Caeryl wrote: » RocketFarmer wrote: » I’d prefer a slower leveling experience at the rate of 5 levels per in game year (1 or 2 months real time). Meaning 10 months to reach level 50 at minimum. Node progression needs to be at least 2-5 times as slow, or exponential as the node progresses higher. So a Metropolis ought to feel like a Titan in Eve Online. That would quickly and immediately turn a lot of potential players away. Nearly 5 months just to unlock your secondary class? Absolutely not. Nodes are meant to rise and fall with decent speed, because that's how content is enabled or disabled within the world. It shouldn't take 10months before we see a metro-based dungeon.
RocketFarmer wrote: » I’d prefer a slower leveling experience at the rate of 5 levels per in game year (1 or 2 months real time). Meaning 10 months to reach level 50 at minimum. Node progression needs to be at least 2-5 times as slow, or exponential as the node progresses higher. So a Metropolis ought to feel like a Titan in Eve Online.
RocketFarmer wrote: » Caeryl wrote: » RocketFarmer wrote: » I’d prefer a slower leveling experience at the rate of 5 levels per in game year (1 or 2 months real time). Meaning 10 months to reach level 50 at minimum. Node progression needs to be at least 2-5 times as slow, or exponential as the node progresses higher. So a Metropolis ought to feel like a Titan in Eve Online. That would quickly and immediately turn a lot of potential players away. Nearly 5 months just to unlock your secondary class? Absolutely not. Nodes are meant to rise and fall with decent speed, because that's how content is enabled or disabled within the world. It shouldn't take 10months before we see a metro-based dungeon. The ask was what we would want. Answer provided. I’d also like in game aging where your heroes have a limited lifespan. I know that’s not going to happen. Without those two things, I would view it more as an arcade game with respect to scale. I know I am on the extreme end of this. I also stated the time could be practically arbitrary. All depends on the scale and rate of change they want to chase. If the intent is to make a game to play for 20+ years, then that 5-10 month range isn’t really that much time. If some players don’t want that, then doesn’t sound like they’d stick around for 20+ years either. Thought Intrepid was trying to break away from the less than 2 month cycle of players engaged briefly and then moving on to the next game. But I assume Stephen will go with a rate of progression similar to Eve Online, Lineage 2 or ArcheAge, some of the games that inspire AoC. Metros would likely be similar to the first Titan Steve in Eve Online, I think. Meaning a lot of time and effort to get there. Throw in node wars and the dependency on supporting nodes, and I think it could be a while before the first metro appears. Or maybe it’s all up to the players to see what happens. Not sure they stated the rate of progression for nodes the way they have for PCs.
Zehlan wrote: » So in that regard my view is this isn't about people wanting to actually level slower
Zehlan wrote: » it is actually about certain people forcing other people to level slower because they don't like people to level faster than them!
Syrea203 wrote: » Howdy Flanker I completely agree. I want a very slow leveling system so it feels like I've actually accomplished something when I hit max level.
Pendragxn wrote: » I’m fine with a slower leveling pace as long as it’s not too reliant on grouping. Otherwise, it will take an excessively long time to level up, especially for those who start later. It would also help if there are engaging activities to do in between leveling.
Aszkalon wrote: » Help Players to defend the Nodes against Attackers ?
Aszkalon wrote: » Wasn't there like a Statement or several that Nodes need to conquer and subdue other Nodes to grow into LvL 6 Metropolisses ?
Aszkalon wrote: » I don't think it will be that easy. But not like we are going to test that anytime soon. That is at least still a good Year from here on.
Aszkalon wrote: » Oh geez. You might be right. Maybe a super-stable Metro would be horrible for many People who would love some change in the World of Verra and might never get it - as long as a certain few Locations are always with a Metropolis.
Aszkalon wrote: » But when the Metropolis CAN. NOT. otherwise than fall someday that would also make for nice Content against the feared "Mega-Guilds" and their wannabe-superior, eternal Reign and Rule. Like +400 to +500 Super-Elitist Players defending the Node every Day all Year long and STILL lose it at some point. 🤣 🤣
Flanker wrote: »
Flanker wrote: » player X spends more hours in game than player Y, it doesn't matter how long leveling takes, 50 hours or 900 hours - player X will reach the level cap faster[/b]
Zehlan wrote: » Interesting that you claim you "want to level slower" yet in your next quote claim that some people will take 50 hours and some people "maybe the ones who want to level slower" could take 900 hours!
Zehlan wrote: » So you admit you can level slower on your own but that it is not what you are after you want to force other people to level slower.
Zehlan wrote: » just certain few who want it longer
Zehlan wrote: » why not ask Intrepid to put in a toggle in settings that cuts you xp earned in half so you can slowly enjoy your game
Zehlan wrote: » That fact of the matter is you will not stop people from powering their way to max level and the only thing your suggesting here is to punish everyone else so you can delay them by a week or two. You have the power to level as fast or slow as you want. It is what you make of it not intrepid play at your own speed.
Zehlan wrote: » Finally I am curious why @Flanker would open two threads about the exact same topic?
Zehlan wrote: » Why is it that you couldn't win your arguments in one and had to have this one for a fall back?
Dygz wrote: » I dunno what you can possibly mean by "slower" and "faster".
