This topic has 18 voices, contains 49 replies, and was last updated by
Morman_Korman 103 days ago.
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| January 5, 2012 at 3:21 pm #11291 | |
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GMPathy GameMaster
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Since the beta has been offline for a while my brain has been ticking and pondering the bigger scheme of things again. Many times we have debated player skill caps, characters per account and the pvp levels but something that has struck me from endless hours of research is what do we want as a playerbase. I will try to be objectional and show both sides of the argument with equal weight. BACKGROUND:- Years ago MMORPG’s had content from day one to the skill cap, and that journey could take a casual player several years. A hardcore player would still take many, many months of 12hr days to reach the level/skill cap. This was much criticised at the time and the “grind” was removed and lessened over time one game at a time until present day where skill cap is a long weekend after launch day and endgame begins. Everyone races to get there because all content prior to the skill/level cap is just a means to an end. The journey is now more focused on dungeon/pvp grinding to aquire itemisation to step up the ladder. The flip side is the removal of grind and the “insta-cap” culture being introduced in more recent games. The rate of levelling is quick so that everyone gets regular rewards and invests time into the game. By the time they have reached the level cap a few month later the next issue is gear. This is where the game now begins, not at level 1 but after 2 months of casually playing and “catching up” the hardcore players. By this point the hardcore players reject all but those with similar achievements and the tiers of hardcore and casual are predefined. Thats a lot of reading…. and most of you wont have read it all… now to the debate.. HOW LONG SHOULD IT TAKE TO ATTAIN THE SKILL CAP IN DAWTIDE? Days/Weeks/Months/Years? Please offer some background to your position as your thoughts may help others formulate their own opinions. |
| January 5, 2012 at 3:38 pm #11292 | |
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GMPathy GameMaster
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My opinion is that the skill grind needs to be slow, much slower than it has been up to now. For numerous reasons but primarilly to make the “grind” feel like an achievement. I dont want factions building cities in the first week, I would like that to take at least 2-3months although controlling it is not simple. I would like some restrictions in game to slow factional progress, such as having a skill capped player to form a faction AND a set number of players to create. The current system in game for skill XP is a great way to limit the advancement, by making a full bar of skill XP 5points of skill and not 10 you half the ammount players can stockpile. I would like the rates of skill xp transfer to also be limited to 10 points in 24hrs, so taking 12hrs to absorb each bar of skill xp. Even by slowing the rate of skill to this level a player can still achieve the skill cap relatively quickly, but it does limit how fast a faction can be created and building to start. Even a dedicated player would need to play 24/7 for nearly a week to achieve the skill cap. That person would also then need to have found enough supporters in that time to assist in faction creation. Casual players would still be able to achieve the skill cap in a couple of months playing a few hours a day, and new players would not feel the task too ominous. I am an old school player and would happily see each skill xp bar only worth 1 skill point, making the skill cap grind take years but I think that would drive away too many players. Having the skill bar and sink rates variable is a valuable tool for the dev team. Setting the scale of advancement is almost as important as setting the skill cap IMO, as you set the rate to fast and the journey becomes worthless and set it too slow and the journey becomes a grind and deters new players. I look forward to some others thoughts :D |
| January 5, 2012 at 3:47 pm #11293 | |
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Bastiat Player
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I think getting to the end-game level (or in DT, skill cap) should not take very long. What it should be is just long enough to make the player proficient at using the particular skills. Reaching the end-game cap should be like getting your bachelor’s degree. It means, “I’m proficient in a broad sense of my skills” and not “I’ve reached the end”. I always thought “end-game” content in video games should just be called “content”, really. The grind is stupid – I understand some people are addicted to that system – and in any moderately sophisticated video game, and hopefully this will be true of DT, the end-game is what the players make of it collectively, not what random skill set or gear they happened to pick up. If I’m skill-capped and setup to be a shipwright or something, the only thing that should separate me from other people with the same skill-caps is with whom I do business and how I conduct business. If I’m a combatant, it’s who I fight with and what tactics we use. The reason all the other stupid games have endless supplies of “gear” and stuff to grind is because there are too many idiots who don’t like thinking so they grind endlessly to get gear which will just make them “better”. This isn’t to say DT shouldn’t have equipment – it obviously should – but it should be a very marginal component to your combat effectiveness (at the end of the day, a sharp blade is a sharp blade). It’s a morbid analogy, but in my perfect idea of a game, a bullet from a child soldier kills just as much as a bullet from a trained soldier. |
| January 5, 2012 at 5:07 pm #11294 | |
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Fossil Player
