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FeveredDreamer

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  1. I hop in and out of GW2, love the game but the combat's never done much for me. Lately I've also been enjoying Conqueror's Blade. In a few days Caravan Stories comes out on PS4 and I plan to give that a shot as well.
  2. No news on this front, but I'm sure you're not alone in being excited to hear more. My only real hope is that the story is build around Oath being an MMO rather than an SRPG. It would be really amazing to have storylines that work with and build upon the idea that you're one of many heroes in the world doing stuff and contributing to something great, rather than the standard "chosen one" stuff.
  3. Yeah I mean the thing is no one knows yet, thus my giving my opinion and looking forward to hearing what the developers are actually trying to do. So far they seem still to be in the heavily conceptual stages. I wouldn't have supported the game if I didn't have some faith in it, and the combat bones as well as the concepts they've shared so far sound brilliant. Fortunately they haven't talked about progression much yet, so I look forward to seeing what direction it goes in.
  4. First and foremost, thanks for the kind words. I've got strong feelings about MMOs and what I want to see out of them, sometimes those opinions rub people really the wrong way 🙂 I hear ya regarding the "necessity" of crafting. But for me I'd much rather get good gear by buying it from a noteworthy/legendary crafter than just by pwning the same endgame monster everyone else has been grinding for the last few months. I like your idea of unique "shards" or materials for super-high end items, really I just think that anything that creates interconnectedness between different types of players is a good thing. In lots of MMOs crafting is essentially pointless, as is exploring, and PvP is just an amusement added as an afterthought. All of these games share one central problem imo and that is the general obsession with vertical progression, compounded by the concept of "endgame" being all about PvE instances. I love the idea of that content being present for folks who enjoy it. I love the idea of real meaningful PvE challenges with worthwhile rewards. I just hate the tendency for those to be the only real rewards of value at endgame. "Horizontal" progression revolves around the idea that characters get better at individual aspects of gameplay and grow more diverse rather than just "stronger". You often see this highlighted in terms of Zelda-style gameplay, where a character gets a new weapon or new ability that grants them access to another style of gameplay or a new zone. This new style of gameplay or zone isn't "better" it is just different and new. Another great example would be the mastery system in GW2, as characters unlock new masteries they might learn new methods of transportation (Gliders, different mounts, etc) or they might open up a new tree of skills effecting team building, leadership, guild bonuses or something like that, all of which deeply changes the way that the game plays rather than just being better versions of other things rather than just being the same old thing with new higher numbers. One of the most important distinctions for me about horizontal progression as an alternative to vertical progression is how this approach changes several age old problems with the genre. When games focus on horizontal progression, players play in areas that they want to rather than feeling that they have to crowd into the same "endgame" zone for the best resources/gear/xp/etc. This approach makes the game more alive and engaging and makes it so that developer time spent making great low level areas isn't wasted as players all rush to endgame. It makes it so that when new development is happening for a game it can happen at any level/tier and still be worthwhile to players of varied levels and skill ranges. This approach also makes games more social and removes old-school barriers to entry that prevent folks from playing together. For people (like me) who have RL friends, family or guild mates that they'd like to play in, traditional vertical progression focused games essentially punish you for spending time with folks in non-endgame zones. In contrast, when friends of mine who haven't played ESO or GW2 for months decide to pick the game up again, I can go and join them and play for a few hours without having to worry about missing out on what I should be doing. Ultimately, I think this approach just does a better job of what MMOs are theoretically about (at least in my opinion) horizontal progression promotes living worlds for folks to enjoy together.
  5. Gear: My hope is that PvE and PvP gear are on separate tracks. I'd like to see PvP where gear progression is shallow, so that players best each other largely due to skill and tactics rather than better equipment. I also really really hope they learn the lessons of past games and have PvE, PvP and crafting all be equally viable routes to equip characters rather than endgame raids as the end all/be all. Progression: I've voiced my opinion on this elsewhere, but I'm a huge fan of horizontal over vertical progression. I love the way that GW2 has pulled this off and think it offers a much healthier long-term approach to gameplay than constantly chasing the treadmill. For PvP in particular, I think purpose matters much more than progression, people should be PvPing for goals rather than just to become stronger. Drops: First and foremost drops should be open, a la ESO/GW2 rather than the first to tap or the most damage for the reward. After that, I think it is important for rewards/drops from PvP and PvE to be equally valuable without being all about power creep. I really love the idea for instance of PvE and PvP rewards being used to *craft* the best gear, rather than the best gear coming out of random drops from "endgame" raids.
  6. My biggest hope for the game right now is that we won't see endgame manifest itself as another WoW/EQ clone of endlessly chasing vertical progression. Having a variety of different ways to grow and improve your character, to explore, access new areas, and become better at individual tasks rather than all around stronger. I really hope they have a solid recipe in mind and that they communicate it sooner in development rather than later. Personally even after contributing to KS, I have no interest in a game that expects me to play as if it is my job rather than something I do for fun. More than anything else though, at this stage, I just hope they're transparent about what they're trying to accomplish.
