Noaani wrote: » Trost coming on board is probably the best news anyone wanting Ashes to be more than just another pure PvP MMO like L2, Archeage, BDO or Albion could have hoped for (and yes, as far as MMO's go, those games are pure PvP). He is quite literally the guy that made the MMO genre what it is - or what it was. He designed the original EQ - the game Blizzard developers saw and said to themselves "we should have a go at making one of these". A game that is getting close to being live for a quarter of a century. My hope is that Bill can keep Ashes PvP in tact as it is now (he wont be able to change that), but add to it the PvE meat that the game needs.
Noaani wrote: » « that doesn't alter my point that the game needs to move more towards it's PvE content than it is now«
Noaani wrote: » Kilion wrote: » Noaani wrote: » [...] Keep in mind, when I am talking about PvE, I am not talking about harvesting and crafting and such (the activities likely required to maintain a castle), I am talking about shit to kill. [...] Suffice to say - the game needs a massive focus on PvE from what it has now. It doesn't need any changes to the PvP systems in place, however. I am afraid I'm still unsure what you think Ashes is lacking in regards to PvE. What does this "more", this additional focus look like? Or do you mean that they should show more of what the PvE-side of the game has to offer? In order tp attract a player that is primarily PvE focused to Ashes from another game, Ashes needs to offer a better PvE experience. One of the key things (note - not the only thing) to this regard is guaranteed access to content - something Ashes currently has literally zero of right now. Now, I am not suggesting any ways to achieve this - not in this thread at least. However, if a guild with the above PvE focus can play a game where they can have their pick of taking on any one of 15 relevant encounters on a given night, or a game where they may have a chance at fighting off others enough in order to be able to have a go at one encounter on any given night, which game do you think that guild will play? Fact is, Ashes needs to actually go a little beyond other games in regards to PvE in order to attract these guilds - and so far it is sitting at having literally nothing.
Kilion wrote: » Noaani wrote: » [...] Keep in mind, when I am talking about PvE, I am not talking about harvesting and crafting and such (the activities likely required to maintain a castle), I am talking about shit to kill. [...] Suffice to say - the game needs a massive focus on PvE from what it has now. It doesn't need any changes to the PvP systems in place, however. I am afraid I'm still unsure what you think Ashes is lacking in regards to PvE. What does this "more", this additional focus look like? Or do you mean that they should show more of what the PvE-side of the game has to offer?
Noaani wrote: » [...] Keep in mind, when I am talking about PvE, I am not talking about harvesting and crafting and such (the activities likely required to maintain a castle), I am talking about shit to kill. [...] Suffice to say - the game needs a massive focus on PvE from what it has now. It doesn't need any changes to the PvP systems in place, however.
KaelinTV wrote: » L2 lasted for nearly 10 years as a sub
Vaknar wrote: » Moved some off-topic discussions from another thread. Feel free to carry on here, but let's remember to be polite and respectful
Mag7spy wrote: » Well short form besides instanced content what would you want for more pve?
Noaani wrote: » KaelinTV wrote: » L2 lasted for nearly 10 years as a sub Indeed - due to its Korean playerbase. The NA servers barely paid for themselves. The same was true for Archeage (though notibly not BDO). The games Korean market is what keeps them alive - does anyone actually and honestly think the way Trions Archeage went would warrant a licensed sequel (the game is a licensed IP, after all). This is because that model of gaming is designed around people playing the game in a cafe with friends, rather than at home by themselves, but with in game friends as Western players play MMO's. Playing a game in this manner alters what you will and will not accept. Trying to create a Korean MMO and expecting it to survive on a playerbase that consumes MMO's in a totally different manner is not sound business.
Noaani wrote: » Trying to create a Korean MMO and expecting it to survive on a player base that consumes MMO's in a totally different manner is not sound business.
