ShaggyRyn wrote: » What is the problem with slowing down everything and just enjoying the game?
ShaggyRyn wrote: » In my opinion the reason new MMOs do well for a month and fall off is because progression is so fast. There is no value is something that doesn’t take effort. You get max lvl instantly and then you are stuck with an end game that is typically designed to do the same thing over and over with no change. What is the problem with slowing down everything and just enjoying the game. You get better at your class, you make new friends “if you really want” among many other things. With that being said, I do believe you should be able to put in 3-6 hours and feel like you are moving forward. I think they can finds ways to give you a sense of progression without making it much faster.
Azherae wrote: » ShaggyRyn wrote: » What is the problem with slowing down everything and just enjoying the game? PvP.
elcommendante wrote: » ShaggyRyn wrote: » In my opinion the reason new MMOs do well for a month and fall off is because progression is so fast. There is no value is something that doesn’t take effort. You get max lvl instantly and then you are stuck with an end game that is typically designed to do the same thing over and over with no change. What is the problem with slowing down everything and just enjoying the game. You get better at your class, you make new friends “if you really want” among many other things. With that being said, I do believe you should be able to put in 3-6 hours and feel like you are moving forward. I think they can finds ways to give you a sense of progression without making it much faster. In a sense I agree, there should be balance. A great example of games that have this balance and full-player driven economies are EVE and Albion. These games have abundance of resources for crafting, they give you good feeling about progression, where you have to collect a quite a bit of resource to build/craft something but to achieve better things you have to build more of this stuff which you can either sell or use your-self. On top of that these games have great destruction loops, where in EVE you have ship destruction at massive scale and in Albion death item drops, these destruction loops balance the economy. The idea here is that you have abundance of resources, you can do it crafting all day without stopping and don't get me wrong, you are not conquering the world doing so and crashing the economy. There is liquidity, there is supply and demand, there is fierce competition. Where right now you can't find a fuking rock to do mining pick for yourself xd. Most of these MMO's that I think you mention did not failed directly because of fast progression but they failed mostly because of lack of content after reaching maximum level and slow content updates compared to initial progression like you have also mentioned. Eg. New World, Tera, Blade and Soul. What would be ideal is balanced progression towards max level and then fine tuning through gear upgrades, legendary collectible items, crafting, exploration, housing, wars, pvp, farming you name it. You just can't make people manufacture simple tools for 5 hours straight and still not getting there, this is neither balance neither enjoyable. This is definitely not effort that brings value, this is madness.
ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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.
Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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'?
ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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.
Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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.
ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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.
Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » ShaggyRyn wrote: » 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.
elcommendante wrote: » 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.
elcommendante wrote: » 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.
elcommendante wrote: » 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.
elcommendante wrote: » 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.
elcommendante wrote: » 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.
MargaretKrohn wrote: » especially as more testers reach higher progression tiers and expose new pressure points.
MargaretKrohn wrote: » We won’t always respond to every suggestion directly, but please know that your insights are being reviewed and discussed with the team. Feedback like yours plays a vital role in helping us shape a game that’s both immersive and rewarding.