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I think there are two very distinct gaming styles out there. My wife and I stared out playing wow together about the time they expanded the lvl cap to 70 and we played for about one year. After we both had a few 70’s I started to notice a real difference in our goals. I was all about end game raiding. I looked at the lvl grind as a chore that I had to do in order to actually play the game. What I hated, my wife loved. For her WoW is about questing and reaching the level cap. I burnt out after the first year, the repetitiveness was just too much. She still plays WoW and has accounts full of maxed toons. My gold standard for MMO’s is WWIIOL as it was my first favorite back in 2001. With that game leveling was fast and only unlocked new guns, tanks, planes, etc. A new player was part of end game from the start. EvE is another that I really enjoyed. EvE has no level grind, just waiting real time before getting in to end game. Another game that looked very promising was Mortal because it promised little grind to reach end game. I guess how I define end game is the time when a player no long needs to complete tasks to be competitive with the main body players and has the freedom to take part in more nonlinear gameplay. For me end game is the sandbox. Bastiat nailed it when she said leveling is like “like getting your bachelor’s degree”. After graduation is when the game really starts :) So I hope DT keeps the level grind to a minimum and focuses on more meaningful content such as pvp over resources or deep crafting. A time sink of making characters effective will not keep my attention as long as say building and then fighting to keep an EvE outpost… Although it may get my wife to play :) |
| January 5, 2012 at 7:21 pm #11300 | |
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LordWiese Player
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Hmm, this is a hard one Pathy. Though I agree it needs to be slower, a sandbox mmo should not take forever to level up. At this point you can max yours skill out in a week, I dont agree with this. I say, 1 month-3 months should be the time frame. |
| January 5, 2012 at 8:30 pm #11301 | |
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GMPathy GameMaster
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I don’t think there will be a firm rule that suits everyone, hence making this topic to get as wide an opinion base as possible. I realise my position is almost certainly the minority and totally understand both sides of the argument. If everyone can achieve endgame relatively easily then that is good, but it has its downside too. I used to have great respect for people that played so tirelessly in WoW grinding faction reputation for weeks or months just for one recipe or enchantment. I could never comit that time myself but would gladly pay a premium for their services. I think having an achievable timescale on the skill cap is a good start, but from my perspective there needs to be some scope for advancement once that point is reached. Possibly special attack moves, or crafting recipes, or even ultra-rare resources gained by taking on very long quest chains or perhaps even pvp based kills for crime or for honour. Players always need some persuasion to advance, even more so if the skill cap is relatively easy to achieve, although this leads to players constantly demanding new content from the dev team. All one big complex conundrum with no finite answer. |
| January 5, 2012 at 10:13 pm #11309 | |
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Bastiat Player
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Yeah. I guess what you think should be the end game I think should just be the game. To restate my point more simply, I would prefer that grinding skills is a learning process with steps along the way that will ease you into more sophisticated methods of production/combat (learning new recipes, moves, etc.). Once you have reached the end, you have simply become graduated from the game’s meta-tutorial. It is at this point that you can begin to forge your own identity in the community, armed with the tools necessary to do this without any of the fat. |
| January 5, 2012 at 10:24 pm #11310 | |
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Fossil Player
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Look at EvE. Most of my years playing I used much of the same coded content. I spent more time planning stuff on TeamSpeak and working on guild stuff like recruiting than actually piloting my ships. There are plenty of games that use grind as content, what I like is tools and strategy. I know current game theory says use lots of rewards so they keep chasing the carrot but I think that market is fairly saturated. DT appeals to me because it seems not to be one big grind. I respect those that like that, I just disagree :) |
| January 6, 2012 at 5:55 pm #11315 | |
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Kerbox Player
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I would like to see skill progression to be slow, reaching skill cap should take 6 month or more. Understand that not everyone likes it as hard core but to me it gives a bigger sense of accomplishment in game when I can’t max everything out in a matter of a few weeks, there are already too many MMORPGs out there like that. |
| January 6, 2012 at 10:11 pm #11330 | |
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rbodenmann Player
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I would like it to be slow as well. There are plenty of instant gratification games out there. |
| January 6, 2012 at 10:27 pm #11331 | |
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Elindor Player
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i started in a MUD called Dragonrealms so I have no problem with slow progression – the Journey. You are right Pathy, that the journey was removed over time in games because the challenge was removed, therefore anything that took time was just tedious, not a fun challenge. so…. IF dawntide isnt easy mode and you need other people to progress and progressing is a challenge and fun and engaging, then a long duration advancement is good. if not, then just skip people to endgame :) |
| January 6, 2012 at 11:33 pm #11335 | |
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Divayith Player
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A problem with having a slow progression that I haven’t seen brought up yet is the effects that will occur in the future. If the game takes 6 months to reach max level then after a year or a few years the majority of the server will be max level demanding new game content, forcing most of the new content to be geared towards the end-game regardless. When new people try to enter a world of slow progression and the majority of the server is already maxxed out and the new content is focused towards them they will have a harder time finding accompaniment during their course of progression and will feel less inclined to continue playing. Just something to think about, because nobody likes a stagnant server with the same 200 people playing on it. Just my opinion of course =D |
| January 6, 2012 at 11:52 pm #11337 | |
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LordWiese Player
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I say just solve this by manipulating resources to give people a reason to go to war, add all the features that are left out. Make ship building, and architecture real skills so that you have to work on lower level buildings/ships to level up. Also make boats transferable to other players, and maybe even make it so boats have to be built in a shipyard. The key to a sandbox game I think, is to keep players busy, give them things to do, while also limiting them so there is a real economy, real trade between players. Add carts/horses/other mounts to make traveling a little faster, but also make sure these have to be raised, and crafted by skilled players, not just anyone… |
