idea about different storylines on different servers etc. etc. This is a big big feature of the game and it seems that it'll die quickly as soon as min-maxers make enough progression and wiki sites get filled with information about storyline progression related items. How will Intrepid prevent the casual mentality from ruining the storyline progression? Once casuals find certain storylines to be appealing, they'll look for items that unlock from specific storyline progression paths. This will make most servers basically just go through the same storyline just because casual mentality which always overwhelms all multiplayer games and forces even lots of min-maxers to conform to it in order to have fun in pvp and pve.
Dygz wrote: » What does "ruining the storyline progression" even mean??
Birthday wrote: » Dygz wrote: » What does "ruining the storyline progression" even mean?? https://ashesofcreation.wiki/Story_arcs
tautau wrote: » @Tyranthraxus is right, we would have to try out each combo of node levels and then be able to decide which of the combos was 'best'. However, I don't think it can be done in two years. Why? 85 regular nodes (not even considering the 15 castle nodes) to start with. Level 1 and 2 nodes won't develop much content, so let's just consider levels 3 - 6, or four levels of node possible. So, 85 nodes at 4 levels each, we have a possible combination of 85 to the 4th power or over 52.2 Million combinations of nodes/levels on a server. I would expect that we will never explore them all, much less be able to compare them somehow to come to an agreement of what is 'best' or 'ideal' storyline. In other words, from a player perspective, this game will have an infinite number of possible storylines or paths to follow. The problem posited by the OP doesn't exist.
Arya_Yeshe wrote: » Why there's never a storyline system that weaves the story of multiple players? So in the future you can read and remember who you played the storyline with, who showed up only once and saved your ass, etc Npcs and lore characters are not as important as people
Dygz wrote: » We'll have to see how good the Journal is at recording interactions with players.
Percimes wrote: » tautau wrote: » @Tyranthraxus is right, we would have to try out each combo of node levels and then be able to decide which of the combos was 'best'. However, I don't think it can be done in two years. Why? 85 regular nodes (not even considering the 15 castle nodes) to start with. Level 1 and 2 nodes won't develop much content, so let's just consider levels 3 - 6, or four levels of node possible. So, 85 nodes at 4 levels each, we have a possible combination of 85 to the 4th power or over 52.2 Million combinations of nodes/levels on a server. I would expect that we will never explore them all, much less be able to compare them somehow to come to an agreement of what is 'best' or 'ideal' storyline. In other words, from a player perspective, this game will have an infinite number of possible storylines or paths to follow. The problem posited by the OP doesn't exist. I know the game seems to take a long time, but I wouldn't bet it's because the devs are designing 52.2 million individual combinations of nodes advancement. If I was to guess, I'd say it will be "limited" to a mix of node types, stages and biomes. And since a node 6 was once a node 5, a node 4 before that, and so on, it won't be that unpredictable to see what will happen to a node once we've seen that progression for a certain biome. Don't get me wrong, we'll get to see a lot of different evolution from server to server, but it will always be kind of similar, or at least familiar.
Percimes wrote: » If I was to guess, I'd say it will be "limited" to a mix of node types, stages and biomes. And since a node 6 was once a node 5, a node 4 before that, and so on, it won't be that unpredictable to see what will happen to a node once we've seen that progression for a certain biome. Don't get me wrong, we'll get to see a lot of different evolution from server to server, but it will always be kind of similar, or at least familiar.