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I don't know.
I feel like I'd maybe prefer a little if Ashes wasn't so cutthroat, but if AA2 is less so and has more 'positive non-guild relations', I don't mind 'swapping'.
This ties directly into the question
@Ace1234
asked me, and the current discussion going on, actually.
My problem with Ashes is that its individual parts don't seem to fit
together
design wise. Each part is, for some person, appealing, or at least not terribly flawed, but combined, the experience appears to have issues.
Issues that in my opinion aren't present from 'just the base principles described'.
The Economy seems like it needs to be very player-driven in order to keep people having a clear
sense
of risk v reward and when they will encounter combat, yet there is Glint.
The Quest systems seem like they are very organic and drive player action, but then set up a lot of situations for griefing and conflict.
The Combat seems to be conceptually too swingy to be tactical, but then ties a lot of the combat points to non-tactics based locations (such as Caravans).
The 'balance' is claimed to be for group vs group, but the skills chosen and designed so far, don't indicate to me that balance will be possible for that.
The PvE targets are supposedly going to be challenging and open world at the same time, while that swingy combat-base is installed.
The leveling journey is supposed to be longer and let people feel like they are achieving something as they go, but levels themselves are a form of empowerment at odds with the economic states shown so far.
The PvP incentives are great for increasing PvP, but the game is supposedly about nodes and social relationships, so it's unclear which 'side of this equation' is actually important (and I don't think that making this 'Node dependent' is a good idea for another long list of reasons)
The designs around Gathering and the Territory/World manager imply long term effects of actions, with no fast travel, but like all reasonable MMORPGs, you can just 'take the negative action for as long as you feel safe and then log out/switch to alt.
The Corruption system (core principles) has issues related to the overall premise of this thread.
The value of grouping and getting into large guilds is set to 'high' with no currently-known drain, but the game is full of fiat (basically, if you have an immortal army that is bigger than anyone else's immortal army, your army doesn't actually have
more
incentive to break up than others, EVE tends to do it manually from the Dev side, for example)
And finally, we have a lot of systems that rely on all the above things, which we haven't seen as much of, while seeing 'signs of pain points in those systems created by other systems'.
So, as a team lead/developer, this is 'red flag territory' for me because in many similar projects, what I find happens is that some system gets entrenched because no one tore it down, and then everything else's form gets warped around that and the original product you were trying to make doesn't materialize.
Then someone gets the job of selling the new, changed product to the customer, by providing all the reasons why it 'is better that way', and just handwaving questions about the entrenched system that caused it.
It's like if Intrepid came and told us:
"We had to lower the TTK to increase the risk of running Caravans, which are the lifeblood of the world."
No, in
that
example it would actually be 'we don't want to remove Glint because itemization is hard, so we incentivized Caravans using it, creating a Gold Faucet, and now we need to manipulate players so that they don't all just form a continent-spanning trade alliance to print money'.
But people would be focused on 'oh well I guess if TTK had to be the compromise for a good game, we should accept it', and the 'real problem' (Caravans, technically Glint) wouldn't get resolved.