Rorne
The sad fish is a reactionary creature; an enemy o
So in that terrible Opus thread this guy touched on a really poignant point.
I like to play my alts still from time to time but without committing hours of my evening to a raid (if I can get in one) I have nothing to do other than tread water , do MMO chores, or AFK. If faced with the option to solo or do some kind of faction quest that is of nebulous benefit to me usually I just log off. Maybe this is just a problem with me. Some would say this means that SoD not a game for my kind of playstyle but I think it's getting to the point where some concessions to that end may need to happen judging by the lopsided population.
So what can be done to provide a satisfying experience for those people with less time to play or those who are fresher players without all the advantages that come with having been around for years without cheapening the experience?
Immediate Access and Lessening Barriers
One of the most daunting things about this game is the aspect of group making and then buffing, it's not unrealistic to assume you will spend 20-30 minutes just constructing and buffing a group and that's if all the pieces are in place and you're not sitting there hunting down group members/specific classes for longer. Certainly you don't need every buff in the game but to go without at least Aegolism, KEI, and some form of haste has a huge impact and many would consider it a waste of their time and choose to hold out for something more optimal to invest their effort in. There is some screwy psychology at play there, sure, but this game isn't the place to try and fight the irrationality of the human mind. So what can we do about this?
-Alter the dependence on buffs. Reduce their power and give a portion of it to the player innately. Aegolism is an increase of like 40-100% hitpoints for a fresh level 65, why would anyone in their right mind want to ever go without this buff?
-Introduce some kind of exp method that allows fresh characters to fight alongside veteran characters on a leveled playing field, whether this is through some kind of augmentation of the fresh characters or having both fight through some kind of proxies (ie: taking control of NPCs)
-Develop exp methods that don't use the standard grouping model. Zonewide forced hardraids with afk timeouts, more allowance or ways to mitigate for "suboptimal" combinations, allow access from multiple (city) points for the maximum influx of players at all time.
-Avenues to augment experience or gain it outside of combat. World events ie: collect and turn in items for experience or to put worldwide or zonewide EXP bonuses in effect (with some careful consideration this could be tied to things like pitting opposing factions against each other in a race to collect more items and receive a greater bonus). Vastly increasing the amount of experience quests give, doing quests granting a temporary EXP bonus to encourage people to do them, so on and so forth.
I would say this applies to early 65 players who can't even get on raids or get groups. I think this reality is probably part of what has made making Adept alts so popular; It's a little microcosm where the goal posts aren't as far apart and the investment is not as large and established players are more willingly to take someone "undergeared" relative to them because the content they are fighting (Adepts) is built around those players anyways so you don't get that feeling of not measuring up as much.For those there is nothing to do and nothing to hope for? What you are saying is once you retire from the raiding scene you might as well retire from the game.
I like to play my alts still from time to time but without committing hours of my evening to a raid (if I can get in one) I have nothing to do other than tread water , do MMO chores, or AFK. If faced with the option to solo or do some kind of faction quest that is of nebulous benefit to me usually I just log off. Maybe this is just a problem with me. Some would say this means that SoD not a game for my kind of playstyle but I think it's getting to the point where some concessions to that end may need to happen judging by the lopsided population.
So what can be done to provide a satisfying experience for those people with less time to play or those who are fresher players without all the advantages that come with having been around for years without cheapening the experience?
Immediate Access and Lessening Barriers
One of the most daunting things about this game is the aspect of group making and then buffing, it's not unrealistic to assume you will spend 20-30 minutes just constructing and buffing a group and that's if all the pieces are in place and you're not sitting there hunting down group members/specific classes for longer. Certainly you don't need every buff in the game but to go without at least Aegolism, KEI, and some form of haste has a huge impact and many would consider it a waste of their time and choose to hold out for something more optimal to invest their effort in. There is some screwy psychology at play there, sure, but this game isn't the place to try and fight the irrationality of the human mind. So what can we do about this?
-Alter the dependence on buffs. Reduce their power and give a portion of it to the player innately. Aegolism is an increase of like 40-100% hitpoints for a fresh level 65, why would anyone in their right mind want to ever go without this buff?
-Introduce some kind of exp method that allows fresh characters to fight alongside veteran characters on a leveled playing field, whether this is through some kind of augmentation of the fresh characters or having both fight through some kind of proxies (ie: taking control of NPCs)
-Develop exp methods that don't use the standard grouping model. Zonewide forced hardraids with afk timeouts, more allowance or ways to mitigate for "suboptimal" combinations, allow access from multiple (city) points for the maximum influx of players at all time.
-Avenues to augment experience or gain it outside of combat. World events ie: collect and turn in items for experience or to put worldwide or zonewide EXP bonuses in effect (with some careful consideration this could be tied to things like pitting opposing factions against each other in a race to collect more items and receive a greater bonus). Vastly increasing the amount of experience quests give, doing quests granting a temporary EXP bonus to encourage people to do them, so on and so forth.