@JamesSunderland
- Sorry about that, gonna try to address these as succinctly as possible. Please don't feel the need to respond to all of these at once, I just didn't want to make five posts, whereas given what the points below are, you may not need 5 yourself.
1. I actually spent some time trying to get that wording right. I originally wrote:
"There are three" and then in the second paragraph - "There's a fourth but it doesn't apply to Ashes." and then changed it for clarity. Please let me know if that would have led to less misunderstanding. Also, similarly, let me know if asking about how to change my wordings annoys you or seems condescending, my data on you implies it does not, but you're not often quite as passionate as you seem to be in this thread.
So to 'correct the misunderstanding', the fourth thing is the 'Failstack' style system, the 'way to mitigate RNG on a single enhance', and I've seen no indication this applies to Ashes, but it's also true that I don't know, so I will 'assign' someone to ask this question in the upcoming LiveStream. I don't expect an answer, though, since if there was a rigid one, this entire topic would be much less meaningful.
tl:dr, the fourth system I am talking about is 'Failstacks' and the fact that players have to learn and make a system out of that, to the point of disengagement. Even if the game allows one rely on other people for enhancing, that just creates a more complex, possibly scam-filled environment if any form of RNG manipulation is involved, without additional systems meant to show the 'customer' that the 'reductions' have been applied.
2. As for the maintenance of power gaps, I don't believe I mentioned P2W.
I believe I was making the point that I don't like the feeling of the constant shifting Catchup mechanics. In BDO I benefit from them immensely, but it means there's never any incentive to play the game the way it was historically designed. As a relatively risk-averse calculating person, I simply wait until the company caves to their own data and metrics about other risk-averse calculating people.
BDO is my main point here, not Lineage, but most of my data indicates that older Lineage is more troublesome than even Historical BDO. I can bring a lot of BDO quotes from the devs themselves about why they do things, in order to manage player behaviour, satisfaction, and retention. I also can find some Lineage data but that takes much longer to establish a valid timeline for, and I expect that it would be a waste of your time, since if I missed just one datapoint that would force a different conclusion, you'd then have to 'show it in context' and it would get really long. For now, if you don't mind, let's just skip this whole bit. I can only go with what I've seen developers do recently, so I doubt we'll be able to agree, especially if I reference a game that is dear to you.
3. I think that was my point, developers constantly misunderstand player incentives because game developers don't usually study psychology to the required level.
MMO developers in general have been really, REALLY bad at this for the last 10 years. I know that's what they're missing because THEY say it. And most of the time, the 'average player' or the 'average psychologist' could have told them long before they even did something, that a system will not work as intended or will receive considerably less engagement. Forcing engagement as a way of making players deal with your system works until some equivalent game that does not force it, appears. I feel Ashes can do better than this.
And yes, I'm implicitly implying that I am that person that they need. Someone has to be, right? But of course, I only ask to be judged on that point by the content of my posts. Decide for yourself if I show the requisite skills or understanding for this in general.
4. I was not speaking in terms of an RNG-less system, this is not part of the scope of Ashes.
However, I was referring to 'deleveling' and 'item destruction' as RNG outcomes, which I think they could change at this stage. I stand by the perspective that we have enough item sinks and that RNG item destruction is a poor one in almost every design schema. As I said before, I can go on for a really long time about this, but if the requirement of the conversation is that there are studies that I have access to, I can't just ask Pearl Abyss or NCSoft for their internal metrics on behaviour to run my analysis tools on. I'm just a random forumer, I can't 'prove' that I have the experience or capacity to make these predictions in any way that an opposing opinion will believe. That happens even when one actually has the data anyway, though generally, not with you.
5. You are a gambler.
I have to be direct about this one. That thing you say 'provides you excitement' does so because you are a gambler. To me, the feeling is 'dread', 'disgust', 'aversion', and sometimes 'hate'. And this isn't because I actually enhance things much. It's just the sheer annoyance and disgust at the shitty system that makes me have to do this and then restructure my whole game around it.
Because in BDO at least, if you say 'just get a backup', you're talking about something like 'Ok I need to get my Gloves to TET, which could has a 5% chance of success, I can raise it to 10, but either way if I fail, I either used up 80 mil to prevent it from dropping to DUO or I did it without that, but had another TRI version of these gloves to use.
Where did I GET the SECOND TRI?
Numerically, the 'backup gear' is supposed to be a 'consequence'. Technically game design wise it's SUPPOSED to be a disincentive, to keep power curves flatter. Overenchanting failures are supposed to hurt the majority of players
by design
because that's the easy way the designers chose to control their economy. The argument from me is 'y'all can do better than adding a system whose purpose is to threaten players with a punishment'.
This is not a thing that a gambler's mind synchronizes with as far as I know.
That
, I can find any number of studies on. I am not trying to say that you should not be the way you are, but I do not want Ashes to use an unnecessary system, and certainly not to base their choices on whether or not to use that system on the gambler's mindset unless that is definitely their target audience.
I would hope that the game will be enjoyable to you if they do not apply as strong of a gambling system, but please understand that for many others (as you can see in this thread) it does not provide
any
excitement. And for me, this applies to mob drops as well, yes, at least boss ones, I have a thread on it. If you would like to discuss this fifth point in detail since it's just psychology, that might be the better thread for it.
Ok, that was an essay as usual... but as I said, that's what I do...