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PopeUrban

ACE Development Partners
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  1. Haha
    PopeUrban got a reaction from JamesGoblin in Dev Diary: The Attributes System   
    You are comparing elves and half giants dude.
  2. Like
    PopeUrban got a reaction from JamesGoblin in Dev Diary: The Attributes System   
    So no more alchemist coatings right?

    On the one hand, cool, hates farming them.

    On the other hand, man, alchemist back to just being necromancy's gripe.
  3. Like
    PopeUrban got a reaction from MacDeath in First Impression as a seasoned MMOer   
    That's not how players behave. A player that needs iron isn't going to go gank people on the off chance they have iron. They're going to go farm iron. A player that has no immediate needs is going to gank other players or do other pvp activities until they have some form of immediate need to farm. The best way to get something is never to gank people for it because ganking people for it is always an unreliable way to get it.
     
    I didn't say "no one" I said "less" and that is absolutely true. Barriers to pvp create less pvp. All forms of risk are barriers to pvp. This is a pretty simple concept. Your goal when making a PvP mmo is to strike a balance between risk and reward in such a way that players are engaging in PvP for the reasons you intend them to. This means balancing your risks and rewards to encourage the behaviors you expect players to do.
    Full loot, as a system, results in the same behaviors as the system we have, only with more inventory tetris and less PvP. The reason Albion is functional and crowfall is not is due to the significant differences in its long terms goals, size of player base, market tools, shoddy economic balancing of campaign versus non-campaign play, and generally more performant and polished nature.
     
    That is literally part of the context. Ganking isn't dueling. Whether you are in a full loot game or not this does not change. These behaviors do not change. The fact that whatever you are farming is "solved" content, and by definition does not present a risk does not change. That is literally how farming works. Being ganked is the ENTIRE risk. No matter how hard you make the mobs, people don't farm for risk. We farm because we know how to bring the risk to near-zero for a predictable reward. That's why we call it "farming". Resource faucets that actually present risk, like certain boss monsters are deliberately designed as PvP magnets, and deliberately designed as group engagements.
    Being ready for ganks is literally your PvP playbook while farming. If you are ganked, you have failed at PvP. Either by failing to utilize an appropriate template for your task, or by failing to execute your template properly, or because your opponent was simply better than you. These same rules apply in all forms of PvP. You field what is most advantageous for the task at hand, and you play it well, and you win or lose based on how well you and the other person did that.
    If Crowfall lacked ways to build to do this I'd agree with you, but it doesn't. Crowfall has more options for countering a gank than any MMO I have ever played. I have personally countered more ganks while farming in crowfall than any MMO I have ever played, with the exception of EVE, as EVE's warp mechanics are designed to make this trivial.
     
