NiKr wrote: » Mag7spy wrote: » My issue will always be people asking to unreasonable leveling times and expecting content around that which reduces content that could be at max level. (That means creating a lot of content players won't ever experience or if they do they will be overleveled) And then you get the people saying there is nothing to do at max level from a pve perspective the same ones that no lifed the game and wanted a longer leveling experience. Max lvl pve content can just be super difficult + pvp content, so anyone at the top would be stuck on that stuff, while all the lower lvl content can still be good and simply take a long time. This would also let Intrepid take their time with making more max lvl content after release rather than before, because majority of people would be still leveling. No matter how much max lvl content you have, people who can play 10++h/d will eat through it in no time, so imo it's pointless to have an end-heavy lean in your content. PvP already gives a ton of content for hardcore people and additionally slows down the overall pvx progression. Having shitty grindable max lvl content just because "we gotta have smth at the end" is a bad approach imo.
Mag7spy wrote: » My issue will always be people asking to unreasonable leveling times and expecting content around that which reduces content that could be at max level. (That means creating a lot of content players won't ever experience or if they do they will be overleveled) And then you get the people saying there is nothing to do at max level from a pve perspective the same ones that no lifed the game and wanted a longer leveling experience.
Having shitty grindable max lvl content just because "we gotta have smth at the end" is a bad approach imo.
Mag7spy wrote: » So you want "shitty" low level grinding content instead? Unsure where that came from if you are going to suggest that is an exclusive high level thing I'll argue the same about lower levels. Also i feel you are not understanding what I'm talking about to come up with that conclusion in anything i said in my post. Feel like your points are contradicting yourself.
NiKr wrote: » Mag7spy wrote: » So you want "shitty" low level grinding content instead? Unsure where that came from if you are going to suggest that is an exclusive high level thing I'll argue the same about lower levels. Also i feel you are not understanding what I'm talking about to come up with that conclusion in anything i said in my post. Feel like your points are contradicting yourself. Slow leveling doesn't mean grinding the same shit, but on low lvls. It means all that content that you want at top lvl is simply shifted lower. Everyone goes through the leveling process, so there won't be any "don't do" content. If anything, making the leveling slower literally makes sure that there's no skipped content, because people have more time to do all the content at their lvl. Skipped content is created when your progression is so damn fast that there's not enough time to see all the content before you outlevel it. Did PoE have all that max lvl content at release? And what exactly is the difference in that content? I've only played a few hours of it, so never looked into endgame loops. From what I know about the game it seems like it'd just be running mobs/bosses over and over again. Ashes will have more content purely in variety alone, w/o even counting the amount of any given option.
NiKr wrote: » Max lvl pve content can just be super difficult + pvp content, so anyone at the top would be stuck on that stuff, while all the lower lvl content can still be good and simply take a long time. This would also let Intrepid take their time with making more max lvl content after release rather than before, because majority of people would be still leveling. No matter how much max lvl content you have, people who can play 10++h/d will eat through it in no time, so imo it's pointless to have an end-heavy lean in your content. PvP already gives a ton of content for hardcore people and additionally slows down the overall pvx progression. Having shitty grindable max lvl content just because "we gotta have smth at the end" is a bad approach imo.
NiKr wrote: » Skipped content is created when your progression is so damn fast that there's not enough time to see all the content before you outlevel it.
Mag7spy wrote: » POE didn't have end game on release it was a indie studio, the only thing that matters is the game as it is now.
Mag7spy wrote: » The differences in the content is it has a general loop of gameplay which is maps that have random modifiers (that can be tweaked and adjusted with a ton behind that) on top of an added gameplay loop to it based on the season that effects the player, player skills, the effects of mobs, added special dungeons to that map. On top of over 15 different loops that can pop within the maps and different objectives to do that have their onw modifiers added ontop of other mods.
Mag7spy wrote: » As usual I'm not making random comments this is based of experience of knowledge of other games. I get the appeal of leveling over a long period of time and having growth and reason to explore. If this was a purely pve game my view would be a bit different. But there is PvP involved and it has a large impact and not something I'm just going to ignore.
Dygz wrote: » Max level content changes as different Nodes rise and fall. By design, it's not really even possible to experience all of the (max level) content because some of it is gated by Nodes, Racial governments and which Services are active. As well as by Verran Seasons and Events. And the devs intend to introduce new content every 3 or 4 months.
NiKr wrote: » And out of all of those, I still had more fun in L2, because slow lvling simply meant that you interact with people at all lvls, you have pvp at all lvls and the quality of content is equal across all lvls (though Genshin is a very close 2nd). And all of that will be even better in Ashes because it'll have more variety and better base quality of its content.
