Caww wrote: » more/better pve (not just "the grind") to allow all types of (paying) players to develop and then participate in some of the pvp aspects
Dolyem wrote: » So as it currently is in alpha 2, you can craft any gear as a legendary item regardless of that gears level requirement, as long as you have equal rarity materials/gear that boosts your quality of what you craft. (I am aware that quality boosts are being adjusted) The issue that I predict with this is that if this remains the way it is, players will build "hand-me-down" Maxxed out Legendary gear for each level bracket to rush content exponentially faster than intended for a fresh character. Upgrading to their next 10 level bracket Legendary and passing it on. Whether or not this would be intended is up in the air. However, to me it not only potentially dumbs down leveling alt characters, It also drastically reduces how special and satisfying high tier rarity items feel upon acquiring them. What would I suggest to deter this? Lock rarity to level brackets. This can apply to both Adventuring and Artisan Level as far as being able to acquire the rarity of materials, craft them, and actually use the gear. Level 1-9 (Novice) - Common and Uncommon Materials/Gear Level 10-19 (Apprentice) - Common, Uncommon, and Rare Materials/Gear Level 20-29 (Journeyman) - Common, Uncommon, Rare, and Heroic Materials/Gear Level 30-39 (Master) - Common, Uncommon, Rare, Heroic, and Epic Materials/Gear Level 40-50 (Grandmaster) - Common, Uncommon, Rare, Heroic, Epic, and Legendary Materials/Gear Level 50 - Common, Uncommon, Rare, Heroic, Epic, Legendary, and Relic/Artifact Materials/Gear This would keep the correlating level brackets from being over-tuned by limiting the power scaling of items you can provide your alt characters, but still keeping a sense of progression (and even potentially improving this sense of progression) every 10th level bracket.
Andretious wrote: » I'm level 21 right now. I've grinded in ROS. Looking to move onto carph, but no one seems to want to do carph. I'm told the reason is, is because you can just enchant level 10 gear to plus 8 and it's better than the carph drops and enchanting carph gear takes too many resources?. My suggestion would be to not allow enchantment of items that are level 10. Only 25. If the level cap is raised, then also raise the cap for enchanting items. To a new player (me) it seems the game is just a crafting sim passed level 21. Imo pve content needs to be strong with lots of dungeons ,raids. My feedback , for what it's worth...
daveywavey wrote: » What I'm reading is that everybody wants a bigger nerf to Enchanting?
Volgaris wrote: » Problem is the only thing matters is your power level. Your mage is the same as every other mage, your skills are all the same. Your BIS is what has the highest magic power level. This is too simple ever make unique builds and interesting combat. The combat is fluid and fun, but that novalty wears out after you've kill your 1 million mobs to get to 25. solution: 1. is to give more value to attributes and possible create a couple new attributes for advanced game play mechanics. 2. increase skill tree choices for more specialization, you shouldn't be able to select everything, or near everything. Increase synergy skills and attributes for mix builds. As it now there's no point to mix a magic power level class with a physical power level class. You'll be gimped. 3. drop power levels stats from the gear, use attributes to calculate a power levels. different classes generate different amounts of powerlevel from different stats. why? increasing complexity will increase the types of gear types/stats that can drop in different areas which will give more value to 'dead' areas. Essentially there's 1 place to go to get the best drop half the classes. maybe this is design to encourage more pvp.... but that really isn't needed... but it completely devalues the world. As the world gets bigger it doesn't actually increase the places to go to get your BIS. Can the game still be fun with a single stat to measure? For me, not for long. The massive grind to increase my power level isn't going to fun for long. I won't get a sense of accomplishment from seeing my power level go from 350 to 400. That's the soul thing you're chasing in the game, you HAVE to increase it because you HAVE to PvP to actually play the game. I mean this isn't at the level of Tic Tac Toe complexity...
Andretious wrote: » I'm level 21 right now.
SmileGurney wrote: » daveywavey wrote: » What I'm reading is that everybody wants a bigger nerf to Enchanting? Enchanting power scaling issues is just a symptom of the wider problem. Intrepid hasn't done sufficient work around power balancing and it has been showing since Phase1. What I want is a game which advertises itself as a sandbox experience with a lot of pvx content, which is accessible to everyone who plays it, and not just 1% of the rejects who will literally live and breathe it, are interested in pvp and are willing to accept the mindless pve grind required to enjoy the pvp content. Too many of my past sandbox MMOs with open and semi-open pvp have failed because the game studios behind them disregarded concerns about pvp balance and grind, and few moths up to a year after the launch lost majority of their playerbase.