    The entire implication of this thought process is that they "have to work for it" while a dude hitting a rock or looting an unguarded outpost chest somehow gets a free pass.
    The fact is that finding a guy and killing him is actually less of a guaranteed payout, requires actual PvP to obtain any reward at all, and has no guarantee of reward even if successful. This is significantly more "working for it" than hitting stationary objects that don't fight back, or mobs that you've specifically selected for farming because they don't present a threat.
    The fact is Ganking is inherently risky in the only currency that actually matters. Time. This is because ganking is a gamble against multiple stacked variables factors beyond the control of the ganker. Number/presence of targets, location of targets, whether or not you can actually kill targets, whtehr or not other gankers are present in the space between you and a bank, etc. Many of those variables exist if you're farming, but the one constant is that if no players intervene, you win 100% of the time. When ganking, if no players are encountered, you lose 100% of the time.
    There is no situation in which you walk out to farm and come back empty handed, nor is there a situation in which you walk out to farm and don't actually find what you were going to farm. Your income is guaranteed and the only thing that prevents it from being so is the incentive other players have to kill you. Farming is fundamentally easier, more reliable, and more rewarding than ganking.
    Saying "I can go gank a guy and take three hours of his farming" omits the crucial context that doing so is actually an excessively rare occurrence even in well populated games, because you're dealing with other thinking humans that are just as invested in keeping their loot as you are invested in taking it. This is why ganking is not the primary faucet for loot in any MMO. It is never reliable enough to function that way, and is only ever useful as supplementary income.
  4. Like
    PopeUrban got a reaction from MacDeath in First Impression as a seasoned MMOer   
    This old song and dance.
    The reason gankers don't risk anything is because they ARE the risk to counterbalance the significant reward for farming that otherwise has no risk at all.
    Your options remain the same in either case: Put stuff in your pocket, your risk is getting stuff stolen. Whether a player or mob or rock had it first really doesn't matter.
    Whether the person trying to steal your stuff experiences any risk is irrelevant. If they lose the fight, you have lost nothing. If they win the fight, they have assumed your risk. This is crowfall. You are a fully capable combat character while you are farming, and now, also while you are crafting. You are not at a mechanical disadvantage when defending yourself. The only difference is that you have stuff in your pocket. If you lose loot to a gank, you failed at PvP. They didn't gank some defenseless mining ship or something. They attacked a fully combat capable character.
    The only thing putting more inherent risk on the part of the ganker does is create less gankers, and in turn less PvP in general. This, like mobile banking, "safe bags" and other such mechanisms only serves to disincentivize PvP.
    The first thought of anyone with nothing in their pockets should be "I want to kill people so I have something in my pocket" not "I better only engage in fights I am fairly sure I will win so I don't want to have to buy new gear"
  5. Haha
    PopeUrban got a reaction from Paedrig in Dev Diary: The Attributes System   
    You are comparing elves and half giants dude.
  6. Haha
    PopeUrban got a reaction from Makuza in Dev Diary: The Attributes System   
    You are comparing elves and half giants dude.
  7. Like
    PopeUrban got a reaction from Raindog in Dev Diary: The Attributes System   
    You are comparing elves and half giants dude.
  8. Like
    PopeUrban got a reaction from bednarski in New playable races - forum users questionnaire   
    I have seen this 9 thousand times in 9 thousand other games. I find it boring. What I haven't seen is guinea pigs with fancy hats shooting people in the face.
    I'd rather have things I haven't seen before, but that's just me.
  9. Like
    PopeUrban got a reaction from Charas in What is the point of Keeps on the infected server?   
    If it wasn't him it woulda been somebody.
     
    Infected is really a pointless exercise without campaign progression and rewards. I get that they want to have a low risk "training wheels" map for pvp but the issue is that the PvP that goes on there has no context.

    If Infested is supposed to teach people PvP, it also needs to teach them WHY to PvP. PvP just to loot people is pretty simple and intuitive. Literally a warning "you opponents can tak your stuff when you die" tells a player everything they need to know about it. Objective PvP on the other hand is a complex framework that is alien to new players who have just spent several hours doing fetch quests and grinding mobs.
    Objective PvP in infested should really be THE focus in the absence of loot reward PvP, but for that to happen it needs to actually pay out. For THAT to happen Infected needs to be some form of real campaign, maybe accelerated or with very frequent windows to people can "get past" it in a day if they feel comfortable, but with real rewards attached to it that a new player might care about. For THAT to happen you'd have to implement the same faction scoring systems you need to handle 3 faction shadows campaigns.
    Basically, you can't really fix infected without also implementing the core RvR functionality you need for shadows, as what is shadows but "infected with score and loot drops"
  10. Like
    PopeUrban got a reaction from MacDeath in What is the point of Keeps on the infected server?   
    If it wasn't him it woulda been somebody.
     
    Infected is really a pointless exercise without campaign progression and rewards. I get that they want to have a low risk "training wheels" map for pvp but the issue is that the PvP that goes on there has no context.

