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The only thing that worries me is the 2nd reference from
this page
. And that's september of 2021, so pretty close to the current stage of development (with a more recent reference talking about the no-BiS stuff). And Steven says that those instances are not something to farm repeatedly, so how exactly would those pve players have enough non-pvp content to enjoy the game?
If we assume one big instance per metro (with some pre-top gear as a one-time reward), there'll be 5 dungeons that top lvl people can do once as non-pvp content. And that's assuming that Intrepid somehow manages to create, at least, 4 different great dungeon (one per node type) on top of all the open world stuff they'd need to make. Otherwise you risk having same instanced dungeons with same bosses.
But then would that be enough content to do? Yes, leveling will be a big part of the game so the endgame of Ashes probably won't be as big as it is in smth like Lost Ark, where you get to the top lvl within a day and then just do random shit and grind instances for the evergrowing gear score.
But in the long run, the first few months of leveling will be nothing compared to years of playing at the top lvl (that is if the game survives that long). And with only a few one-off instances to clear, will people be satisfied with only pvp-based and purely artisanry-based stuff left over? I know I will because I love pvp way more than pve, but what about the potential hundreds of thousands of people that are more interested in pve.
I guess expansions could somewhat solve that issue, but then we get another problem. How do you use your studio's assets/developers? Do you go all-out on one-off instances or do you instead spend most of your time on the repeatable open world bosses that should not only be difficult and hard on their own, but also include the possibility of pvp happening around them within their design so that their farm is not completely impossible?
In other words, I really can't see too many pve people enjoying the game for too long. I understand that your EQ2 experience tells you otherwise, but I personally haven't heard of any newer gamers even talk about EQ(2), let alone playing it. So my theory is that the oldschoolers who played it from the early days are the ones who're still playing and enjoying its design. Same as with L2, just on a bigger scale because EQ itself was way more popular in the west. But from everything that I see online I'm really not sure that a lot of current gamers will enjoy Ashes in its current design.
Now, we obviously don't know if that design will even stay the same until release, and I might be completely wrong with my assessment of the current gamers, but right now I'd rather prepare myself for disappointment of either development (design completely changing or the game dying with the current one) than huff copium that it survives and stays relatively successful w/o ever going back on their core principles.