Brighter Shores
Can a non-salty person...
Try and explain the purpose of the resetting back to 0 in new zones? Thats all im reading. What is the devs intention with this?
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I would say it is probably to keep things 'fun and fresh' ie u train up certain skills in one area then u advance to a new area with new skills and get those 'early level gains' again I anticipate eventually there will be reason to go back to those old zones ie new quests etc so I doubt that once u leave a zone, that it was intended for you to never go back .

With a lot of games (like to use runescape as an example) once u past a certain point in leveling, it takes hours and hours and even days to get a level, which once u get it feels great but in the meantime is, well, boring. I think the idea is to try to keep that feeling going with having u start 0 at each new area, so your making those quick gains, but then before it gets too 'boring' you'll be starting fresh again thats just my two cents
We dont know. Theres your answer.
Maybe they want to slow progression down a bit. Stop players from just tearing through the main story since this game has a main quest instead of just a bunch of somewhat random quests / questlines.

Maybe they think they've innovated something by having monsters level scale to the player within an MMO game, and the multiple region combat levels instead of a single global combat level is there to take full advantage of that system?

Maybe they think it will prevent certain mobs or places of content becoming dead content, because there will always be people who are low level, in theory? They're going for this room system so they want to squish as many rooms with a suitable amount of people as they can, and keep the game looking alive. So there's that?

Maybe we've got placeholder equipment for regions and one day they plan on having more diverse and interesting equipment for each region, possibly even changing how combat works I.E roguish daggers and crowd control abilities etc, and they've just set up a framework to divide each combat skill for each region the player will learn as they fight there, possibly from as of yet non-existent guilds or factions?

Maybe they just want to pad the game out so they can make more money.

Honestly don't know.
so they can add content in the starter town later down the line, without resets you have no reason to go back. and it becomes dead content. Now this gives every area more life.
Αναρτήθηκε αρχικά από MaSolidus:
https://x.com/AndrewCGower/status/1854284599767003621
Yeah but it's one of those "you know what I mean!" kind of situations.

I agree calling it a wipe or complete reset of progression gives it the wrong impression, however it is basically what it looks like anyway - imagine putting the whole day into grinding combat skill in Hopeport thinking it'll help you in the next zones, getting yourself some nice epic gear...and then you step foot into the next region and bang, you're back to 0 Combat skill and your equipment is now non-functional in this area.

Imagine if you saved up money to go on holiday but when you arrived they told you that you can't exchange the currency and you'll have to work if you wanna buy an ice cream or tour the local flavour. It's nothing like that.

But it feels like it is! :winter2019joyfultearssnowman:

But yeah, no skills or XP or anything is deleted or removed. It's just the same exact skill is introduced the next episode, for no reason, and you have to level it up all over again the exact same way you did before, yay!
Αναρτήθηκε αρχικά από MaSolidus:
https://x.com/AndrewCGower/status/1854284599767003621
The amount of mental gymnastics going on here is astounding.
its not a reset. play into it and find out for yourself. It looks like a reset at first, but it literally isnt.
My thought would be that you develop a variety of skills and some of these apply to specific areas. So maybe in the future new regions would use a different mix of the skills we're developing in the base game. That would make sense to me. Like seeing the mine fighter skill in another underground area vs. having to have 90 different region locked fighting skills
Αναρτήθηκε αρχικά από Smithdog:
its not a reset. play into it and find out for yourself. It looks like a reset at first, but it literally isnt.
Except that it is. You go into the next chapter and the experience you gained and the gear you got is completely useless in that chapter. You level and gear is effectively reset to level 1 unless you go back to the first chapter. This is one of the worst design decisions I've ever seen in an MMO.
I think it's to not overwhelm people with too many options or something like that maybe. Instead of having all 20 skills or whatever it's 4 or 5 at a time. And from what i can tell they all stay relevant. the other zones will have items for skills in the previous zones. The gear not working in other episodes is meh but it is essentially just going to a new lv 50 zone with your lv 40 gear and needing to grind better gear there to fight stronger enemies and so on... And it's definitely not supposed to be a game where you grind out everything in a few days since every skill goes up to 500 i think lol.
There is no loss of progress. The only thing that changes is your combat skill which keeps each zone feeling like a fresh new experience when you discover it. It's a very good mechanic with the only flaw being that you have to manually change gear.
I think the most goofy part is the fact that they introduced a randomized stat and rarity system for gear, and then made them forcibly stuck in one area, so not only is loot luck already breathing down your neck, but no matter how good that drop is, it's only going to ever work in that one area.

The fact that they tried to put in a subscription locked armor dye system on top of that when you can't even show off your sick gear (should you be lucky enough to find a matching set, barring any later systems that might let you upgrade gear that you haven't crafted) in more than one location is sort of the kicker here. You can't really have an objective, unsaltified stance on a design that naturally mines salt by the bucketful. It's like the degrade to dust situation all over again but even worse somehow, because your good gear that you worked hours to obtain will be taunting you the moment you have to leave it behind while at the same time you want to move forward. Sure, you'll come back to it to level to 500 .... in that area .... for no apparent reason. Like, the enemy loot drops are just for random materials and more gear that is almost all zone locked unless you somehow get lucky in it being both high rarity and unattuned. There doesn't appear to be any other reason to get a high level in any particular zone.

People love getting attached to their equipment, building it up, making it better. The Runescape mindset is all about making bigger numbers. It's funny that we have to learn this lesson all over again over a decade later.

The problem is that Gower introduced this mechanic *way too early*. Instead of it being per chapter, it should honestly only, if ever, be used per major landmass. People aren't ready to have a new beginning in the middle of their first beginning.
Τελευταία επεξεργασία από weirdee; 6 Νοε 2024, 22:07
you are NOT rolled back to 0, are people actually playing the game? holy cow

for each episode you need a new set of gear and redo the combat skill, probably for the story and balancing w/e, but you KEEP EVERYTHING you grinded, any coins, any single exp you earned but skills are bound more or less to one episode, you can only fish in episode one whilst you can only WC in episode 2, BUT you need flowers from gathering in episode 2 for alchy in episode 1, understandable?

People are spreading PANIC for nothing, you have to redo combat each episode thats it, If you go back to episode 1 where you play guard u have the same level as when u left episode 1
Αναρτήθηκε αρχικά από Elon Musk:
for each episode you need a new set of gear and redo the combat skill

sounds bad
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