    If Infested is supposed to teach people PvP, it also needs to teach them WHY to PvP. PvP just to loot people is pretty simple and intuitive. Literally a warning "you opponents can tak your stuff when you die" tells a player everything they need to know about it. Objective PvP on the other hand is a complex framework that is alien to new players who have just spent several hours doing fetch quests and grinding mobs.
    Objective PvP in infested should really be THE focus in the absence of loot reward PvP, but for that to happen it needs to actually pay out. For THAT to happen Infected needs to be some form of real campaign, maybe accelerated or with very frequent windows to people can "get past" it in a day if they feel comfortable, but with real rewards attached to it that a new player might care about. For THAT to happen you'd have to implement the same faction scoring systems you need to handle 3 faction shadows campaigns.
    Basically, you can't really fix infected without also implementing the core RvR functionality you need for shadows, as what is shadows but "infected with score and loot drops"
  11. Like
    PopeUrban got a reaction from BarriaKarl in What is the point of Keeps on the infected server?   
    If it wasn't him it woulda been somebody.
     
    Infected is really a pointless exercise without campaign progression and rewards. I get that they want to have a low risk "training wheels" map for pvp but the issue is that the PvP that goes on there has no context.

    If Infested is supposed to teach people PvP, it also needs to teach them WHY to PvP. PvP just to loot people is pretty simple and intuitive. Literally a warning "you opponents can tak your stuff when you die" tells a player everything they need to know about it. Objective PvP on the other hand is a complex framework that is alien to new players who have just spent several hours doing fetch quests and grinding mobs.
    Objective PvP in infested should really be THE focus in the absence of loot reward PvP, but for that to happen it needs to actually pay out. For THAT to happen Infected needs to be some form of real campaign, maybe accelerated or with very frequent windows to people can "get past" it in a day if they feel comfortable, but with real rewards attached to it that a new player might care about. For THAT to happen you'd have to implement the same faction scoring systems you need to handle 3 faction shadows campaigns.
    Basically, you can't really fix infected without also implementing the core RvR functionality you need for shadows, as what is shadows but "infected with score and loot drops"
  12. Like
    PopeUrban got a reaction from Kunter84 in Join the ACE QA Live Stream January 5 @ 11 AM CST / 6 PM CET   
    Major issue I see with the new vessel system:

    Massive Ambrosia Bottleneck Increase

    With the new need to "max out" a level on the previous rarity to equip the next one, the ambrosia cost for every blue and higher vessel has effectively increased by double or more.
    Currently, when people request vessels, its generally a matter of minerals, not body parts, or leveling time that serves as the bottleneck. The reason my guild isn't walking around in purple vessels isn't because I couldn't get the purple parts, but in stead because of the mineral farming required to build a good one.

    This remains largely unchanged for certain stats, but for STR or DEX based vessels this creates a HUGE problem as for each purple vessel I hand out, that player ALSO now needs a "placeholder" green and blue, which then requires at minimum a total of 12 ambrosia

    While previously my harvesting and crafting already took up a ton of time just getting people the 6 blues they want per account (blue being the locus of farming reliability and speed) this new system has effectively doubled the ambrosia requirement as now to build out 6 blues for someone's account I also need to build out 6 greens.

    The current harvesting to crafting ratio on ambrosia feels good. It takes work, but not so much that it feels tedious (assuming you've already done the grind for your harvesters/crafters which is a different issue) but in this new system the ambrosia needs required have spiked drastically as the vessel needs of every player have spiked drastically.

    While I love the idea of the new vessel progression system as an answer to stopping the grind reset, and giving me a reason to use all these green body parts, ambrosia production needs to be made cheaper to maintain that equilibrium, otherwise you've massively increased the vessel demand without actually addressing the ability to effectively supply it.
  13. Like
    PopeUrban got a reaction from Hakrik in Join the ACE QA Live Stream January 5 @ 11 AM CST / 6 PM CET   
    Major issue I see with the new vessel system:

    Massive Ambrosia Bottleneck Increase

    With the new need to "max out" a level on the previous rarity to equip the next one, the ambrosia cost for every blue and higher vessel has effectively increased by double or more.
    Currently, when people request vessels, its generally a matter of minerals, not body parts, or leveling time that serves as the bottleneck. The reason my guild isn't walking around in purple vessels isn't because I couldn't get the purple parts, but in stead because of the mineral farming required to build a good one.

