TheDarkSorcerer wrote: » Githal wrote: » Noaani wrote: » What I really don't get is how anyone could look at the leveling speed Intrepid have intended for this game, and can come to any conclusion other than a dull grind. The way Intrepid can make it not a dull grind and keep the leveling speed is by reducing the importance of leveling, and increasing the importance of node development for example. So for example all citizens of a node get large exp boost depending on the level of the node. This will force guild wars, commissions, crafting, caravans and ect. The leveling speed will be faster as a whole with the exp boost, but the time it takes to level as a whole wont be different, since you will spend a lot of time developing your node. Most new players aren’t logging in with the dream of being a background NPC helping some mega-guild build a metropolis. They’re here to grow their own character, forge their own path, and feel the impact of their personal decisions. Making node development the primary driver of progression risks turning the early game into a passive, community-serving grind that only benefits the few sitting at the top. Tying XP gain to node level sounds great in theory, but in practice it creates a system where new or solo players are either locked out of meaningful progress or forced to follow the agenda of larger zerg guilds. That’s not fun, and it doesn’t foster true player agency. Don’t force players to care about the political drama of node wars before they even understand their class.
Githal wrote: » Noaani wrote: » What I really don't get is how anyone could look at the leveling speed Intrepid have intended for this game, and can come to any conclusion other than a dull grind. The way Intrepid can make it not a dull grind and keep the leveling speed is by reducing the importance of leveling, and increasing the importance of node development for example. So for example all citizens of a node get large exp boost depending on the level of the node. This will force guild wars, commissions, crafting, caravans and ect. The leveling speed will be faster as a whole with the exp boost, but the time it takes to level as a whole wont be different, since you will spend a lot of time developing your node.
Noaani wrote: » What I really don't get is how anyone could look at the leveling speed Intrepid have intended for this game, and can come to any conclusion other than a dull grind.
Githal wrote: » Because the number of citizens of nodes are same, no matter if 1 has mega guild in it, or the other has same number of solo players
Azherae wrote: » Wait, why exactly do you believe this is true? I don't think we have a 'citizen limit' (if so plz link me or quote wiki).
Azherae wrote: » Githal wrote: » Because the number of citizens of nodes are same, no matter if 1 has mega guild in it, or the other has same number of solo players Wait, why exactly do you believe this is true? I don't think we have a 'citizen limit' (if so plz link me or quote wiki).
TheDarkSorcerer wrote: » Caww wrote: » grind is what keeps subs on-going so business-wise, grind it is Yes, but it's not what attracts new subs.
Caww wrote: » grind is what keeps subs on-going so business-wise, grind it is
Caww wrote: » Agreed... that's the purpose of hype, graphics and feature list (however poorly implemented).
Lark Wyll wrote: » There is no endgame atm. Caravan's aren't endgame content. Everything in the game is placeholder sandbox or old school monotonous stand in one place for hours upon end bored grind. AoC isn't a game yet. Every stage falls flat and is under developed and lacks appeal. One problem they have atm is not only arw things under cooked they're also convoluted and/or hidden which won't draw the masses. A large % of players will require a guide to provide content for them by dragging tgem around the map to experience things found only by mining 3rd party websites like Ashes Codex. There will be large falloff from the more casual and small groups and solo players who lack a guide via a guild leader etc. The sandbox element coyld work but only if there are numerous fun and interesting and rewarding paths players can take to embark into the world with (gathering, crafting, adventuring, exploration, economic, etc.) Atm gathering is faulty and overly difficult to obtain low level mats of certain types so it is a non-starter path to play the game. Processing/gathering needs a lot more dev time but also is non-functional from a game loop standpoint to engage with. Solo players can do very little past level 10 as an adventurer. Can't kill much of anything at your level solo as you advance towards level 20. There is no solo content and many classes go OOM after two rotations through their kit so playing solo is non-viable. By the time you're strong enough to pull packs of mobs to solo grind them you hit the 10+ level block preventing drops from being awarded making that non-viable even for glint. Exploration is do-able but with how fast mobs are compared to our characters you're pretty much dead as a low level if you go into any dense mob areas solo at low level while traversing the world. To your point on early game the only thing players can do functionally is group farm mobs gor hours. Everything else is non-functional or barebones leaving a poor player experience It still feels to me like we are testing primarily their server stability performance while they slowly develop the bones of a game that are vacant.
