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Crafting - are you kidding me?

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Comments

  • ShaggyRynShaggyRyn Member, Alpha Two
    Azherae wrote: »
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    What is the problem with slowing down everything and just enjoying the game?

    PvP.

    I get that hardcore players have an advantage here if things take longer but so what…. Everyone doesn’t get a trophy. If you want to be the best you have to put in the work.

    What do you get, though? If you don't get ahead in PvP in Ashes, what can you actually 'have'?

    Well I think the world will be big enough where you will be able to find your little slice if you want. Also I don’t truly believe that if you are slightly behind means you can’t compete at all.

    That's what makes you able to have fun and slow down and enjoy the game.

    For those who can't compete when they're behind, the reality is different, and that's why they refuse to slow down.

    Ya in a way this can be true. It will be hard to balance that but what is the solution? A game that is too easy/fast is boring. There is no value in those things. Again, the only things worth anything are hard to obtain.

    I wouldn't say that fun being easy to obtain makes it lack value. Though there are some people that can only have fun when they are 'above' others and some that can only have fun when they are being constantly entertained with less challenge.

    I'd say the solution is to not worry about those types of people as much if one is committing to having crafting in a game.

    But the point of the recent threads has mostly been that the crafting itself isn't fun. And when the gameplay is generally 'gather/plan, then make thing', it's probably fair to say that if you don't get to actually plan, or only very occasionally get to actually make a thing, it's not very fun.

    I agree with this. I think most of this is because the current system is a place holder. I’m pretty sure there is supposed to be a “mini game” involved in processing and crafting. As far as gathering I think the dopamine rush comes from finding something that you don’t normally find other than that I’m not really sure how you make it more enjoyable.
  • LudulluLudullu Member, Alpha Two
    I thought AOC devs are after creating massive world with it's own economy. Then it can't be niche, because monster of this size will need to be feed with large quantity of players to be playable and economy to be sustainable and functional.
    The node system will supposedly keep the world as alive as possible for those that ARE playing the game. The content will be around the places where people gather to do stuff and those players will influence said content in different ways.

    There's of course the question of how successful all of that will be in practice, but it is a question for several years down the line, at this point.
    I wasn't talking about instant gratification in game, but c'mon mate grinding 5 hours for 20 copper(4 rocks mined) which is not enough for pick and axe that it's kind of ridiculous. This doesn't give you any impression of progression, you can still make things for longer run but more enjoyable.
    And I totally agree that T1 mats should be way more abundant than they are now. But I still think that rarity of higher tiers should be fairly high, so the pace of progress will still be really low.

    Though pylons might change a few things in that setup, so we'll have to see.
    In regards to masses never know what's best for them. It reminds me of communism a bit, where few run the show for the masses and I'm wondering where that worked out well. The prettiest girl is always chosen by the public in Miss competitions and to be honest never saw prettiest one being chosen by few judges. Bit belief in masses, they will be backbone running the show, paying the bills and without masses you will have an empty world full of few people who like to spend 40 hours a week running after few copper rocks, it will be full of players like Life Is Feudal: MMO is now. Too much time for gratification is also not good.
    And yet stuff like pop music and the most popular media is usually the most basic, wide-appealing, simplest piece of content out there. Vanilla WoW was the easiest mmo of its time, which is why it got the audience that it had (well, and of course the backbone of Warcraft). Which then leads me to the next response.
    It's also about learning from history, what worked well and what not. Behind your back there is a cemetery of MMO's, would be wise not to repeat their mistakes.
    How many of those failed mmos successfully attempted something different from "this is pretty much WoW, but with a slightly different visual"?

    At scale, I think more WoW-likes have died in the past 20 years than niche mmos that tried to appeal to their own audiences. Stuff like Mortal Online is the nichest kind of shit out there, yet even that managed to make enough of a return on initial investment to justify a sequel. Albion and EVE are definitely on the nicher side of designs, yet both of them still live, with EVE always trying to make new spin-offs (which is of course its own set of issues) and Albion supposedly even growing over years (not w/o thx to its mobile availability of course).

    Ashes simply needs to be good at what its promising. It then needs to stick to those promises, so that people who fell in love with it can spread the good word about a good game. And yes, as Noaani pointed out we've had quite a few design contradictions, especially since Jeff left. But I do think those can be ironed out through feedback, but w/o swinging too hard to WoW-like design directions.

    And just to be clear here, I'm not saying that's what you're asking for, I'm simply speaking in generalities of the genre, because oooh boi there sure is a lot of people who ARE asking for exactly that.
    I would call it a quarter. Anyone from 0 to 23 year old will most likely won't be the bill paying backbone of the whole thing, and in the end of a day this is a business.
    I'm not a young kid these days, so I wouldn't know their spending practices, but considering that gacha games (alongside roblox and fortnite), that are usually targeted at the youth make literal billions, I do think that younger audiences have at least $15 a month to spend on something they might find interesting.

    And yes, I know that f2p monetization is all about preying on those kinds of people, so they might think that splurging $50 on BP skins is not as much as paying A WHOLE FIFTEEN DOLLARINOS on a game.
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