    This remains largely unchanged for certain stats, but for STR or DEX based vessels this creates a HUGE problem as for each purple vessel I hand out, that player ALSO now needs a "placeholder" green and blue, which then requires at minimum a total of 12 ambrosia

    While previously my harvesting and crafting already took up a ton of time just getting people the 6 blues they want per account (blue being the locus of farming reliability and speed) this new system has effectively doubled the ambrosia requirement as now to build out 6 blues for someone's account I also need to build out 6 greens.

    The current harvesting to crafting ratio on ambrosia feels good. It takes work, but not so much that it feels tedious (assuming you've already done the grind for your harvesters/crafters which is a different issue) but in this new system the ambrosia needs required have spiked drastically as the vessel needs of every player have spiked drastically.

    While I love the idea of the new vessel progression system as an answer to stopping the grind reset, and giving me a reason to use all these green body parts, ambrosia production needs to be made cheaper to maintain that equilibrium, otherwise you've massively increased the vessel demand without actually addressing the ability to effectively supply it.
  14. Like
    PopeUrban got a reaction from ZYBAK in Crowfall Memes + MS Paint Rage Thread   
    Floyd Mayweather weighs in on 6.2:

    https://www.youtubetrimmer.com/view/?v=k_zXuvizpVY&start=63&end=103
  15. Like
    PopeUrban got a reaction from ZYBAK in Crowfall Memes + MS Paint Rage Thread   
  16. Like
    PopeUrban got a reaction from ZYBAK in Crowfall Memes + MS Paint Rage Thread   
  17. Like
    PopeUrban got a reaction from APE in Assortment of Changes   
    Not a big fan of vessel durability as a concept.
    The recent changes to vessels are part of a long line of vessel changes to move them away from "just another item" to "the only permanent progression in the game"
    That's exactly what they are, what they do, and the RNG in the crafting process under those structures combined with the rarity of legendary parts means the "problem" people have with them is actually a roundabout natural catch up mechanism over time.
    You're going to get that legendary vessel eventually. This means that at that point the only vessels you're going to want to build are legendaries for the chance at a better roll. This means that every vessel that doesn't hit that mark goes on a vendor or guild bank somewhere. However, getting that perfect roll legendary, with perfect roll philo stone, and perfect rolls on every body part, for every slot on your account is no small undertaking. You may *eventually* reach that state, but getting there is analagous to training every skill in the old passive tree, combined with the RNG nature of the crafting system. Sure it is an achievable goal, but it is an extremely long term goal unlike how any other gear system in the game works. Moving from a green weapon to a blue isn't really a progression system. It's an economic one. You use what you can afford when you're breaking the old one. Vessels and discs on the other hand aren't meant to be economic systems as much as they are progression systems. If they're not "sticky" they can't properly do their job.
    In effect this means that vessels become cheaper over time at a rate directly related to the overall average vessel strength of the player base, and lower end graves will also clear out over time to make room for new players who actually need them.
    This is a good thing in my opinion because of the unique space vessels occupy in the stat pie. They're fundamental attribute lattices upon which all other items rest, and those items decay. Vessels and discs, more than gear, define fundamental parameters of a build that functions very much the same no matter what gear is attached to it. Especially with the new attribute system it is entirely possible that some builds are simply nonfunctional without the customization done to that build's vessel.
    Having a structure in which there is no permanent progression at all takes the problem people already have with campaigns (I feel like the effort of building up another keep over and over is repetitive and pointless) and extends it to every character as well. The nebulous "crow" was originally that permanent throughpoint, but now that it has been removed from the game (there is no passive training to express the crow) vessels and discs are what have replaced it.
    IMO it is a general good that somewhere in this system there is a permanent element, especially now that passive training is removed, to reward the act of overall progress regardless of how well you're doing at the moment.
    On top of that, Crowfall's gear system is already significantly lossy and at odds with chasing campaign goals. Those who no longer need vessels have one less thing on their plate to farm, and as such have more time avaliable to PVP, and isn't that the goal of all that progression?
  18. Like
    PopeUrban got a reaction from Kianna_RuneMaker in Assortment of Changes   
    Not a big fan of vessel durability as a concept.
    The recent changes to vessels are part of a long line of vessel changes to move them away from "just another item" to "the only permanent progression in the game"
    That's exactly what they are, what they do, and the RNG in the crafting process under those structures combined with the rarity of legendary parts means the "problem" people have with them is actually a roundabout natural catch up mechanism over time.