Azherae wrote: » SmileGurney wrote: » daveywavey wrote: » What I'm reading is that everybody wants a bigger nerf to Enchanting? Enchanting power scaling issues is just a symptom of the wider problem. Intrepid hasn't done sufficient work around power balancing and it has been showing since Phase1. What I want is a game which advertises itself as a sandbox experience with a lot of pvx content, which is accessible to everyone who plays it, and not just 1% of the rejects who will literally live and breathe it, are interested in pvp and are willing to accept the mindless pve grind required to enjoy the pvp content. Too many of my past sandbox MMOs with open and semi-open pvp have failed because the game studios behind them disregarded concerns about pvp balance and grind, and few moths up to a year after the launch lost majority of their playerbase. PvP balance and grind/farming satisfaction are almost directly opposed, though. It's incredibly difficult to get away from that fact and have it still feel like an MMO at all. I say this only because sometimes it isn't 'disregarding', it might be 'choosing their poison' or even just 'giving up after a long battle with it'. Intrepid's philosophy is basically 'fail faster but never the same way twice' (paraphrasing) so, if you had to give up most of one or the other, which is it?
SmileGurney wrote: » You can maintain a sense of progression without basing it solely on stat advantage. This has been successfully done,
SmileGurney wrote: » Azherae wrote: » SmileGurney wrote: » daveywavey wrote: » What I'm reading is that everybody wants a bigger nerf to Enchanting? Enchanting power scaling issues is just a symptom of the wider problem. Intrepid hasn't done sufficient work around power balancing and it has been showing since Phase1. What I want is a game which advertises itself as a sandbox experience with a lot of pvx content, which is accessible to everyone who plays it, and not just 1% of the rejects who will literally live and breathe it, are interested in pvp and are willing to accept the mindless pve grind required to enjoy the pvp content. Too many of my past sandbox MMOs with open and semi-open pvp have failed because the game studios behind them disregarded concerns about pvp balance and grind, and few moths up to a year after the launch lost majority of their playerbase. PvP balance and grind/farming satisfaction are almost directly opposed, though. It's incredibly difficult to get away from that fact and have it still feel like an MMO at all. I say this only because sometimes it isn't 'disregarding', it might be 'choosing their poison' or even just 'giving up after a long battle with it'. Intrepid's philosophy is basically 'fail faster but never the same way twice' (paraphrasing) so, if you had to give up most of one or the other, which is it? You can maintain a sense of progression without basing it solely on stat advantage. This has been successfully done, Intrepid isn't even reinventing the wheel here, they are literally repeating the mistakes made by multiple MMORPGs in the past.
Azherae wrote: » SmileGurney wrote: » Azherae wrote: » SmileGurney wrote: » daveywavey wrote: » What I'm reading is that everybody wants a bigger nerf to Enchanting? Enchanting power scaling issues is just a symptom of the wider problem. Intrepid hasn't done sufficient work around power balancing and it has been showing since Phase1. What I want is a game which advertises itself as a sandbox experience with a lot of pvx content, which is accessible to everyone who plays it, and not just 1% of the rejects who will literally live and breathe it, are interested in pvp and are willing to accept the mindless pve grind required to enjoy the pvp content. Too many of my past sandbox MMOs with open and semi-open pvp have failed because the game studios behind them disregarded concerns about pvp balance and grind, and few moths up to a year after the launch lost majority of their playerbase. PvP balance and grind/farming satisfaction are almost directly opposed, though. It's incredibly difficult to get away from that fact and have it still feel like an MMO at all. I say this only because sometimes it isn't 'disregarding', it might be 'choosing their poison' or even just 'giving up after a long battle with it'. Intrepid's philosophy is basically 'fail faster but never the same way twice' (paraphrasing) so, if you had to give up most of one or the other, which is it? You can maintain a sense of progression without basing it solely on stat advantage. This has been successfully done, Intrepid isn't even reinventing the wheel here, they are literally repeating the mistakes made by multiple MMORPGs in the past. Why do you think multiple MMORPGs made these mistakes? Are the entire game industry generally idiots? No. It's simply that whatever you feel best playing seems like the correct answer to you. So if 300 people leave a game because 'farming regular enemies doesn't feel good and the game feels like it doesn't respect their time', and the remaining players respond with any equivalent of 'their problem'/'players too soft'/'game isn't about that', then the devs have chosen their poison. Will it kill their game? Depends on if they know the correct combination of poisons to drink. Right now, Ashes feels bad to me and Throne and Liberty felt good, but I know that TL needs to cater to less invested/immersed casual players soon (or technically, already has done so for this update) and will feel worse to me. Not because 'the game is worse', but because it stops doing the thing I like in order to do something someone else likes. A sandbox PvP MMORPG is a buffet of 'poisons'. You can't tell the devs 'just make the food good'. Anyway, I guess I'll assume you 'prefer that progression feels bad to most people' until you clarify otherwise. I too, 'prefer that progression feels worse but Devs focus on enjoyability of the game whole' (ArcheAge) over 'progression feels good but the MMO part falters' (Black Desert). Ashes is currently on the BDO side, and so far, it seems intentional. I'm just gonna pray that TL works a bit harder and falls on the other side."Making common mistakes while innovating/combining things is not a matter of laziness in design."