Dygz wrote: » Now, you seem to want the time it takes to reach max Adventurer Level to be measured in days, rather than hours. In that case, there would need to be a programmed restriction on how much Adventurer xp can be earned per day.
nanfoodle wrote: » I do like the 250ish hours or so to get max level. I do think there needs to be a catch up mechanic added later. Maybe 6-12 months after launch. Be that leveling time is sped up. Mentor system that lets high level players level cap down to their low level friends. Or the low level is cap up to the mentors level to get exp in high level dungeon with friends. I cant picture being at cap level and telling your friends to come play Ashes and say, ok see ya in a year. I really dont care how this is done but it needs to happen at some point.
Flanker wrote: » nanfoodle wrote: » I do like the 250ish hours or so to get max level. I do think there needs to be a catch up mechanic added later. Maybe 6-12 months after launch. Be that leveling time is sped up. Mentor system that lets high level players level cap down to their low level friends. Or the low level is cap up to the mentors level to get exp in high level dungeon with friends. I cant picture being at cap level and telling your friends to come play Ashes and say, ok see ya in a year. I really dont care how this is done but it needs to happen at some point. The "gap" between casual and hardcore players can be adjusted by balancing Rested XP - simple as that
Flanker wrote: » I know counting is difficult, but you may try to see how many people wrote about it in this thread. If that's too difficult of a task, you may take a look at top 10 upvoted comments under this Reddit post: https://www.reddit.com/r/AshesofCreation/comments/1arkw7s/leveling_speed/
Flanker wrote: » Oh, my friend, obviously it has never ever happened in history - when majority of people voted for something that ended up being a wrong/bad/counterproductive/terrible. I'm not using this as an actual argument, I mention this so that you just keep it in mind. Now, statistics never lie, but only in case if you properly interpret it.
Dygz wrote: » I dunno what you can possibly mean by "slower" and "faster". Now, you seem to want the time it takes to reach max Adventurer Level to be measured in days, rather than hours. In that case, there would need to be a programmed restriction on how much Adventurer xp can be earned per day. Leveling that programitically restricts reaching Level 50 to be significantly slower than 250 would be bad. Again, slower leveling equals the time to reach the next level - and the time it takes to acquire the rewards/skills/stats associated with the next level. Thankfully, Ashes does not do that. Instead, Ashes offers other progression paths that players can choose to pursue before they reach Adventurer Level 50, thereby also extending the time it takes for them to reach Level 50. Or... players can choose to pursue those progression paths after they reach Adventuer Level 50. Ashes offers options: Players who wish to hit Adventurer Level 50 in 225 hours can do so. Players who wish to take longer to hit Adventurer Level 50 can do so by pursuing the other progression paths before reaching max Adventurer Level. Players can Level to max Adventurer Level more slowly than 225 hours if they so desire. Best of both worlds.
Zehlan wrote: » See this why i don't trust anything you say Flanker because you do nothing but deceive and manipulate.
Flanker wrote: » Now, statistics never lie, but only in case if you properly interpret it. What I mean by that is... let's say, metaphorically, that 20% of car accidents happen because of drunk driving. I means that the remaining 80% of accidents happen when the driver is sober. Does it mean that sober driving is riskier than drunk driving? Obviously not. What you need to realize, while analyzing the results of that poll: 1. The average Reddit user would have less knowledge about the game compared to the average forum user. Also, as I said previously, I highly doubt that the average voter thought about this topic seriously for at least a minute prior to clicking one of the options. 2. If you are really looking for truth, then it's crucial to take so-called "status quo bias" when it comes to a representative sampling of poll participants. For reference:A status quo bias or default bias is a cognitive bias which results from a preference for the maintenance of one's existing state of affairs. The current baseline (or status quo) is taken as a reference point, and any change from that baseline is perceived as a loss or gain. Corresponding to different alternatives, this current baseline or default option is perceived and evaluated by individuals as a positive. Status quo bias is a cognitive bias based in emotion. Change naturally invites risk, and people may be uncomfortable putting themselves in situations where the outcome is uncertain. This tendency to keep things the way they are can have a considerable effect on how people behave in virtually any aspect of life. And as I said, if you ignore the middle ground, more people actually voted for "slower" leveling compared to "faster" option 3. You look at the poll, yet you completely ignore the comments. Here are the top comments under that poll. If you want to be objective, shouldn't you take them into account?
Zehlan wrote: » I think @Dygz summed it up better then anything I have seen so far well done!
Flanker wrote: » Appreciate your detailed explanation about something that I never actually suggested.
Dygz wrote: » Flanker wrote: » Appreciate your detailed explanation about something that I never actually suggested. You did suggest what I said you suggested here:If you can't compehend a simple fact that someone who plays 6/h day will reach the level cap faster than someone who play 3h/day, NO MATTER HOW LONG IT TAKES, 50 or 5000 hours - you shouldn't have missed the Math classes in your Elementary school. That obviously has to be about DAYS rather than HOURS because if it's 225 hours to max Adventurer Level it doesn't matter how many DAYS it takes. Casual Time v Hardcore Time is irrelevant. It will take the Casual Time player 225 hours. It will take the Hardcore Time player 225 hours.