    You're going to get that legendary vessel eventually. This means that at that point the only vessels you're going to want to build are legendaries for the chance at a better roll. This means that every vessel that doesn't hit that mark goes on a vendor or guild bank somewhere. However, getting that perfect roll legendary, with perfect roll philo stone, and perfect rolls on every body part, for every slot on your account is no small undertaking. You may *eventually* reach that state, but getting there is analagous to training every skill in the old passive tree, combined with the RNG nature of the crafting system. Sure it is an achievable goal, but it is an extremely long term goal unlike how any other gear system in the game works. Moving from a green weapon to a blue isn't really a progression system. It's an economic one. You use what you can afford when you're breaking the old one. Vessels and discs on the other hand aren't meant to be economic systems as much as they are progression systems. If they're not "sticky" they can't properly do their job.
    In effect this means that vessels become cheaper over time at a rate directly related to the overall average vessel strength of the player base, and lower end graves will also clear out over time to make room for new players who actually need them.
    This is a good thing in my opinion because of the unique space vessels occupy in the stat pie. They're fundamental attribute lattices upon which all other items rest, and those items decay. Vessels and discs, more than gear, define fundamental parameters of a build that functions very much the same no matter what gear is attached to it. Especially with the new attribute system it is entirely possible that some builds are simply nonfunctional without the customization done to that build's vessel.
    Having a structure in which there is no permanent progression at all takes the problem people already have with campaigns (I feel like the effort of building up another keep over and over is repetitive and pointless) and extends it to every character as well. The nebulous "crow" was originally that permanent throughpoint, but now that it has been removed from the game (there is no passive training to express the crow) vessels and discs are what have replaced it.
    IMO it is a general good that somewhere in this system there is a permanent element, especially now that passive training is removed, to reward the act of overall progress regardless of how well you're doing at the moment.
    On top of that, Crowfall's gear system is already significantly lossy and at odds with chasing campaign goals. Those who no longer need vessels have one less thing on their plate to farm, and as such have more time avaliable to PVP, and isn't that the goal of all that progression?
  19. Like
    PopeUrban got a reaction from Paedrig in First Impression as a seasoned MMOer   
    Just do like zelda and make it where you only swim on the surface. Do one set of swimming animations per race, write a simple script that puts the "swimming" debuff on anybody in water, preventing them from using skills or abilities and forcing them to use that animation set. Trigger that state with a trigger volume placed on deep water. Put the "edge of world" triggers at the bottom so if people die in the water from ranged attacks the cairn spawns on the shore nearby.
    Bam. Water with barely any extra design or engineering space dedicated to it. You can extend it after launch by having discs that give you water-only abilities like "dive" which works just like burrow, but only in water, swim speed passives, jesus boots for walking on water, etc.
    Water was mainly considered a tactical impediment in ancient warfare so use it exactly in that way in stead of trying to do the standard MMO thing where its "just another place to explore"
  20. Like
    PopeUrban got a reaction from SirEmery in Undead’s Permanent Dregs!   
    The only way this makes sense is if it doesn't have any resource nodes at all. Why would anyone bother with campaigns if they can get all that stuff without having to constantly farm to build up new keeps? Like, if you need to be at least 50% in a category what incentive is there at all to go to dregs unless you're *certain* you can hit those reward tiers?
    They already have permanent maps in the form of EKs. If you want people to have a place to bring their stuff and fight over stuff it would make more sense to have some kind of opt-in EK pvp thing.
    Even then, the idea is that campaigns are the endgame, not some super-map that is the REAL endgame that you feed campaigns with, so it seems goofy to me they are even considering such a thing. Like they're really scrambling to do a buncha hogwash to fix retention problems without addressing the reason for retention problems being that sending people from infected to dregs is a terrible new player experience and the game actually needs faction campaigns to serve as a functional medium tier.
  21. Thanks
    PopeUrban got a reaction from Nightmarian in Player Retention   
    I approve this message, and I've been saying it for a while now.
    Your game is openly hostile to the majority of its player base in its current form. You need a working difficulty ramp. You need a reason for people to care about dregs divine favor beyond the top 3 scoring awards. You need to figure out how to engage the majority, not the minority of players with your core throne war systems. You need to decide if you're making a game about throne war or a game about grinding items for the majority of the time to engage in campaign goals the minority of the time. You need to decide if you're building a game around rapid resetting campaigns with minimal connective tissue or a sisyphean economic marathon.
    5 Buddy codes are good for nothing at this point as everyone I know is already in my guild, and the majority of them have quit until you, and I quote "un-f*ck" the game.
    Crowfall is somehow less fun than it has ever been. I have less desire to log in than ever. My guild scarcely plays together any more because they're all chasing individual advancement doing individual disparate activities, and interacting mostly through EK chests if they play at all.