REHOC wrote: » Your feedback makes a lot of sense, and I can see where you're coming from. If Ashes of Creation allows low-level gear to be over-enchanted to the point where it outperforms mid-tier dungeon drops, then it devalues PvE progression and discourages people from running dungeons like Carph. 🔹 Why This Happens (And Why It’s a Problem) 1️⃣ Enchantment Scaling Issues – If +8 Level 10 gear is stronger than Carph drops, then there’s no reason for players to grind dungeons. This leads to a situation where crafting > PvE and discourages dungeon participation. 2️⃣ Resource Sink Imbalance – If Carph gear costs too much to enchant, while low-level gear is cheaper and stronger, players will naturally skip the dungeon grind. 3️⃣ PvE Content Devaluation – If dungeon rewards aren’t worth the effort, it reduces the incentive for group play, making PvE feel optional instead of rewarding. 🔹 Possible Fixes to Keep PvE Relevant ✅ Limit Enchantment on Low-Level Gear – Just like you suggested, restrict how high Level 10 gear can be enchanted so it doesn’t overshadow dungeon gear. ✅ Buff Dungeon Drops – Carph gear should naturally outscale enchanted low-level gear to ensure dungeon progression remains valuable. ✅ Lower Resource Cost for Mid-Tier Gear Enchantment – If Carph gear is too expensive to upgrade, players will avoid it. Balancing resource requirements can make dungeon gear more viable. ✅ Introduce Unique Dungeon Perks – Instead of just stats, dungeon gear could have exclusive effects (like bonus damage to certain enemies, PvP resistances, or passive abilities) that make them worth grinding for. 🔥 Ashes Needs Strong PvE, Not Just Crafting I completely agree—if Ashes of Creation is designed to be a living, breathing world, then PvE content needs to feel meaningful. Right now, if enchanting + crafting outshines dungeons, it turns the game into a crafting simulator rather than a balanced MMO experience. Your feedback is absolutely valid, and I hope Intrepid considers adjustments to maintain dungeon relevance. Thanks for bringing this up! Would love to hear if other players feel the same way. You have a new friend AKA REHOC
Trance24 wrote: » REHOC wrote: » Your feedback makes a lot of sense, and I can see where you're coming from. If Ashes of Creation allows low-level gear to be over-enchanted to the point where it outperforms mid-tier dungeon drops, then it devalues PvE progression and discourages people from running dungeons like Carph. 🔹 Why This Happens (And Why It’s a Problem) 1️⃣ Enchantment Scaling Issues – If +8 Level 10 gear is stronger than Carph drops, then there’s no reason for players to grind dungeons. This leads to a situation where crafting > PvE and discourages dungeon participation. 2️⃣ Resource Sink Imbalance – If Carph gear costs too much to enchant, while low-level gear is cheaper and stronger, players will naturally skip the dungeon grind. 3️⃣ PvE Content Devaluation – If dungeon rewards aren’t worth the effort, it reduces the incentive for group play, making PvE feel optional instead of rewarding. 🔹 Possible Fixes to Keep PvE Relevant ✅ Limit Enchantment on Low-Level Gear – Just like you suggested, restrict how high Level 10 gear can be enchanted so it doesn’t overshadow dungeon gear. ✅ Buff Dungeon Drops – Carph gear should naturally outscale enchanted low-level gear to ensure dungeon progression remains valuable. ✅ Lower Resource Cost for Mid-Tier Gear Enchantment – If Carph gear is too expensive to upgrade, players will avoid it. Balancing resource requirements can make dungeon gear more viable. ✅ Introduce Unique Dungeon Perks – Instead of just stats, dungeon gear could have exclusive effects (like bonus damage to certain enemies, PvP resistances, or passive abilities) that make them worth grinding for. 🔥 Ashes Needs Strong PvE, Not Just Crafting I completely agree—if Ashes of Creation is designed to be a living, breathing world, then PvE content needs to feel meaningful. Right now, if enchanting + crafting outshines dungeons, it turns the game into a crafting simulator rather than a balanced MMO experience. Your feedback is absolutely valid, and I hope Intrepid considers adjustments to maintain dungeon relevance. Thanks for bringing this up! Would love to hear if other players feel the same way. You have a new friend AKA REHOC AI generated responses in a forum for a game that is not even released yet is insane
REHOC wrote: » I like forums, I'm passionate about the project, and I enjoy making friends. A hug for you. The topic to discuss here is Fix PvE content.