Feedback on design decisions that might kill the game.
Let me start by saying that I haven't followed the forums/discord discourse until now. So if the points raised here have already been thoroughly discussed in the community and are the way they are for good reason, I apologize for wasting everyones time.
There is a lot to like about Ashes of Creation, so anyone reading this shouldn't take this post as me not liking the game. Anything not mentioned here you can assume I either like or at least don't think is a major issue. However, there are some design decisions I can't really see the benefit of, but seem to have large enough downsides that they might literally kill the game long term.
1. Death Penalties
The first major issue to me are death penalties. I can't for the life of me see the benefit of general purpose death penalties, but the downsides seem significant.
First of all it is a huge turnoff to most casual players, who either don't enjoy or don't have the time to smack their head into a wall untill it breaks. And lets be realistic here, casual players are the vast majority of MMO players. You need those players for the game to survive. So even if those penalties are not that severe, the perception alone might turn casual players away. Additionally, death penalties a) disincentivize players from playing together and b) disincentivize players from playing certain types of content.
a) It is an issue in MMOs across the board, that players are somewhat unwilling to play with less experienced teamates for efficiency reasons. In most MMOs, if you want to get into harder content, you are usually required to show proof that you've already completed the content the group is about to attempt. This is understandable, since experienced players don't always want to carry or teach inexperienced players. They just want to get their run done so they can get their reward. Now imagine how much worse this will get if it's no longer just about time efficiency, but actually involves a tangible cost to all players if a party wipes. Players will be heavily incentivized to shut out anyone that might not already be at the top of their game.
b) Death penalties also disincentivize players from playing any type of content they are ansure about being able to complete. Since there will be a cost to wiping repeatedly, players are incentivized to simply not attempt difficult content or participate in PvP. Again, more casual players not daring to set foot into difficult PvE content or participate in PvP is already an issue in MMOs with a more modern design philosophy. We want people to get into PvP, we want people to just say "fuck it, lets try this boss and if we wipe, who cares". Giving people an extra incentive to stay safe and leave the difficult stuff to the handful of hardcore players seems like a bad idea.
Now it should be mentioned that I have no issue with very significant death penalties for corrupted players. They chose to be a dick and it's fine that they have to live with the consequences. But for everyone else I just can't see the upside, while the huge downside is that it sets all the wrong incentives. And while it might sound a bit dramatic to claim that this might kill the game, it is very much those kind of unnecessary frustrations that keep casual players away from otherwise well designed games. So unless there is a very significant upside that can not be accomplished in any other way, I would seriously think about whether death penalties are a good idea (at the very least in PvE).
2. XP, kill and loot sharing
While maybe not quite as detrimental to the player experience as death penalties, I again think this is designed in an unnecessarily frustrating way.
Especially the way XP sharing and kill participation currenly work seems to have mostly downsides to the player experience. If players work together to kill enemies, why should it matter whether they are in a party or how much damage they contributed. Players should be incentiviced to play together, rather than compete against and stealing progress from eachother. While in some situations this competition can incentivise players to chat and join a party, in many situations that is either not possible (e.g. when a party is already full) or impractical (e.g. a high but constantly changing player density trying to kill quest mobs). And while I understand that ashes to an extend is designed with competition in mind, that's what PvP is for. You don't need XP/kill stealing for that. Making it so that everyong is simply happy for every new friend that shows up to help, rather than seeing them as unwanted competition, seems a healthier design philosophy to me. And if you really are there to take something from an enemy group, kill them!
Loot sharing is the point I am the least bothered by and it wouldn't be that big of a deal to me if it stayed the way it is. While it feels somewhat outdated to me that people have to fight over items, rather than droping personal loot, I wouldn't view that as a huge issue in and of itself. However, it might become an issue if XP sharing and kill participation are handled in what I would consider a healthier way. If anyone can just join in as described above, it no longer makes sense to share XP and loot between participants, since you no longer have control over who gets to join your activity. It might be inevitable to move to personal loot and 100% XP for everyone participating, if those systems are changed as suggested.
I think what it ultimately comes down to is this: While I dislike many of the modern MMO design directions (like making the world irrelevant through flying mounts or fast travel), some things have changed for good reason. We shouldn't go back to how it was done in the olden days just for the sake of it. I think Ashes of Creation does a lot of stuff right, but on the points mentioned above I am not so sure.
Thank you for coming to my TED talk. Everyone is of course welcome to tell me why I'm wrong.