    You said you axed passive training without really trying to meaningfully iterate on it because it "wasn't fun" and that is an excellent reason to make sweeping changes to core systems. I encourage you to look at every system in the game under this lens. And ask yourself who finds each system fun, and if that is enough people to justify its current state.
    I implore you to take a hard look not at individual systems but the entire closed loop of your game and ask yourself if it is fun. New players overwhelmingly don't think it is fun. Still. Even with the new active progression. Veterans in a growing ratio are telling you it isn't fun for one reason or another, and are telling you you're missing the mark with the fixes you are applying more often than not. Your insistence on over-complicated grind and a binary haves and have nots victory system is serving a miniscule portion of your player base. Those are the only players you are retaining. Everyone else is simply logging off and failing to log back in in ever larger numbers.
    The customers you are attempting to monetize don't care what the excuses are. Don't claim you're not trying to monetize them. You are. You're constantly running sales, promotions, sponsored streams, and giving away beta keys. You're putting new stuff in your cash shop. You are selling a product, and the only thing that is going to sell that product is making that product something people want to buy.
    That's it. No matter what the version number of label is, you're selling a product that people are only going to buy if it is fun.
    Your creative director is retweeting threads about how nobody truly understands the development process. He's right. Consumers don't. They also don't care how hard it is. They also aren't going to give you money on the basis of charity. You are selling a video game so they want a fun video game, and they don't care how hard it is or what the excuses are.
    You chose to open the gates to get data and the data you got told you your game was not ready. You are responsible for the current state of the game and how it affects your bottom line and release schedule. You are responsible for the fact that after five years you still can't push a significant version update without major game breaking bugs. You are responsible for your consistently low player numbers. Not your community not bug reporting enough. Not your pet influencers not hyping it enough. Not your backers not inviting enough friends.
    You.
    You currently have a game that only a few hundred people actually want to play. That is the state of the game.
    I really want to feel excited to log in again, and I really want to see worlds filled to the brim with adventure and rivalry and dynamic player interactions and harrowing fights. I believe everyone at ACE wants that too.
    Unlike some here I don't think you're just half arsing your way to the finish line so you can dump the game and become middleware providers. I think you've missed the forest for the trees with your noses to the grindstone and need to just take a moment, breathe, and honestly assess what you've made and what you're making and simply ask why it isn't getting the result you want.
    I have given my perspective, but your perspective on the matter is the only one that really matters so I implore you. Get some perspective.
  22. Like
    PopeUrban got a reaction from Nightmarian in First Impression as a seasoned MMOer   
    Just do like zelda and make it where you only swim on the surface. Do one set of swimming animations per race, write a simple script that puts the "swimming" debuff on anybody in water, preventing them from using skills or abilities and forcing them to use that animation set. Trigger that state with a trigger volume placed on deep water. Put the "edge of world" triggers at the bottom so if people die in the water from ranged attacks the cairn spawns on the shore nearby.
    Bam. Water with barely any extra design or engineering space dedicated to it. You can extend it after launch by having discs that give you water-only abilities like "dive" which works just like burrow, but only in water, swim speed passives, jesus boots for walking on water, etc.
    Water was mainly considered a tactical impediment in ancient warfare so use it exactly in that way in stead of trying to do the standard MMO thing where its "just another place to explore"
  23. Like
    PopeUrban got a reaction from APE in Undead’s Permanent Dregs!   
    The only way this makes sense is if it doesn't have any resource nodes at all. Why would anyone bother with campaigns if they can get all that stuff without having to constantly farm to build up new keeps? Like, if you need to be at least 50% in a category what incentive is there at all to go to dregs unless you're *certain* you can hit those reward tiers?
    They already have permanent maps in the form of EKs. If you want people to have a place to bring their stuff and fight over stuff it would make more sense to have some kind of opt-in EK pvp thing.
    Even then, the idea is that campaigns are the endgame, not some super-map that is the REAL endgame that you feed campaigns with, so it seems goofy to me they are even considering such a thing. Like they're really scrambling to do a buncha hogwash to fix retention problems without addressing the reason for retention problems being that sending people from infected to dregs is a terrible new player experience and the game actually needs faction campaigns to serve as a functional medium tier.
  24. Like
    PopeUrban got a reaction from Tofyzer in Talking about 6.4..   
    Yeah. Basically if you can equip a purple, you can replace it with a better purple without losing anything, but if you wanted to move up to a legendary you'd have to get that last level (35) that the purple unlocks.

