Ludullu wrote: » Noaani wrote: » The entire scope of what PvE is in relation to players changes when you make drastic, sweeping changes like you are talking about here. Mana calculations, respawn times, cooldowns, mobs damage output - these things would all need to be basically redone from the ground up in order to support your "easy" fix to an issue that isn't related to PvE at all. Doesn't this mean that Intrepid are barely 5% into their PvE development?
Noaani wrote: » The entire scope of what PvE is in relation to players changes when you make drastic, sweeping changes like you are talking about here. Mana calculations, respawn times, cooldowns, mobs damage output - these things would all need to be basically redone from the ground up in order to support your "easy" fix to an issue that isn't related to PvE at all.
Noaani wrote: » With thar in mind, the OP's suggestion isn't just lowering player power, it is lowering player power in an imbalanced manner - offense is going down but defense isn't. That is the reason mobs need to he redone completely - the very nature of what they are facing (players) is being drastically altered, as opposed to just going through some power scaling.
Ludullu wrote: » And I say keep that hardcore grind, but make it fucking harder. Right now it's the easiest damn thing in the world. People who have a ton of time should spend infinitely more time to get an infinitesimal increase in power. Separate substats from the main enchantment effect and make the substat enchantment insaaaaanely expensive/difficult AND rng-based. Only a select few on the entire damn server should be able to get to the peak of power and only after having spent months of their time and guild-based effort/money.
SmileGurney wrote: » Dear Intrepid, You get points for moving towards balance, but this extremely out dated view that player progression has to focus on massive vertical power progression has to go. Based on what I have seen and heard from PTR. I would like to remind everyone we are half way to the level cap, and we are supposed to add gems and sockets. Stuff like enchanting, node buffs, scrolls and buffs already play way too strong role in player power boosting. I like pvp sandbox MMORPGs, but this is heading straight towards the niche of a hamster wheel stat grinder, where "get gud" means insane gear grind time investment, not actually "getting good" and enjoying the game content built around player competition. You are designing Ashes into a game which core content is built around player competition, that is fine, but that by itself is already a niche. You allow for player time investment to rig the outcome of that competition to the point that too many players willing to play a competitive MMORPG are going to simply walk away after few months, due to the stat race. The game content is focused too much on vertical power growth, instead of horizontal progression to unlock different archetype playstyles, gear sets which enable them and different playstyles through secondary archetypes. It isn't 2003 anymore. Sincerely, A play(test)er with a job and life outside the game.
GreatPhilisopher wrote: » SmileGurney wrote: » Dear Intrepid, You get points for moving towards balance, but this extremely out dated view that player progression has to focus on massive vertical power progression has to go. Based on what I have seen and heard from PTR. I would like to remind everyone we are half way to the level cap, and we are supposed to add gems and sockets. Stuff like enchanting, node buffs, scrolls and buffs already play way too strong role in player power boosting. I like pvp sandbox MMORPGs, but this is heading straight towards the niche of a hamster wheel stat grinder, where "get gud" means insane gear grind time investment, not actually "getting good" and enjoying the game content built around player competition. You are designing Ashes into a game which core content is built around player competition, that is fine, but that by itself is already a niche. You allow for player time investment to rig the outcome of that competition to the point that too many players willing to play a competitive MMORPG are going to simply walk away after few months, due to the stat race. The game content is focused too much on vertical power growth, instead of horizontal progression to unlock different archetype playstyles, gear sets which enable them and different playstyles through secondary archetypes. It isn't 2003 anymore. Sincerely, A play(test)er with a job and life outside the game. yep , basically going the archeage gear system but even worse lol
SmileGurney wrote: » Dear Intrepid, [...] I like pvp sandbox MMORPGs, but this is heading straight towards the niche of a hamster wheel stat grinder, where "get gud" means insane gear grind time investment, not actually "getting good" and enjoying the game content built around player competition. You are designing Ashes into a game which core content is built around player competition, that is fine, but that by itself is already a niche. You allow for player time investment to rig the outcome of that competition to the point that too many players willing to play a competitive MMORPG are going to simply walk away after few months, due to the stat race. [...]
Ludullu wrote: » Noaani wrote: » With thar in mind, the OP's suggestion isn't just lowering player power, it is lowering player power in an imbalanced manner - offense is going down but defense isn't. That is the reason mobs need to he redone completely - the very nature of what they are facing (players) is being drastically altered, as opposed to just going through some power scaling. Well, they've already started on some of those things, mob changed included, so we'll see where it all ends up.
Imnotkio wrote: » I am worried about their implementation choices on a genre and a niche inside it, with such low pop already, repeating some mistakes that eventually led to the downfall of many games: [SNIP]