Vhaeyne wrote: » nanfoodle wrote: » Conflict over trash mobs is not meaningful conflict. Fighting over world bossed, Node wars, best is slot rare crafting resources, relics. Now that's meaningful conflict. When you have walked away and taken something good you can point at. There cannot be an objective standard for "meaningful conflict." At best, it’s an aspirational concept. When I fight someone over a copper node, it feels meaningful enough to me. More importantly, I’m having way more fun now. That’s what Ashes is all about: "Vhaeyne's fun."
nanfoodle wrote: » Conflict over trash mobs is not meaningful conflict. Fighting over world bossed, Node wars, best is slot rare crafting resources, relics. Now that's meaningful conflict. When you have walked away and taken something good you can point at.
Noaani wrote: » Vhaeyne wrote: » nanfoodle wrote: » Conflict over trash mobs is not meaningful conflict. Fighting over world bossed, Node wars, best is slot rare crafting resources, relics. Now that's meaningful conflict. When you have walked away and taken something good you can point at. There cannot be an objective standard for "meaningful conflict." At best, it’s an aspirational concept. When I fight someone over a copper node, it feels meaningful enough to me. More importantly, I’m having way more fun now. That’s what Ashes is all about: "Vhaeyne's fun." If fighting over basic gameplay is considered meaningful, that will turn most players away. You may enjoy that fight over basic gameplay, but you will stop enjoying that fight when the people you would have fought over have gone off to play another game. This is what I don't get about so many people thst want Ashes to have these niche systems. Ashes needs masses of players to be the game these people want it to be more than it needs these niche systems.
Laetitian wrote: » Noaani wrote: » Vhaeyne wrote: » nanfoodle wrote: » Conflict over trash mobs is not meaningful conflict. Fighting over world bossed, Node wars, best is slot rare crafting resources, relics. Now that's meaningful conflict. When you have walked away and taken something good you can point at. There cannot be an objective standard for "meaningful conflict." At best, it’s an aspirational concept. When I fight someone over a copper node, it feels meaningful enough to me. More importantly, I’m having way more fun now. That’s what Ashes is all about: "Vhaeyne's fun." If fighting over basic gameplay is considered meaningful, that will turn most players away. You may enjoy that fight over basic gameplay, but you will stop enjoying that fight when the people you would have fought over have gone off to play another game. This is what I don't get about so many people thst want Ashes to have these niche systems. Ashes needs masses of players to be the game these people want it to be more than it needs these niche systems. So how much PvP is justified for a mainstream-adequate PvX system? Caravans plus one boss a week with PvP competition, and one siege and war a month, rest neatly separated?
bloodprophet wrote: » brita wrote: » I've dropped the game for the time being. The massive contesting for resources, mobs or other stuff is draining, especially with people flagging to kill others who "crowd" their spots. This is the intended design. Stated from the very start. Scarcity and meaningful conflict.
brita wrote: » I've dropped the game for the time being. The massive contesting for resources, mobs or other stuff is draining, especially with people flagging to kill others who "crowd" their spots.
Noaani wrote: » This is what I don't get about so many people thst want Ashes to have these niche systems. Ashes needs masses of players to be the game these people want it to be more than it needs these niche systems.
Vhaeyne wrote: » Accept the reality that no MMORPG needs mass appeal. All it takes is a single server with an active population and dedicated fans.
A lot of the systems in Lineage 2 were based around a concept that got lost today in mmorpgs, and that's risk versus reward. You know this idea that the more you risk the greater potential reward should be present is a complete paradigm shift away from everyone's a winner, everybody gets a participation reward, and here you go, congratulations you're a player in this game; and that's boring. It gives nothing for a person to aspire to achieve something, or to feel the bite of loss when you fail. Those are the driving forces of why people want to play games and it's a reason why new games when they come out have such a short lifespan, because they are always competing with WOW. You don't have to compete with WOW. You don't have to be a WOW killer. You can focus on something that is different from a philosophical design standpoint; and I think that's just what a lot of studios today don't want to take the risk on.– Steven Sharif
A game like Ashes is very direct about what it's trying to be. We are telling you what we're trying to build. Now, the results of building that we may not always hit the mark, and that's where we come back and we iterate on something and we take the player's feedback. But what we're trying to do will stay consistent and that is really a dynamic world that is fraught with danger, both player and environment: and that's at the crux of what Ashes is. And on the dynamic world side, things that aren't going to change ever is that a lot of our systems are predicated on player activity; and those predicates are usually surfaced through the node system, are usually surfaced through the world spawn systems; and seeing a world that changes day to day is also the intent. So those are the things that really aren't going to change the dynamism that we predicate world activity off of, as well as the player versus X approach. – Steven Sharif
Vhaeyne wrote: » Noaani wrote: » This is what I don't get about so many people thst want Ashes to have these niche systems. Ashes needs masses of players to be the game these people want it to be more than it needs these niche systems. This is what I don’t understand about so many people wanting Ashes of Creation to have mass appeal. Open-world PvP and mass appeal might as well be mutually exclusive. Steven has consistently pitched the game as a niche experience. Yet, people seem to disregard everything he says, even though he frequently emphasizes 'risk vs. reward' and 'player friction.' Oh, and let’s not forget: 'This game isn’t going to be something everyone likes, and that’s okay.' Accept the reality that no MMORPG needs mass appeal. All it takes is a single server with an active population and dedicated fans.