NiKr wrote: » Mag7spy wrote: » POE didn't have end game on release it was a indie studio, the only thing that matters is the game as it is now. You do realize that this is exactly what Ashes will be, right? So how exactly do you expect them to have enough endgame to satisfy those 10+h/d people, if those people get to that endgame within just a few weeks because there's barely any leveling in the game for them? Mag7spy wrote: » The differences in the content is it has a general loop of gameplay which is maps that have random modifiers (that can be tweaked and adjusted with a ton behind that) on top of an added gameplay loop to it based on the season that effects the player, player skills, the effects of mobs, added special dungeons to that map. On top of over 15 different loops that can pop within the maps and different objectives to do that have their onw modifiers added ontop of other mods. So it's literally the same content but with slightly different effects? And how exactly could Ashes not just have a few options on their own content? If anything, that's the "dynamism" that Dygz loves to bring up. This shit is already planned for the game. Node setup, weather, season, whatever else modifier - all potentially influencing the content in some way, which makes it more variable (though not for me personally). And this is purely pve and gathering. There'll still be all the quests, exploration, factions, node-related stuff, artisanry, pvp, caravans, sieges (and prep for it) and guild wars. All of that is "more content" than PoE. At the very least, more variety of content. Mag7spy wrote: » As usual I'm not making random comments this is based of experience of knowledge of other games. I get the appeal of leveling over a long period of time and having growth and reason to explore. If this was a purely pve game my view would be a bit different. But there is PvP involved and it has a large impact and not something I'm just going to ignore. Yes, and I'm also speaking from experience of playing different games. I've played a bit of FF14, where you fly through lvls through quests. I've played a bit of NW, where you grind your way through lvls by doing the same shit over and over. I've played through Genshin, exploring the entire map before even touching quests. I've played a bit of Classic WoW, which was somewhere between FF14 and Genshin. And out of all of those, I still had more fun in L2, because slow lvling simply meant that you interact with people at all lvls, you have pvp at all lvls and the quality of content is equal across all lvls (though Genshin is a very close 2nd). And all of that will be even better in Ashes because it'll have more variety and better base quality of its content. You want the game to start at lvl50, I want it to start at lvl1. The quality and complexity of the content doesn't need to be dumbed down for lower lvls - it simply needs to be appropriate for it, with a slight requirement to punch upward in power. If anything, having that kind of content at lower lvls could allow to, in a way, repeat that content but with an even higher complexity at a higher lvl. Which could definitely tie to cross-lvl interactions, which I hope Intrepid is keeping in mind when designing their content, otherwise the game will have big problems later on in its life.
Mag7spy wrote: » ...
NiKr wrote: » Mag7spy wrote: » ... All of this is exactly one of the reasons why I have said in the past that we should get all abilities by lvl25. Augments are cool and all, but that's just different approaches rather than different tools. And my whole point is "why offload the good content to the end when you can have it sooner". I'm sure the game will already become like that later on, because all games become that, so why do that from the very start.
Mag7spy wrote: » More than likely you will have all abilities at lvl 35 and augments will be after that point.
Mag7spy wrote: » If they can make it take 250 hours to get max level and its one of the best leveling experience ever than would be amazing and also very heathy for the game. If they make it 400 and 60% of the people quit being before getting to max level, than that would not be good.
Mag7spy wrote: » Then its about making that loop for players and keeping retention meaning more money from subscribers. You don't want people to feel because of pvp they are behind and end up quitting because of that and how pvp effects them. Which will lead to boost to leveling to catch power up, or more restrictions on pvp.
NiKr wrote: » So glad I referenced exactly this kind of thing in my comment
Dygz wrote: » You have a very unique perception of things being "the same" even when they are significantly different. Along the lines of, "Well, a watermelon is still the same thing as a grape because they are both fruit."
NiKr wrote: » Except to me it's not watermelon vs grape, it's watermelon vs square watermelon The form might be slightly different, but it's all still a watermelon.
NiKr wrote: » Mag7spy wrote: » More than likely you will have all abilities at lvl 35 and augments will be after that point. Potato potato. You're saying exactly what I want, except I disagree with your conclusion and am pretty sure that this will not be the case. Mag7spy wrote: » If they can make it take 250 hours to get max level and its one of the best leveling experience ever than would be amazing and also very heathy for the game. If they make it 400 and 60% of the people quit being before getting to max level, than that would not be good. And what if those 400 hours are as good as those 250 can be, because instead of spending 150h at lvl50 you simply have that content slightly sooner? Mag7spy wrote: » Then its about making that loop for players and keeping retention meaning more money from subscribers. You don't want people to feel because of pvp they are behind and end up quitting because of that and how pvp effects them. Which will lead to boost to leveling to catch power up, or more restrictions on pvp. And longer lvling allows Intrepid to release an update to the game before people even get to lvl50 (obviously not hardcore grinders, but still). The pvp part relates to gear scaling that has been discussed before several times, so that's a whole different thing.
Dygz wrote: » NiKr wrote: » Except to me it's not watermelon vs grape, it's watermelon vs square watermelon The form might be slightly different, but it's all still a watermelon. Significantly different is not the same thing as slightly different.
Otr wrote: » Dygz wrote: » NiKr wrote: » Except to me it's not watermelon vs grape, it's watermelon vs square watermelon The form might be slightly different, but it's all still a watermelon. Significantly different is not the same thing as slightly different. This tread is fun