Andi wrote: » The fact that some people are arguing for a boring game baffles my mind.
Nemeses wrote: » Think the biggest issue these days, is Devs, do their best to create huge time sinks, what they don't ever seem to understand is these time sinks, lose them players. Longer, is not fun, hard can be fun so long as its not stupid, by stupid I will use a example from T&L, they just introduced tier 2 Dungeons, their idea of making it harder was just give the final boss, 1m more hit points, so its just long slow and boring burning them down, that kind of 'harder' loses players. Same with crafting, make it fun, easier is almost always better than harder, the point of any MMO is to keep players, and not try be elitist! it just does not work, nor will it ever. Though its nice to see a lot of people have said playing their characters are fun, which is good but that will only carry a game so far. MMO to survive must carry the casuals once you lose them, its just spiral to death
Laetitian wrote: » Andi wrote: » The fact that some people are arguing for a boring game baffles my mind. They're not arguing for boredom, they're arguing against themepark attractions. Making professions fun "for their own sake" is a bandaid solution to distract players from the fact that the competitive parts, the economy, and the combat in the game aren't interesting and challenging enough to make the *actual* game interesting. Whether the minigames are good shouldn't be a consideration in whether you want to log in to spend your time in an MMO. If you want to play minigames, go play minigames.
Azherae wrote: » I doubt that Ashes of Creation specifically would retain more players by making specific smaller things easier, considering the rest of the game. This forum has, for years, been full of people talking about how they got bored, lost interest, and stopped playing easier games because they were easy.
Xeeg wrote: » Azherae wrote: » I doubt that Ashes of Creation specifically would retain more players by making specific smaller things easier, considering the rest of the game. This forum has, for years, been full of people talking about how they got bored, lost interest, and stopped playing easier games because they were easy. Well i think the point he is making is that making something "time consuming" without adding interest doesn't make something "harder" or "easier". It's completely fine that they make these systems time consuming. The argument is that the more time we are expected to spend on a system, the more interesting, complex and dynamic that system should be. His example of just adding 1m HPs to a boss is right. This doesn't make the fight "harder". What would make it "harder" would be more boss fight mechanics that that players have to react to and have the effect of making the boss fight longer. Let's say you have 2 boss fights that are both designed to be about 20m long. Boss fight 1 has 1 ground slam attack... that's it, but a million hps. Boss fight 2 has 4 stages, each with 5 different attacks, adds that come out, mobility/movement mechanics, raidwide buffs/debuffs to gather, and the boss has 100k hps. Would the Ashes community really prefer boss fight 1? At least its "harder" than if the boss only had 500k hps...
Azherae wrote: » Right but similarly, the bits of that matter quite a lot for different types of people. Even if one is given a minigame for chopping wood, if your goal when you set out for the day is to find a very specific tree, the minigame is things like surveying, understanding world conditions, observation, avoiding mobs, etc. Finding that one tree and hitting a few buttons differently won't change that (and again, I don't have any problem with hitting buttons differently, it's just not the thing that needs to change in order for it to be engaging).
Xeeg wrote: » Azherae wrote: » Right but similarly, the bits of that matter quite a lot for different types of people. Even if one is given a minigame for chopping wood, if your goal when you set out for the day is to find a very specific tree, the minigame is things like surveying, understanding world conditions, observation, avoiding mobs, etc. Finding that one tree and hitting a few buttons differently won't change that (and again, I don't have any problem with hitting buttons differently, it's just not the thing that needs to change in order for it to be engaging). The problem with this example is that you aren't just looking for 1 tree. You are looking for thousands of trees, and you will spend 20 hours chopping them. How this "feels" for 20 hours of gameplay absolutely matters. If you are spending more time watching youtube videos while chopping than actually engaging in the game, the game sucks. That being said, it's still fine for the game to have some time sink systems that are like this. But not for all the professions. OR at least give us some options so players that want to be more engaged while doing the professions can be, and those that want to be on autopilot can do that too.
Azherae wrote: » If Ashes of Creation's artisanship is intended to be 'chopping down thousands of trees over 20 hours', then we've gone full BDO and then yeah, sure, we might as well go all the way and make it easier, but then, someone will bot it.
Xeeg wrote: » Azherae wrote: » If Ashes of Creation's artisanship is intended to be 'chopping down thousands of trees over 20 hours', then we've gone full BDO and then yeah, sure, we might as well go all the way and make it easier, but then, someone will bot it. If anything I'm not asking for it to be easier, I'm asking for it to be harder. Again, time spent != difficulty. I'm fine with 20 hours of chopping thousands of trees. Just like 20 hours of killing mobs. The difference here is the 20hr of killing mobs, I level 10 times and changed skills around and went to 10 different areas with different groups fighting different mob types and combat situations.
Azherae wrote: » My bad, this happens because I have a really different definition of what the challenge is. To me, the actual chopping of the tree is absolutely irrelevant in the process in every sense, but almost invariably when designers make something like lumberjacking more of a minigame, the other aspects of it become easier, to 'respect players' time'.
Xeeg wrote: » I dont really like the current idea of upgrading lumberjacking equipment to decrease the time it takes to chop the tree. It's basically admitting that this part of the game is boring and sucks and is only there to waste time.
Azherae wrote: » Everyone wins.
Azherae wrote: » Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy. Some examples below:Fishing: Preparation, Pattern Matching, Reaction (small) Lumberjacking: Visual/Scouting, Discernment, Preparation (small) Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small) Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting Alchemy: Sequencing, Memory, Visual Timing
Xeeg wrote: » Azherae wrote: » Trying to force your interaction matrix preference into CROW3's gathering will make someone unhappy. Some examples below:Fishing: Preparation, Pattern Matching, Reaction (small) Lumberjacking: Visual/Scouting, Discernment, Preparation (small) Mining: (depends on game but usually) Awareness while Moving, Route Planning/Optimization, Preparation Woodworking (processing type): Visual Timing, Goal/Priority Selection, Reaction (small) Herbalism: Memory, Preparation, Route Planning (small), in some games Visual/scouting Alchemy: Sequencing, Memory, Visual Timing OK well fair enough i suppose. I'd hate for them to change every system to match the same playstyle. And for sure they need some calm gameplay loops that are relaxing and people can listen to podcasts or watch some videos while chilling, or chatting with the homies. I suppose this argument would go back to the "why lumberjacking speed as a progression then?". If the gameplay for this profession is supposed to be chill and relax, wouldn't upgrading the speed of your axe be the opposite of that style? If someone enjoyed lumberjacking in novice, why would they want to change the gameplay? And if they didn't, why would they want to grind out the slow chop to begin with? And really, at this point, all 3 main gathering professions (mining, herbalism, lumberjacking) are pretty much the exact same playstyle and feel.