Noaani wrote: » Otr wrote: » In the last stream Margaret said AoC is a niche mmo. Baulders Gate 3 was thought to be a niche game as well. If a game is truely great, it isn't a niche game. People that want Ashes to be the best game it can possible be should want the game to be wildly popular - not because that means more players, more servers, longer life, more additional content and all those things - but because if the game is truely great, it will attract a large audience. If it is average, the game will attract a percentage of the PvP MMORPG population. If it is exceptional, it will attract a percentage of the BR, FPS and MOBA population as well. If the game remains niche after launch, it the population remains small, that means the game is average - even if a handful of people really like it.
Otr wrote: » In the last stream Margaret said AoC is a niche mmo.
Otr wrote: » Vhaeyne wrote: » Noaani wrote: » This is what I don't get about so many people thst want Ashes to have these niche systems. Ashes needs masses of players to be the game these people want it to be more than it needs these niche systems. This is what I don’t understand about so many people wanting Ashes of Creation to have mass appeal. Open-world PvP and mass appeal might as well be mutually exclusive. Steven has consistently pitched the game as a niche experience. Yet, people seem to disregard everything he says, even though he frequently emphasizes 'risk vs. reward' and 'player friction.' Oh, and let’s not forget: 'This game isn’t going to be something everyone likes, and that’s okay.' Accept the reality that no MMORPG needs mass appeal. All it takes is a single server with an active population and dedicated fans. I had such a discussion some time ago Noaani wrote: » Otr wrote: » In the last stream Margaret said AoC is a niche mmo. Baulders Gate 3 was thought to be a niche game as well. If a game is truely great, it isn't a niche game. People that want Ashes to be the best game it can possible be should want the game to be wildly popular - not because that means more players, more servers, longer life, more additional content and all those things - but because if the game is truely great, it will attract a large audience. If it is average, the game will attract a percentage of the PvP MMORPG population. If it is exceptional, it will attract a percentage of the BR, FPS and MOBA population as well. If the game remains niche after launch, it the population remains small, that means the game is average - even if a handful of people really like it. Ashes needs enough players to populate 85 nodes and have healthy populated servers at least 3-4 years after release.
nanfoodle wrote: » I personally think Ashes won't have a problem sustaining 250k players. They sold over 100k A2 keys. The vast majority of gamers don't even look into a game till its close to launch. Allot of gamers won't consider even a early access game.
Noaani wrote: » nanfoodle wrote: » I personally think Ashes won't have a problem sustaining 250k players. They sold over 100k A2 keys. The vast majority of gamers don't even look into a game till its close to launch. Allot of gamers won't consider even a early access game. I don't think they will have trouble starting with well over a million. In terms of sustained population (3 - 4 years after launch is the window Otr mentioned), I don't see more than 50k players. I know almost 50 people with access to the current alpha. I am the only person of that group that has down loaded the client. People that want to test the game are just not bothering. While some of this last group can be put down to the alpha state the game is in, the foundational reason people are leaving (as you say) is lack of access to content, and thst is essentially a core component of this game. The game has chased off people that at one time were excited about the game. It will chase off people that are less excited about it at a similar rate.
Noaani wrote: » Except it needs this in every region.
At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing. – Steven Sharif
Vhaeyne wrote: » If the audience is not strong enough in a region to support itself then they just wont have servers in that region.
nanfoodle wrote: » Noaani wrote: » nanfoodle wrote: » I personally think Ashes won't have a problem sustaining 250k players. They sold over 100k A2 keys. The vast majority of gamers don't even look into a game till its close to launch. Allot of gamers won't consider even a early access game. I don't think they will have trouble starting with well over a million. In terms of sustained population (3 - 4 years after launch is the window Otr mentioned), I don't see more than 50k players. I know almost 50 people with access to the current alpha. I am the only person of that group that has down loaded the client. People that want to test the game are just not bothering. While some of this last group can be put down to the alpha state the game is in, the foundational reason people are leaving (as you say) is lack of access to content, and thst is essentially a core component of this game. The game has chased off people that at one time were excited about the game. It will chase off people that are less excited about it at a similar rate. Part of me wonders if that's by design. Less people less server costs. Only thing that makes sense to me.
lukedawuke wrote: » "wahhh i wanna play like its a full release, how dare you test and work on your servers instead of catering to our wishes to grind and farm like everythings working aaarrghh"