KaelinTV wrote: » Noaani wrote: » KaelinTV wrote: » L2 lasted for nearly 10 years as a sub Indeed - due to its Korean playerbase. The NA servers barely paid for themselves. The same was true for Archeage (though notibly not BDO). The games Korean market is what keeps them alive - does anyone actually and honestly think the way Trions Archeage went would warrant a licensed sequel (the game is a licensed IP, after all). This is because that model of gaming is designed around people playing the game in a cafe with friends, rather than at home by themselves, but with in game friends as Western players play MMO's. Playing a game in this manner alters what you will and will not accept. Trying to create a Korean MMO and expecting it to survive on a playerbase that consumes MMO's in a totally different manner is not sound business. Indeed Lineage is a very successful IP in Korea. But you can't disregard the NA base entirely due to that. Lineage 2 came out in the same year was World of Warcraft. Which would greatly diminish any player base considering the blind loyalty blizzard fans have for their releases. We unfortunately don't have the metrics of sub count as they are not public, so can't draw any conclusions if it was profitable or not, as it would be purely speculation without that data on hand. But you can't denounce the fact that it was successful as a sub model for almost 10 years in NA...I doubt they would keep the servers up for that long if they weren't profitable. I didn't bring up Archeage for a reason, as what truly killed it wasn't the contested content, it was just pure greed as they broke the balance and potential of the game with predatory p2w. Something that is rampant in every Korean MMORPG now-a-days...Which is truly sad to say as I believe Korean MMORPG's offer something that NA ones just do not have. The Korean lifestyle around gaming is indeed quite different. I believe using that as an example is a false way of looking at it. I doubt the mass majority of L2 players were all holed up in lan cafes in Korea (Was mostly Warcraft and Starcraft at the time). Considering alliance wars and what not would sport 100-200 people per side, organizing in such in a noisy environment and sheer scale would take up an entire cafe, that seems farsical to state such. Yes the game would of been played in gaming cafes, but I believe that's painting a picture too vividly and based on speculation. In essence, Ashes is borrowing a very large portion from a couple Korean MMO's, specifically more so Lineage 2. But I don't see this as a bad thing. It's an MMO that has roots tied to old school Korean risk vs reward mentality, but with a twist combining it with NA MMO roots and design philosophies. We already see a massive interest in Ashes based solely around the design and principles the game is trying to create.
In terms of your last sentence... Noaani wrote: » Trying to create a Korean MMO and expecting it to survive on a player base that consumes MMO's in a totally different manner is not sound business. No offense meant once again...But this is hardly in any form a Korean MMO, to state such is disingenuous and shows your hand.
Noaani wrote: » A few points with this. First, back in 2004, Blizzard didn't have the fanatical fanbase that it has now. That fanbase is due to WoW, which blew up in popularity in early 2005 (Feburary and March, mostly). However, L2 launched in 2003 in Korea. This means that the playerbase had the choice of a new game in November 2004, or a game with a years worth of polish. L2 had every advantage here, yet history tells us what way the playerbase went. The western audience saw the game and largely decided it wasnt for them. Also, you may note that I didn't say the NA servers weren't profitable. I said they were barely paying for themselves. With the Korean market keeping the game in a somewhat state of development, running the NA servers bought in an additional few tens of thousands a year after expenses. As such, they were somewhat worth having, but they would not have been able to continue active development of the game on that. As to Archeage, the changes they made to things like Thunderstruck Trees, and then further in to the general monetization of the game, these were all done after the game lost a massive chunk of its population. Thus loss happened 6 to 10 weeks after launch. Again, the western audience saw the game, and largely decided it wasnt for them (though I played it for 5 years or so). By the time we got to where people were complaining about balance and such, the game had lost almost 75% of its launch day population.
Noaani wrote: » In the ways that matter, it is. Keep in mind, you just finished saying that Ashes is borrowing heavily from L2, specifically the risk vs reward philosophies. Now, I'm not saying those things need to change. What I am saying is that they exist, and the way Koreans consume MMO's (in cafes, with friends, even back in 2003 with L2 and earlier with the original Lineage), they are more forgiving of loss. When you are playing with tour friends, if you lose 10 PvP fights in a row, you open another beer and joke with your friends about how bad you are. It's like going bowling - you dont need to be good at it to have fun doing it with your friends. In the west, it you lose 10 PvP fights in a row, especially in an open world game, you are logging off for the night - or potentially for good. The other MAJOR difference between Korean and western (specifically BR and NA, but EU to a lesser extent), is the fact that there is a much higher percent of troll's outside of Korea, and those trolls are willing to go to much greater lengths. This was shown well in Archeage again, with most servers having days or weeks on end with people blocking bridges, preventing trade runs. XL ,were told about it, but refuses to believe people would spend their time in game doing that - because in their years of publishing games in Korea, they had literally never seen anything even close to it. These differences in consumption need to be taken in to account in game design. Intrepid seem to have an idea if the troll aspect of this, but the other issue seems (from my perspective) to be completely missed by them.
