Diamaht wrote: » Dygz, its kind of a major focus of the game. We'll be seeing a ton if it everywhere.
Vissox wrote: » Tf you mean battlepass? This is an rpg game, if there is an immersion breaking UI hub where you get the same exact quests/progression as everyone else, I'm quitting day one lmao. This ain't fortnite shun.
Dygz wrote: » Vissox wrote: » Tf you mean battlepass? This is an rpg game, if there is an immersion breaking UI hub where you get the same exact quests/progression as everyone else, I'm quitting day one lmao. This ain't fortnite shun. I did not say “same exact quests/progression” nor did I say “as everyone else”. I said the activities you listed as Quests, I expect to see as Tasks on the Ashes Battlepass.
Vissox wrote: » [ NiKr wrote: » Azherae wrote: » The latter one usually wins simply because it allows people who don't have time to devote to 'learning to play their class well' to get higher level first and then worry about that. Which also makes it the most efficient method for nearly everyone (since the mob-killer type can't usually get the quest exp once they hit the cap and therefore should always just do the quests too). But I think that's the point of balancing in itself. Questing has its own kind of speed, so grinding mobs at optimal speeds should be right around that as well. Optimal here being "at the peak of one's abilities". In other words, the XPing part should be equal, but the rewards are different. Given how Ashes' gearing seems to be working - quests might lvl you up, but you won't be able to kill shit, cause you won't have gear at that high lvl. Of course there's a chance that you get a ton of money through quests, but then it's a balancing issue onto itself, and money won't = gear, if you're one of the first to go through the quest-lvling, because you'd be way further ahead of others. And of course, depending on how quests even work, it might be that the optimal way is to do quest AND grind mobs along the way. I agree, and you could definitely factor things like npc xp to subtract from the xp budget of a quest. I don't expect that anyone is going to grind the entire way to level cap. I think a good game would let you choose what you prefer but still supplement with one or the other while keeping up efficiency.
NiKr wrote: » Azherae wrote: » The latter one usually wins simply because it allows people who don't have time to devote to 'learning to play their class well' to get higher level first and then worry about that. Which also makes it the most efficient method for nearly everyone (since the mob-killer type can't usually get the quest exp once they hit the cap and therefore should always just do the quests too). But I think that's the point of balancing in itself. Questing has its own kind of speed, so grinding mobs at optimal speeds should be right around that as well. Optimal here being "at the peak of one's abilities". In other words, the XPing part should be equal, but the rewards are different. Given how Ashes' gearing seems to be working - quests might lvl you up, but you won't be able to kill shit, cause you won't have gear at that high lvl. Of course there's a chance that you get a ton of money through quests, but then it's a balancing issue onto itself, and money won't = gear, if you're one of the first to go through the quest-lvling, because you'd be way further ahead of others. And of course, depending on how quests even work, it might be that the optimal way is to do quest AND grind mobs along the way.
Azherae wrote: » The latter one usually wins simply because it allows people who don't have time to devote to 'learning to play their class well' to get higher level first and then worry about that. Which also makes it the most efficient method for nearly everyone (since the mob-killer type can't usually get the quest exp once they hit the cap and therefore should always just do the quests too).
Xeeg wrote: » Next question is... Should gathering take you to level cap? =D
Xeeg wrote: » Isn't a battlepass just an extra paid fee for some additional seasonal content of the exact quests/progression as everyone else or something?
Xeeg wrote: » AFAIK Ashes is a subscription based game, so battlepass doesn't make sense. Ashes is an RPG, so battlepass makes even less sense. On top of that, the whole system of replayability in the game is the rise and fall and rise again of nodes. Hence, "Ashes of Creation". If the devs make any more content after launch, that is where the time should be spent, fleshing out the existing system with more content happening in the node cycles and creating good reasons to disrupt and destroy nodes to keep the game renewing itself. This is the whole point of the "dynamic world".
Xeeg wrote: » Nowhere in any of that does a "battlepass" make sense. Unless when you say "battlepass" you mean something else completely that Ashes is already planning on doing.
Vissox wrote: » Battle passes have 0 place in an RPG. I'm not sure what makes you think ashes will have one. Battlepasses by nature give you the exact same rewards as everyone else, that's how they get you to progress through them because the "good" rewards are locked behind a certain level of progression.
Vissox wrote: » It's immersion breaking because it bypasses the act of walking up to an actual NPC, It's boring and reduces the scope of the world because suddenly everyone is doing the same thing, and it also contributes to zerging.
Vissox wrote: » Rather than having a development team figure out how to waste more of my time on chasing cosmetics from rotating loot dispensary like a battlepass, I'd rather them be working on expansions and balance and the like for the game.
Dygz wrote: » Vissox wrote: » Battle passes have 0 place in an RPG. I'm not sure what makes you think ashes will have one. Battlepasses by nature give you the exact same rewards as everyone else, that's how they get you to progress through them because the "good" rewards are locked behind a certain level of progression. Battlepasses reward cosmetics. And it would be the same cosmetics for everyone participating in the Battlepass. Those cosmetics would be different than items available in the game. I dunno what you mean by "good rewards" other than the paid premium track has (supposedly) cooler looking items than the free track. Vissox wrote: » It's immersion breaking because it bypasses the act of walking up to an actual NPC, It's boring and reduces the scope of the world because suddenly everyone is doing the same thing, and it also contributes to zerging. How is it immersion breaking to have a Battlepass task like, "Kill 10 Enemies using a Bow" or "Participate in a Naval battle"?? Why does that task have to come from an NPC? How does that contribute to zerging?? Vissox wrote: » Rather than having a development team figure out how to waste more of my time on chasing cosmetics from rotating loot dispensary like a battlepass, I'd rather them be working on expansions and balance and the like for the game. If you don't want to waste time chasing cosmetics don't chase cosmetics. No one is forced to participate in a Battlepass. I ignore Battlepasses when they don't have cosmetics I want. The Ashes dev team already have plenty of experience implementing Battlepasses. Nothing they have to figure out. And cosmetics are easy content for the devs to create.
Noaani wrote: » What did that do? I had zero interest in Apoc.
Dygz wrote: » Nope. I expect Ashes will have a Battlepass similar to the APOC Battlepass. Rather than similar to the FOMO monthly bundles.
Dygz wrote: » How is it immersion breaking to have a Battlepass task like, "Kill 10 Enemies using a Bow" or "Participate in a Naval battle"?? Why does that task have to come from an NPC? How does that contribute to zerging??