  7. I really am. In many ways I think the components I want to see out of an MMO are all out there, just scattered across the current set of games. I LOVED the combat in BDO for example. Sadly the combination of endless vertical progression, P2W and garbage PvE made that beautiful system seem like a waste. Ultimately who cares how great the combat system is if your stats (determined by grinding and P2W) decide the outcome of all battles after all.
  8. I really just can't play tab target games anymore. Even though GW2 walks the hybrid line (as does ESO) it is still at its core a tab targeting game. Broadly speaking I've just never found GW2's combat to be very fun, despite loving like every other aspect of the game. Beyond just the tab target issue, its also weirdly twitchy and heavily DPS focused, basically not my style 🙂
  9. System ideas: Cosmetic Outfits: I loved the cosmetic system in LotRO, having the ability to have several different outfits made out of past gear or pure cosmetics is great imo. The opportunity to have different pre-set outfits made it really great for RP minded folks and took lots of the emphasis away from endgame gear always having to look EPIC. Trophies: One of the coolest things WAR introduced was this idea of having trophies that you could mount on your character for accomplishing deeds. I'd love to see something like that here. Cosmetic wants: I like my gear plain rather than the big flaming shoulder pads type of style. No problem with other folks having that more outlandish high fantasy sort of thing, but I'd love to see just armor/outfit types based loosely off of varied real world cultures.
  10. Yeah this is one of those big divisive topics in MMOs. Personally I'm over playing games that obsess over vertical progression, but I don't expect everyone to agree with me. I DO however expect the developers to eventually be really clear about what kind of game they're trying to build so folks can jump ship and stop following if they're not into it. I've got a busy life IRL and love MMOs for a place to play with friends and explore a world, I'm not interested in the virtual job approach some older MMOs (+BDO) took. I'd heavily prefer a focus on horizontal progression with characters growing better at different things and more diverse rather than the constant treadmill of getting ever-stronger. GW2's system was brilliant imo, in many ways I think the game was great except for combat.
  11. Perception could: Allow characters to notice traps Allow resource nodes to be added to the mini-map from further away And plenty of other stuff, still I think even talking about perception assumes some things about what the game's skill system will be like 🙂 we've got no idea atm!
  12. Definitely hope they go more with the GW or ESO model for endgame development over WoW's. That ever-expanding level cap isn't great.
  13. Love this suggestion and I wish we saw more of this in other games as well! It'd be awesome if your weapon of choice meant something, perhaps a talent tree for main weapon types offering more specialization with each having a different general focus. Something like (totally spitballing): Swords: Improve DPS or Bleeds Maces/Flails: Improve CC Axes: Improve skill damage or Crits Spears: Improve defense or Debuffs
  14. @Deiphoboz Yeah, no disagreement here. I think that's why we've seen so much of the same cut and pasted SRPG type storylines over the years. I think this mostly requires someone on the dev team devoted to the concept who can help the rest of the team to shape thoughtful quests which keep this in mind. It is so easy to shift into SRPG mode, it is what all of us are used to, but imo it really misses the point of MMOs as a genre unto themselves. There are tens of thousands of players in this game, that has to matter. I don't disagree, I just think it can't be the whole point of the game. I realize that the goal is some sort of happy medium, I just really hope the devs don't go with the standard of ever more levels and all the best material coming out of end game raids with a new endgame raid every few months to keep the treadmill moving. Yep, I think it is probably the most interesting thing for me about AoC. I didn't decide to fund that game (I did Crowfall) but this aspect alone was enough to make me consider it. @BaSkA Just wanted to say, I couldn't agree more emphatically on this point. I think this is one of many things currently hamstrung by the obsession with vertical progression and "endgame".
