Quick acknowledgement: I know this game is still in Alpha with most of the major systems still incomplete. This isn't a short-sighted trash-post, but rather an opinion on a dimension of the game that I believe is under-discussed not only in Ashes Of Creation but in MMORPG's in general:
Overall character powerscaling. It's going to be controversial to a lot of people - I'm looking to embrace that and have ourselves a healthy debate.
Background
Steven's vision is to create a vibrant open-world PvX game with significant
social dimensions of politics, alliances, betrayals overhanging the base
RPG elements of exploration, level & gear progression, crafting, combat, etc. It's my contention that the
RPG aspects of the game will cannibalize the
social aspects if they lead to too large of an overall character power gap across levels/gear/consumables.
Assumptions
If you have good counter-examples to my assumptions, I want to hear them:
- PvP is a dominant feature in the PvX landscape; if you (as a group) can't fight, you can't reliably enable your PvE/crafting-oriented members by securing resources/farming locations. I think this is clear to anyone playing Alpha 2 Phase 2.
- Because of the Node system, the game isn't cleanly and statically broken up into "level range" zones like in games like WoW where it's only really profitable to be in your designated zone. Eventually, the node system will differentiate areas based on the node level, but this is fluid and changing. Caravan runs and general exploration/travel will mean crossing a variety of zones. This means that players of wildly different levels will be in contact with each other semi-regularly
- Steven's vision is to create meaningful and engaging PvP interactions, which indicates a desire to maximize the number of PvP interactions where skill, coordination, and cooperationmatter. Another way of saying this is that PvP interactions should as rarely as possible have a pre-determined winner. It's not avoidable completely, but it should be minimized.
- In coordinated PvP play, a moderate advantage in raw stats can shift the chance of victory by large percentages. The more dialed-in and skilled the players, the more a small advantage can have an outsized impact. Think about giving one team in Counter Strike or Sea of Thieves 50% more damage on their guns - it would be unplayable.
- The general format of MMORPG's has started from and expanded on the formula for single player RPG's (obviously). This means the dopamine of huge power gains on level up is a core feature and is emphasized naturally without much thought for how it impacts the other systems in a game.
- The power differential between a fully geared level 15 player and a level 25 player in Ashes is already on the order of ~5:1. I'm not sure 5 geared level 15's could beat a single geared level 25 (please chime in - others will have a better feel for the exact power spread)
- Ashes is about creating micro-metas instead of one dominant Meta.
The Argument
I strongly believe that if Ashes follows the standard model of MMORPG character development, the game will be excessively frustrating for casual players.
There will be a dominant Meta - to powerlevel as fast as possible because:
- The level scaling on your raw stats is incredibly powerful
- Even the cheapest higher-level gear is great from the perspective of a lower level cap
- Better spells!
- More spells/cd's!
With the massive strength advantage, the players that powerlevel early will be able to secure resources/farming locations and snowball that into better gear, further cementing their advantage. It's what everyone will be/is doing. Then they are free to dominate trade lanes, monopolize raw resources, and get the best freeholds, guild castles, etc. leaving very little for casual players to enjoy as they derp around doing casual things (exploring and enjoying the various aspects of the game sub-optimally).
A Solution
One way to counteract this dominant Meta-playstyle would be to drastically dampen the impact of level scaling! I know, I know - it's an RPG and it feels good to get stronger...
But think about it!! Why does someone 15 levels higher NEED to absolutely stomp you with no hope for a comeback? Why isn't it enough that they would be ~40% more powerful - still a fearsome foe with a healthy chance of winning, but not an invincible killing machine. And think about how this scales to group play. Being 10x stronger than your opponents (let's say a level gap of 20 levels) means you're basically just chopping down trees as far as interaction goes. They won't be outdamaging your healers, and they won't be outhealing even one of your dps. And from the perspective of the lower-level opponents, they are in a death simulator.
And think about the consequences for the social dimensions of the game - will it really be interesting for a guild of casual players to interact with a tweaked out guild of hardcore players who are effectively gods in comparison? How can you engage in meaningful politics when you can be 1-tapped in any situation that matters?
This would also fix another major issue that I see people complaining about:
The level range for parties being too narrow. In a flattened power scaling situation, we could open up the level range of PvE farming groups significantly! This means more opportunities for collaboration and more chances to play with friends. These are huge wins that just occurred to me while writing this post. I really can't stand not being able to play with a buddy because I missed playing for a weekend and now we're 5 levels apart.
A Proposal
Now I'm into pure conjecture territory, but I'll take a risk and throw numbers out here.
Here is as far as I would push the flattening of the stats.
Imagine trying to balance the game as follows:
- 10x level 10's can roughly match 8x level 20's of equal gear quality (the level 20's are 25% stronger individually)
- 10x level 20's can roughly match 8x level 30's of equal gear quality (the level 30's are 25% stronger individually)
- 10x level 30's can roughly match 8x level 40's of equal gear quality (the level 40's are 25% stronger individually)
- 10x level 40's can roughly match 8x level 50's of equal gear quality (the level 50's are 25% stronger individually)
That means 20x level 10's could put up a fight against 10x level 50's
FROM A PURE STAT PERSPECTIVE (not accounting for the better spells, which is a huge differentiator).
Why should we exclude lower level players from having even a slight chance at doing something meaningful in an open world, political PvX game? The single-player RPG scaling model is flawed in this context and needs to be normalized down into a reasonable place.
Summary
By
drastically dampening the level and gear scaling, Ashes of Creation can deliver on its vision in several ways:
- Making any given open world PvP interaction more likely to be fun.
- Expanding the scope of fellow players we can group with.
- Letting casual players have an impact.
- Giving more breathing room for the PvE/exploration/crafting-based players to enjoy the game.
Thanks for coming to my TED talk.