nanfoodle wrote: » You seem to be the only one defending your stance on the topic
Flanker wrote: »
Flanker wrote: » nanfoodle wrote: » You seem to be the only one defending your stance on the topic And the most upvoted comments under the poll that @Zehlan referred to in another thread Flanker wrote: »
nanfoodle wrote: » How many pages ago was that?
Zehlan wrote: » The polls show the majority is satisfied 225 or 45 day equivalent.
Flanker wrote: » I'd like to point out that in that poll... 173 + 89 + 67 = 330 players would like leveling to take at least 90 days Which is... 330 / (413 + 173 + 89 + 67) x 100% = 44,4% Not even mentioning that the weighed mean equals to ~100 days
Flanker wrote: » Let's make some simple calculations then (you like calculations, don't you?) And I hope you are aware of the difference between the arithmetic mean and weighed mean. Anyway, you can google it. 600 x 100 = 60,000 449 x 200 = 89,800 291 x 300 = 87,300 234 x 500 = 117,000 401 x 1000 = 401,000 60,000 + 89,800 + 87,300 + 117,000 + 401,000 = 755,100 Total number of voters: 600 + 449 + 291 + 234 + 401 = 1975 The weighed mean: 755,100 / 1975 = ~382 hours. So on average, the voters would like to take a player to spend approximately 382 hours to reach the max level under condition of ...[/b] Zehlan wrote: » the server already has metropolis nodes, so you're not time gated by the node system when it comes to leveling. I don't think I need to explain that leveling in those conditions will be significantly faster than leveling on launch, do I? So thank you for bringing this up and proving my point once again.
Zehlan wrote: » the server already has metropolis nodes, so you're not time gated by the node system when it comes to leveling.
Zehlan wrote: » Flanker points out that in the comments people say that they would prefer longer but what is missed is those people voted in the poll
Zehlan wrote: » and they lost
Zehlan wrote: » Basically Intrepid found a number that the majority of people were willing to compromise
Zehlan wrote: » Now is everyone going to be happy of course not
Flanker wrote: » New title unlocked? I mean, am I that young though? I may look young, but I'm actually 32
We all hope so. If it's an MMO for decades, what's the issue with longer leveling as long as it's fun, rewarding and enjoyable?
It's not a question whether there be alt or not - it is inevaitable. Their quantity though is an important variable and if it ends up being too high, it may lead to certain unpleasant consequences
I don't recall them saying anything like that. Care to provide a reference?
Well, maybe you use them that way. I've seen the dark side of alts being easy to make and I don't want Ashes to face the consequences of that dark side.
If Intrepid cares to listen and implement certain changes - awesome, it will be good for the game, at least I think so.
If they don't - well, guess I'll have alts for artisan skills/PKing with no risk/dungeons/anything else I want or need. It's not the scenario I want, but if it goes that way, I will obviously take advantage of that.
Chaliux wrote: » Enjoy this phase of your life as good as possible (although your circumstances are no fun at all! All the best here, again)
Chaliux wrote: » Just asking myself how you came to your conclusio that you've "already worked hard" in your life
Chaliux wrote: » My yound friend, you are in the 1/3 of you (working) life ;-)
Chaliux wrote: » I really would appreciate that 2-3 characters can be leveled, played and maintained in a meaningful way.
Chaliux wrote: » Logging on alts and doing PK all over? Or what do you mean?
Chaliux wrote: » True, I'm just fearing to whom they listen more. The real PvX player, or the (hardcore) PvP player.
Chaliux wrote: » You are ofc not playing alts just to harass other people - especially not you, right?
Pendragxn wrote: » Hey let’s all just be nice to each other we can all agree to disagree it’s perfectly healthy to have discussions. Let us not make it toxic it’s only a game guys no stress
Flanker wrote: » What does that even mean lol? What did I do to "normalize" them? There is no such thing, it is the numbers that never lie when handled and interpreted properly. I haven't brought up the poll results. Zehlan used them as an argument and I said "Fine, let's analyze the poll results properly". It's funny how you never said that about the first poll in the another thread - guess the results there were acceptable for you, but these results aren't, so you say that the poll is irrelevant.
Noaani wrote: » You don't take poll results and average them
Noaani wrote: » This is a method of data manipulation that is used when those running the poll want a result in the middle
Noaani wrote: » The specific ranges given in a poll like this can also be used to skew the results to a particular desired result.
Noaani wrote: » A poll can not be used to tell anything other than how many players prefer each given option over and above the other available options. Any result that anyone tries to arrive at other than this is simply an invalid notion.
Noaani wrote: » If a poll asks if people want leveling to be 100 hours, 200 hours or 300 hours, you have no idea how many people would prefer 150 hours. You ONLY know the preferences of the respondents for the options given.
Noaani wrote: » Nothing else can ever be taken from a poll without manipulating the data.
Noaani wrote: » I called you out because you are who I saw do it.
Flanker wrote: » Noaani wrote: » You don't take poll results and average them Excuse me, according to whom? According to you? What is this statement?
There is no manipulation here, it's basic math.
That's why you calculate the weighed mean, simple as that. It's the most accurate representation of the average result based on the number of people that voted for every single option, taking into account the measurable "weight" of the options.