  15. I actually posted some of my broad thoughts on what I'd like to see out of an MMO here https://forums.readyupstudios.com/index.php?/topic/121-what-do-you-want-out-of-a-mmo/&do=findComment&comment=623 previously, but I also love the chance to leave a way too long post below 😛 -Mounts- I think GW2 does this better than any game to date. Mounts seem like an amazing target area to build both horizontal and vertical progression into a game. Player should be able to strengthen their mounts, building connections with them mounts and unlocking new abilities from them etc that can branch into different areas. Different mounts should have different strengths and weaknesses and there should be no "best mount" in my opinion, I think this is one of the most important goals, it just seems self-defeating to make everything a ladder to "the best" rather than the most useful at some specific thing. -Pets- Personally I've never been super-into non-combat pets, though I do enjoy the idea of henchmen as see in LotRO and Neverwinter. I think the most important thing for me is that pets should be customizable to the greatest degree possible. -Classes- This could be a whole big discussion in and of itself. Broadly speaking I think that classes should have "roles" though the "holy trinity" isn't entirely necessary. It is critical that any given class brings some unique value to a party in addition to filling its broader "role" imo. I'm a fan of lots of the traditional classes personally, and think Oath seems off to a great start with the idea of branching paths and so on. I like the idea of classes having large amounts of room for customization, whether the traditional talent trees, class specializations or something else. Development choices should matter, well before "endgame" and varied class/builds should be playable without crippling your character. -QuestLine- If you ignore everything else I have to say, please hear me out on this one. By far the most important thing imo to accomplish since Oath is starting fresh, there's an amazing opportunity to make quests in Oath actually acknowledge the fact that this is an MMO rather than a single player RPG. I implore you guys, avoid the archetypal "savior of the town/world/multiverse" type storylines to instead give the opportunity for players to either be contributors to some larger grander accomplishment or to have minor and personal successes that reflect down the line, all of this contributes to the idea of a living world rather than a shared environment where all of us have mysteriously done the same thing. The traditional approach feels super-disjointed with all the rest of the content in an MMO. Example 1: The villagers of the area are suffering to orc attacks, many have contributed in the past and the PC is the latest to contribute to the war effort. Example 2: A specific NPC (have it rotate to varied minor named NPCs in town) had a friend/loved one kidnapped. PCs go to location to find that NPC's friend/loved one and return them, it isn't the same NPC for every character, and that specific NPC remembers the PCs help on future engagements. -PvP- Large scale PvP really is only worth it if it matters. Clan wars over territory, resources and so on have been done beautifully in past games and can absolutely be brought here largely in tact. As far as small scale PvP Duels are great, maybe allow PCs to duel for resources, place bets and so forth. Perhaps have a location PCs can go to to gain reputation for individual and small-scale PvP combat. -Dungeons- I think the most important thing here is to have dungeons be fun, interesting, engaging and rewarding without being necessary. One of the worst things about most MMOs imo is the obsession with "endgame" and getting the best thing out of the current set of highest end instances. Personally I think that's garbage design, and sorely hope you don't go that way. I'd much rather see Dungeons award unique cosmetics, special enchantments, unusual recipes or components for crafting than directly awarding the best in slot items. Consider perhaps having dungeons offer scaling content and different, specific rewards, so that it is always worthwhile to return to older dungeons and no content becomes "dead". -World's/Area's- Rare spawns: I have always loved the idea of rare spawns, I just think they need to be randomized to the greatest degree possible so that folks aren't camping them. These rare spawns should (like in my dungeon note above) offer unique cosmetics, pets, special enchantments, recipes or crafting goods rather than directly offering the best equipment. Zone scaling: I realize this is contentious, but I absolutely think all the varied areas in the game should downscale PCs so that folks can play with their lower level friends and still gain relevant/valuable rewards. I realize that some folks prefer the munchkin/oneshot approach, perhaps have an option (selectable once, or via shop consumable) for folks to either down-level or not allowing those who just want to smush lower level enemies god-style to do so and those who would like all the world to be viable to do so as well. -Monsters- I don't know how feasible this is, but I think it would be very worthwhile to have monsters be tough and require attention or coordination to fight. Ideally this should be through mobs using tactics rather than just through taking forever to kill via boosted stats. From wolf packs harrying and flanking characters to deal greater damage to melee opponents blocking characters while ranged combatants deal greater damage. As much as you can accomplish here would be great. One of the more disappointing things about BDO is that there is a BEAUTIFUL combat system, that at times falls flat because of the ease of PvE fights. -Professions- Personally I'd prefer characters be limited in their adoption of professions. One pretty direct and I think potentially very rewarding system would be to offer the ability to choose a single craft and a single gathering skill or no crafts and three gathering skills. I think a system like this would allow folks who want to craft to do so while also rewarding those who just want to explore the world and gather. -End Game- I really really really hate the concept of "endgame" since it tends to speak of endless vertical progression grind and trivialized early content, maybe I'm just traumatized from the sea of WoW clones. Honestly the best thing possible imo would be for Oath to have as many ways as possible for folks to play, enjoy and be viable within the game. If folks want to do dungeons and raids, cool... just don't make that the definitively *BEST* thing to do. If folks want to craft and socialize, cool. If folks want to PvP, go to war and enjoy diplomacy, cool. If folks want to explore the world and find hidden quests etc, cool. By far the most important thing imo is just to resist the urge to have endgame in Oath be the standard "gear treadmill", this type of endgame rewards only one type of player while forcing everyone else to play their way just to be competitive. -PvE- PvE has been stagnant for a long time in MMOs, I think in large part due to some of the other standards of what WoW gave us. It would be wonderful to see more development along the lines of GW2/ESO/Rift's world events, combined with downscaling to make it so that PCs can have a home zone wherever they want rather than all endgame players doing the same stuff. I realize this would be difficult, but I think it is ideal for the long-term health of a game. An added benefit of this approach is that hard content remains hard rather than folks just needing to outlevel it and trivialize it.
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