Ludullu wrote: » Noaani wrote: » I would have to assume there is a system, mechanic or some such other than a mentor program that encourages guilds to hunt new players out to see if they would like to join. I don't see it as a direct result of a mentor system. It's my bad for equating the two, but that first one is what I'm talking about. Push newbies towards guilds, while guilds themselves benefit from it as well. Newbies get to learn the game in a community, while guilds want to provide that community cause it's beneficial for them as well. That's what I want from the mentor system.
Noaani wrote: » I would have to assume there is a system, mechanic or some such other than a mentor program that encourages guilds to hunt new players out to see if they would like to join. I don't see it as a direct result of a mentor system.
1970merlin wrote: » Ashes has the problem that if you start late or can't' grind for the 1st 72 hours you feel like you are too far behind. That is not good for the grinders in the long run because people don't stay once they feel left behind.
AirborneBerserker wrote: » Ashes already has a chatch up system for leveling. The node system slows people down by making them travel between nodes to complete all tasks needed. This slows people down a bit. People coming in a week later will have much less traveling to get what they need. This is not where the problem lies. I would argue gear is a bigger problem.
Xeeg wrote: » AirborneBerserker wrote: » Ashes already has a chatch up system for leveling. The node system slows people down by making them travel between nodes to complete all tasks needed. This slows people down a bit. People coming in a week later will have much less traveling to get what they need. This is not where the problem lies. I would argue gear is a bigger problem. I was thinking about this too, actually a player showing up a couple weeks late has HUGE advantages. -More resources on the ground: While copper is still being farmed heavily, you have much more access to T1 gatherables across the map after the first two weeks. Alot less downtime searching and finding nothing. -Nodes and services are already leveled up: Easier to purchase things from node vendors and get your professions progressing. -Players shops have more gear: Can just buy basic gear from player shops and not need to grind for items as much. In actuality, a person showing up 2-3 weeks after launch can catch up MUCH faster than the majority of people grinding from launch, just from access to gear in the shops alone. Solo/small group exp grinding can be incredibly fast and efficient if you are geared.
eyawn wrote: » everyone forgets, that there were people carried to max level. now these people aren't good enough to hang at max level so they gank low levels to make themselves feel better. simple fix, ya wanna fight low levels, your level should be equalized. meaning they go down to that person's level, and have to grind back up. this keeps the economy going too. eventually everyone will be max level, and the low level gear just sits on the market place, helping drive down prices. griefing shouldn't be a thing. for the longevity and health of the game.
daveywavey wrote: » eyawn wrote: » everyone forgets, that there were people carried to max level. now these people aren't good enough to hang at max level so they gank low levels to make themselves feel better. simple fix, ya wanna fight low levels, your level should be equalized. meaning they go down to that person's level, and have to grind back up. this keeps the economy going too. eventually everyone will be max level, and the low level gear just sits on the market place, helping drive down prices. griefing shouldn't be a thing. for the longevity and health of the game. LOL, still salty after your mistake with the caravan, I see. I mean, if you honestly think that a Level 25 should be de-levelled to Level 3 simply for stopping a Level 3 from stealing the items from their corpse, then maybe you'd be better off with a game that doesn't include PvP. Candy Crush is still going, right?
eyawn wrote: » daveywavey wrote: » eyawn wrote: » everyone forgets, that there were people carried to max level. now these people aren't good enough to hang at max level so they gank low levels to make themselves feel better. simple fix, ya wanna fight low levels, your level should be equalized. meaning they go down to that person's level, and have to grind back up. this keeps the economy going too. eventually everyone will be max level, and the low level gear just sits on the market place, helping drive down prices. griefing shouldn't be a thing. for the longevity and health of the game. LOL, still salty after your mistake with the caravan, I see. I mean, if you honestly think that a Level 25 should be de-levelled to Level 3 simply for stopping a Level 3 from stealing the items from their corpse, then maybe you'd be better off with a game that doesn't include PvP. Candy Crush is still going, right? how is that pvp? the intrepid doesn't want you to kill low levels, that's why they put a corruption system in. to help mitigate it. the greifing from asmoundgold and intrepid banning people, means they don't want it. but you seem to think, that killing low levels is what the game wants. reality will be a huge wake up to you, when ya get out of your parents basements.
Azherae wrote: » I don't think I actually know any PvP games where the low levels of a guild are autoprotected in a Guild War, for example, simply because they are low level.
1970merlin wrote: » Ashes has the problem that if you start late or can't' grind for the 1st 72 hours you feel like you are too far behind. That is not good for the grinders in the long run because people don't stay once they feel left behind. I think Intrepid will have to nerf progression the 1st week or two for every new server. What I mean by this is the following: Once someone is more than 5 levels ahead of the average player, they greatly increase the experience needed to advance. I understand there may be strong opposition among the sweaty, but this will ensure a stronger server and thus better growth for nodes in the long run, and more people staying on the server. Also, of course, exploiters need serious punishment.
SmileGurney wrote: » 1970merlin wrote: » Ashes has the problem that if you start late or can't' grind for the 1st 72 hours you feel like you are too far behind. That is not good for the grinders in the long run because people don't stay once they feel left behind. I think Intrepid will have to nerf progression the 1st week or two for every new server. What I mean by this is the following: Once someone is more than 5 levels ahead of the average player, they greatly increase the experience needed to advance. I understand there may be strong opposition among the sweaty, but this will ensure a stronger server and thus better growth for nodes in the long run, and more people staying on the server. Also, of course, exploiters need serious punishment. This issue will persist by design. If you think the levelling difference is a problem, just wait until you hit the gear grind wall. Then you will actually feel left behind as multiple "end-game" game systems like caravans, guild wars, node wars etc are really gear dependant atm.