Noaani wrote: » The problem is, these things are literally what the game has always been. They can't really reduce the number of systems the game has, because it has been sold to players as having all of those systems, and players have made purchasing decisions based on them. Same with the notion of solo play and PvE - the game has always been based on group play, and PvP has always been at the forefront of them games design.
blktauna wrote: » I always wonder how the PVP only folks think they will be provided for without the PVE element.
Taleof2Cities wrote: » blktauna wrote: » I always wonder how the PVP only folks think they will be provided for without the PVE element. There's plenty of PvP content in Ashes, blktauna ... so you won't have to worry about that. Not only are there node sieges, caravans, and flagging up in overland, but there are entire portions of the map that are PvP-only (open sea combat, for example).
1970merlin wrote: » Problem: Boredom. Too boring to test. Solution: Turn the respawn rate up in general. Quest specific: Currently you can't even do the quests because the respawn rate for named mobs is so long. We understand the game is designed to take work to have a sense of accomplishment. But, until the game has enough content to maintain interest you are going to have to make it a little more rewarding to have enough people interested to test. Also, I and many other players are very worried about the long term effect of a bad experience now (and the experience now is very bad.)
1970merlin wrote: » Problem: Communication and expectations. Solution: Tell us what we are testing. If you just don't have anything done just say it. This would be better.
1970merlin wrote: » Problem: Game built around PvP & Group play alone will not get the player base to pay for PvP and group game. Solution: There are simply not enough players to support a PvP/group only mmorpg. Development must be a two-track approach. PvE and single player path have to be an option as much as most of the current testers are not looking for this. I personally am much more interested in PVP and group play, but I also want enough players to support the game when it releases.
1970merlin wrote: » Problem: So many systems. Solution: Sadly, You need to hold people's hands. Intrepid is going to have to develop a level 1-10 quest line that takes players thru literally everything if you want group participation. This means quests for registering as a citizen, for helping build the first building in a node, for freeholds, literally for every game mechanic. I'm assuming there are already plans for this, but writing this just in case. People, who have just followed the game a little have little idea how to participate and it is only going to get worse as more systems are introduced. I have seen new streamers lost and unable to figure out what to do next. I understand the desire not to hold people's hands, but it just has to be done. So just accept it and move on. You cant expect people in their teens and 20s to figure things out when every other game they have ever played led them thru like children. You can't fight this as much as this appalls Gen X. It is already important, but as more Alpha 2 keys are sold, (these are people not steeped in years of development videos) having these quests is a must or these new people will be lost and angry. I would get them in the game now to avoid a bad first impression.
1970merlin wrote: » Vhaeyne there has to be some accommodation to the wider player base. Adding more PvE, single player, and quests might take 10% more money and effort given the huge investment in all the systems that will already be there. Yet that 10% could double, triple, or quadruple the number of players. You don't have to loose any of your PvP game to do this. In fact this extra income will allow your PvP game to have everything you want.
1970merlin wrote: » Vhaeyne, if Steven ignores the purpose of open development which is input that gears the game to success the outcome for the games success will be bad. Giving in 10% will save the game, purity will end in disaster.
1970merlin wrote: » Vhaeyne, name a recent game that has succeeded by ignoring the market and feedback during development.
Volgaris wrote: » Problem: Communication and expectations. Yes. There's a lack of communication from the testing team to the testers. I don't want to grind to test stuff. I think the grind has been tested enough. I've personally put the game on pause until the Rogue is out or there's something new to actually test. I don't want to "play" an alpha or beta. I want to play a game, but I am more than willing to test an alpha/beta and support the development with my time and money. I'm just finished testing for now.
AirborneBerserker wrote: » @Vhaeyne people like you are going to cause this game to crash and burn 3 months after launch.
AirborneBerserker wrote: » This game is an MMORPG that is hard core, open word, sand box, OWPvP, guild focused. Giving no ground for people to come in and have a chance to enjoy something they already like, and saying if you don't like it fuck off isn't how you create a game, it's how you destroy one. If you want the servers to be online for more then 6 months you better integrate some other groups. Otherwise this game will be remembered as one of the biggest failures in gaming history.
Vhaeyne wrote: » I don't go into WOW or FFXIV forums and say: "These games need mandatorily open world PvP." even though it is want I enjoy. I would expect to be told "If I don't like it fuck off." if I went into those games forums and started asking for wild changes. Best regards.
blktauna wrote: » Those games aren't under development and asking for player feedback. This one is.
Vhaeyne wrote: » Name a game that succeeded by changing in ways that abandoned its core audience? Name a game that succeeded by straying from the vision the creative director was passionate about?
AirborneBerserker wrote: » Vhaeyne people like you are going to cause this game to crash and burn 3 months after launch.