| January 7, 2012 at 12:51 am #11339 | |
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Bastiat Player
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“I would like to see skill progression to be slow, reaching skill cap should take 6 month or more. Understand that not everyone likes it as hard core but to me it gives a bigger sense of accomplishment in game when I can’t max everything out in a matter of a few weeks, there are already too many MMORPGs out there like that.” “I would like it to be slow as well. There are plenty of instant gratification games out there.” “IF dawntide isnt easy mode and you need other people to progress and progressing is a challenge and fun and engaging, then a long duration advancement is good. if not, then just skip people to endgame :)” Can you guys expand this a bit for me? I’m having trouble understanding this idea. What is it, precisely, about grinding skill points that is rewarding? At the end of the day, it is just a grind. It is not “the game”. If it only takes 6 months or so to do “the game”, then what are you hanging around after it for? This whole philosophy never made sense to me, but I think it has to do with people hanging onto the carrot-chasing addiction and having a badge to show for their suffering. There is no “end game” if the “end game” is what you will be doing for the entirety of your time playing once you’ve capped your skills. Thinking of content for the “end game” is broken idea that burnt-out game developers came up with once their standard level-grinding game philosophy came to an end and they wanted to maintain subscriptions. This is a sand box game. If you want to talk to NPCs all day to insult your intelligence with cookie-cutter missions and nonsense and killing mobs endlessly to get rare loot, there are plenty of games like that on the market. Read what LordWiese wrote. Open your minds. There is such a huge universe of possibilities in gameplay out there for your so-called “end-game” content that should just be called the “game content”. I’m starting to think that we’ve all been shell-shocked after a decade of WoW-style game design to think that the only way to enjoy a game and prove your “old-school hardcore gamer” cajones is to grind pointlessly up a skill/level system. I loved SWG, for instance, but it was quite unanimous that everyone’s least favorite part was leveling characters. Everyone had their own gimmicks for leveling characters quickly to avoid all the content and get to the so-called “end game” because the “end game” was where everything was and it was what made SWG such an amazing sandbox game. Most people did all the grinding in that game AFK, whether in bunkers or space. Nobody likes grinding. That’s a fact. For some reason though, everyone at the top of the grind system loves crapping on everyone at the bottom. It’s beyond me. My point of view is that if you think that the game is easy-mode if it doesn’t have grinding, then you’re really setting yourself to have a narrow and unfulfilled gaming experience for a sandbox game. Ironically, it actually means YOU want easy-mode, because grinding is an activity for drones, and you want everyone to suffer through it and that particular mindless activity is what YOU view as an accomplishment. For many other people, it is just wasted time and a turn-off for all the amazing things that could potentially happen later, when the direction of the game is put into the imagination and possibility of the player’s mind, and not some grind system. It’s a sandbox, right? |
| January 7, 2012 at 12:58 am #11340 | |
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Moeman Player
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MMO’s are always about the grind. Whether “end-game” or levelling it is really just the nature of the activity that needs to be completed which changes peoples view. Some like to work on their own and enjoy quests and PVE killing, others like to complete raids or dungeons, collect materials to craft or PVP. Either way, MMO’s are always about working over a long period and getting a reward for it. If people want to just jump to the “end game” you might as well just go and play an FPS (traditional style not the new bs level system ones). What I hope DT can to some extent achieve is making each phase or option of how to play the game valuable. The resources that can be collected or crafted by a beginning player should be valuable to more advanced players. There is nothing more frustrating in a game than having to collect a pile of sh*t and craft it into the same useless piece of sh*t over and over again so you can then craft the item you actually wanted. I think a better system would be one in which what beginning characters can create is useful to either themselves or more advanced players. This can be done by making the items crafted or collected by new characters necessary but inefficient for older characters. Guilds should require a range of players over different levels to achieve their goals (or force older characters to complete the lower tasks = less efficient and they have already been there so less interesting to do), not simply be full of older characters that hold out any new players. This kind of system would mean that while there is of course a grind and progression through the skill system. At each point players make a valuable contribution to the world and have a purpose and place in the game. This would allow players to not only increase their own skill as they play the game but also get a sense of satisfaction and worth right throughout the process. By this I don’t mean that the system needs to be linear either. There should be a number of different paths that players can go down and guilds should need resource collectors, crafters, PVE’ers and PVP’ers just as much as one another. Obviously this is not an easy thing to do as the balance is difficult and dependant not only on game mechanics but also how the community interacts with and plays the game. IMO the goal of an MMO should not be to remove the “grind” but rather embrace and diversify it. Give it worth and purpose so that players of all levels can get a sense of enjoyment, satisfaction and value from playing the game and being a part of its world. If players are given a range of different paths to take, each with value then this system would allow for many different but dependant game styles. Given all this, I therefore support long and slow, but never tedious or worthless skill progression.
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