Post by Azherae on 2023-08-28 23:35:39
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Now this response is interesting, so if you don't mind...
When I analyzed this data, I found it to be 'not much different from what they were originally offering'. Three 'real' changes occurred.
1. Probably more 'Field' type zones which have no PvP in default conditions.
2. No unrestricted PvP at night, this was moved to Dungeons which only open at night, making it clearer
3. Supposedly no P2W
Your note was the game will be quite hollow because people can avoid its core mechanics. But this isn't Ashes, so there's less open world gathering for example, and no 'Node exp' that we know of, so the driving meaningful factors of open world unrestricted PvP aren't even there (I've read both the public datamine and the other one, so just trust me on the gathering part).
So I wish to understand which core mechanics they're avoiding? I see the reason that Ashes needs open world PvP + Corruption from the design perspective (not the preference one) to be that the world's dynamism and node progression are tied to it.
A game without Nodes or strong dynamism could easily have a PvP model that TL has and most people will be happy, so, any thoughts on it as a whole? This is what I expect to see from most MMOs going forward, because I don't expect most to have any 'Nodes'. And similarly I expect all the other 'Node' style ones that have either gathering or 'Node Progression' to have the 'Corruption' style owPvP.
Also @Dygz what say you? I think this works better for you, right? Or are the Night Dungeons a concern? I can't be sure because you could theoretically, since they're very targeted locations, get a group together to 'explore' them (I see this as different from the Open Sea, so I ask).