Noaani wrote: » According to every Statistics major or professor ever.
Noaani wrote: » Again, as I said when i first mentioned this to you, I fully understand that this may be a concept that is foreign to you - however, it is absolutely correct.
Noaani wrote: » you were claiming thst those people all collectively voted for the thing rhat the smallest group of them actually voted for
Flanker wrote: » That's why you calculate the weighed mean, simple as that. It's the most accurate representation of the average result based on the number of people that voted for every single option, taking into account the measurable "weight" of the options. How many of those who voted for 200 hours would be unhappy, if it is gonna be 214 hours? Apparently, not many, because the difference is not signifcant. Would a single person not play the game because of that? I highly doubt it. How many of those who voted for 200 hours would be unhappy, if it is gonna be 950 hours? Probably much more, right? But does it mean that if it ends up being 950 hours - all of them will immediately bounce? Of course not. Especially, if leveling is rewarding and there are many various ways to grind XP. As it is in Ashes. As I said, it's not a question of players being happy or unhappy. It's a question whether they will play or not. And if Intrepid delivers everything they promised - the overwhelming majority of people will play it anyway. If you can't comprehend this simple point, then I'm sorry - it's on you.
Flanker wrote: » Especially, if leveling is rewarding and there are many various ways to grind XP. As it is in Ashes.
Noaani wrote: » It is indeed basic math, it is just incorrectly applied.
Noaani wrote: » Except this is an incorrect situation in which to take an average mean. An average mean should be used for finding an average of a test result, not of a poll vote.
Noaani wrote: » It is an incorrect way to manipulate the data. Again, I am not saying you did this knowingly, but you did it nonetheless.
RocketFarmer wrote: » I take it that the issue isn’t about getting to max level fast, but gaining the incremental rewards that bring you from a pathetic scrub 1st level character to the all world superstar.
RocketFarmer wrote: » My view of the Tier versus Leveling is that a game should have a handful of tiers that supports the amount of cooperative or competitive play you’re after. I think 3-5 tiers on the low end, and you could have anywhere from 10 to 15 levels within each Tier. Most expansions tend to go in the direction of adding a next higher tier with content to go with it. So none of this is really new.
RocketFarmer wrote: » The point of the tier structure is that the player should be able to field a competitive character without thinking they have to rush to that next level, power grab. Granted, for some players they’ll always go for that next level with all the goodies. The things that tend to offset that behavior is being under geared because you didn’t farm enough resources or currency to either find, craft or purchase the gear and other resources you need for that next level or tier. But then the counter strategy is get the power leveling done and then go back to increase those other levels to acquire that gear/resources. And I think it’s perfectly fine to play the way you want.
RocketFarmer wrote: » Current proposed design is to increase your level after 4.5 hours. For some that’s two game sessions, others one and some they might hit 2-3 levels in one long session. Looks like they are targeting about 5 levels per week, which corresponds to an in game season (Spring, Summer, Fall, Winter) — providing a nice in game feeling of time to level without the out of game boredom that would be three months of real world time waiting. If you’re focused on power leveling. A lot of games will have a nonlinear progression where you level quickly at first, but slow down the further you go, or they require you to play up in the challenge level to maintain that “quick” pace. And you can of course take your time in doing other stuff, but then would it be disingenuous to complain about slow leveling?
RocketFarmer wrote: » If you enjoy playing alts there may even be benefits in having characters remain at these different tiers to supply the game economy that your main character needs, among others. That’s especially true if you don’t have a steady stream of new players.
RocketFarmer wrote: » I’m looking forward to Alpha 2 to see what their pace of leveling feels like. We can do all of the theorizing we want, but until we test we’re just dealing in hypotheticals.
Dygz wrote: » Yep. Ashes has plenty of other stuff to do if you want to extend reaching Level 50 Adventurer past 45 days of 4 hour game sessions.
Dygz wrote: » When I have a game session intended to focus on Leveling the Adventurer/Class path, I have a goal of the percentage of XP Bar progress I want to complete. Typically, the XP Progress Bar is divided into 10 portions. At low Levels, I might have a goal of increasing my Level by 2 or 3 XP Levels of Progress Bars in 2 hours. At mid Levels, I might have a goal of increasing my Level by 1/2 Level (5 portions of the XP Progress Bar) in 2 hours. At high Levels, I might have a goal of increasing my Level by 1/10 Level (1 portion of the XP Progress Bar) in 2 hours. That's probably going to factor in required Gear Score acquisition. The issue with arbitrarily increasing to be 500 hours or 1000 hours is - I'm not going to play a game where I'm in the mid Levels and, after playing 4 hours of focused gameplay to increase my Adventurer/Class Level, I only have 1 or 2 portions of the XP Progress Bar filled. Those are hypothetical numbers - I haven't actually calculated the threshold that cause me to quit playing when I realize I've hit a Hell Level. I just quit playing and then return to playing the game once I hear the Hell Levels have been nerfed. I just know there have been times when I reach a point where I think, "Wait a second? Why is it taking crazy hours of focused gameplay to reach the next Level? This is a tedious waste of time. I going to go play a different game that is not this tedious."