Mag7spy wrote: » @Noaani I can get behind summoned bosses. Also had an idea while back based on the higher barrier to entry to the content the least likely you have to deal with as much pvp. Though I'd have to find the post again il do that later though.
KaelinTV wrote: » Noaani wrote: » First, back in 2004, Blizzard didn't have the fanatical fanbase that it has now. Blizzard was huge even back in the day, Starcraft was enormous in the Korean scene, absolutely massive.
Noaani wrote: » First, back in 2004, Blizzard didn't have the fanatical fanbase that it has now.
leading into the eventual release of Aion would prove otherwise.
In terms of Archeage...Let's be honest here, it wasn't solely thunderstruck trees that killed the game.
Noaani wrote: » I mean, is anyone even willing to argue that Lineage 2 was in the top 1000 games played in NA last year?
NiKr wrote: » Noaani wrote: » I mean, is anyone even willing to argue that Lineage 2 was in the top 1000 games played in NA last year? After having watched the TL beta streams - western players don't even fucking know what L2 is, let alone having played it
Noaani wrote: » You'll note that I said the Blizzard fan base wasn't fanatical, not that it wasn't large. The Blizzard fanbase back then wouldn't simply buy every Blizzard game like they do now or did a few years ago).
While L2 did indeed fund much of Aions development, it wasn't with the proceeds from the NA servers. You can agree to disagree if you want, but the information is out there if you look (I went from not knowing a lot about L2 to knowing a reasonable amount about the behind the scenes over the last 3 or so years - there are people happy to talk about it).
I specifically said that it wasn't Thunderstruck trees that killed it - the server population had already dropped off dramatically by that point. By the time Trion made that change, they had come to the realization that the games population would never be very high, and so started monetizing it as much as they could.
its funny you talk about things like labor point exploits, item duping and regrading as being issues with Archeage - these were all things that were present in the Korean version of the game, but simply weren't considered issues due to the way players in Korea play MMO's. Keep in mind - Archeage is still somewhat popular in Korea. It only dropped off the top 50 games played in Korea last year. it is worth pointing out though, Lineage 2 is at number 20. This is not a list of MMO's - it is a list of all games in Korea. Aion is also on this list - at number 10 (the notion that Aion was made FOR the west is laughable, sorry). Point is, these games are massive in Korea, which is why they are the games that Korean developers make. They aren't nearly as big in NA/EU though, and need alterations to reach that level. I mean, is anyone even willing to argue that Lineage 2 was in the top 1000 games played in NA last year?
I mean, is anyone even willing to argue that Lineage 2 was in the top 1000 games played in NA last year?
KaelinTV wrote: » It's quite insulting, blatant attempt at mashing mobile p2w mechanics into a desktop MMORPG with the release of TL. Trying to expand that filth into the desktop sphere and water down PC standards and acceptability of mobile mechanics is just downright depressing. Corporate and shareholder obligations at its absolute worst. Sad to see what NCSoft has turned into, every single game they release now is mobile...A mega money maker that has shifted all their IP's to mobile p2w garbage...Sad day...
NiKr wrote: » KaelinTV wrote: » It's quite insulting, blatant attempt at mashing mobile p2w mechanics into a desktop MMORPG with the release of TL. Trying to expand that filth into the desktop sphere and water down PC standards and acceptability of mobile mechanics is just downright depressing. Corporate and shareholder obligations at its absolute worst. Sad to see what NCSoft has turned into, every single game they release now is mobile...A mega money maker that has shifted all their IP's to mobile p2w garbage...Sad day... I mean, they're just making what people are buying. If majority of their consumers (especially the big spenders) were truly not ok with this shit, NCsoft wouldn't be doing it.