Aszkalon wrote: » When i mine Ore's in the World of Worst of ever Story-written Warcraft, i get EXP. When i pick up Herbs in Worst of ever-Story-written Warcraft -> i get EXP. I can't remember when this was patched in. But i liked it. I really really liked it. It was definitely one of the best Additions to the Content of the whole Game. The Option to do something else than to senselessly slaughter countless Mobs over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again. Did You Guys ever heard something, alone the Lines of like : " Power ... ... ... ... usually always comes with a Price. " When i - in Phase 1 during the likes of Middle-November or so, had killed S~OOOOOOOOOOOOOOOOOOOOOOOOOOO MANY Goblins - that i had the feeling between insane headache i had something that felt like a drop of blood maybe bleeding inside my brain or so, you know a HOT-COLD-WET-"tingle" somewhere inside my brain. ( ) I decided the Prize is too high. It is just too high. I gave up around 5% of EXP after reaching LvL 11 towards LvL 12, and i was disappointed into myself and felt bad for no longer being able to test. But that was my Limit. Jepp. Figured i better stop. I should admit it here right now. In WoW Vanilla when levelling was insanely hard -> before Burning Crusade -> the ever first Expansion of Worst of Warcraft -> i managed to level THREE Characters up to LvL 60 back then - which was the Max-Level in WoW Vanilla, and it was no biggie. It was doable. It wasn't bad. I don't know what was so different in Ashes of Creatio Phase 1 killing Mobs around Aela/the Starting Area. But it felt different. It felt like i am chained down. And i am struggling for every single Percent of EXP for every Level. Knowing fully well i would be set back should i die even a single time. .
ordotemplarii wrote: » Aszkalon wrote: » When i mine Ore's in the World of Worst of ever Story-written Warcraft, i get EXP. When i pick up Herbs in Worst of ever-Story-written Warcraft -> i get EXP. I can't remember when this was patched in. But i liked it. I really really liked it. It was definitely one of the best Additions to the Content of the whole Game. The Option to do something else than to senselessly slaughter countless Mobs over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again. Did You Guys ever heard something, alone the Lines of like : " Power ... ... ... ... usually always comes with a Price. " When i - in Phase 1 during the likes of Middle-November or so, had killed S~OOOOOOOOOOOOOOOOOOOOOOOOOOO MANY Goblins - that i had the feeling between insane headache i had something that felt like a drop of blood maybe bleeding inside my brain or so, you know a HOT-COLD-WET-"tingle" somewhere inside my brain. ( ) I decided the Prize is too high. It is just too high. I gave up around 5% of EXP after reaching LvL 11 towards LvL 12, and i was disappointed into myself and felt bad for no longer being able to test. But that was my Limit. Jepp. Figured i better stop. I should admit it here right now. In WoW Vanilla when levelling was insanely hard -> before Burning Crusade -> the ever first Expansion of Worst of Warcraft -> i managed to level THREE Characters up to LvL 60 back then - which was the Max-Level in WoW Vanilla, and it was no biggie. It was doable. It wasn't bad. I don't know what was so different in Ashes of Creatio Phase 1 killing Mobs around Aela/the Starting Area. But it felt different. It felt like i am chained down. And i am struggling for every single Percent of EXP for every Level. Knowing fully well i would be set back should i die even a single time. . I'm in the same boat as you, the 6 days played of solo questing in vanilla felt doable and even enjoyable. The clear difference in ashes is that the game does not feel intended to be solo'd, there is no clear progression durotar, to crossroads, to wailing caverns, etc. You do not feel like you're where you are supposed to be ever in ashes. I never got the sense that I had a functioning class and rotation.