    Levels 31-35 exist only to unlock higher tier vessels as I understand it, they grant no talent or attribute points. 30 is still the effective cap in terms of gaining power from leveling, and you only have to do that once on the free one.

    What IS different is that you have to go through the progression from one vessel tier to the next since you can't actually level to 35 on a green, since it can only level to 31. This means everyone needs more vessels. I raised this is a problem as it means everyone needs more vessels and suggested we bring down the mineral crafting cost of vessels to balance this. Basically, if you want a purple, you first need a crappy version of the lower tiers to get access to levels 31-34, so if they don't change the ambrosia costs this could really add a lot of grind, which would be bad.

    We also don't know how much XP those extra 5 levels require, and how much grind they add. Hopefully its not much, and at any rate should be less boring than grinding a purple from 1-30 like you did before since you can just play the maxed out blue.
  25. Like
    PopeUrban got a reaction from Tofyzer in Talking about 6.4..   
    Its not a proposed solution to leveling. Leveling isn't considered a problem that they're trying to fix. New characters require leveling, and that leveling is intentionally fast in order to get you through the "lets test drive this" phase.

    It's a proposed solution to having to repeat levels 1-30 and redo the NPE just to upgrade a vessel. That was an actual problem with the vessel system, having to re-do the same "test drive" phase for the same exact character.
    I think you have a misunderstanding of the problem they were actually trying to solve here man. They were never trying to make maxing out characters quick and easy.
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