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idoll

Testers
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  1. Like
    idoll got a reaction from Doradur in Online progression with specialization in mind   
    But the point is that you get the progression in something you feel is fun... not a daily quest.

    The system works following:
    -you play a game and do the things you like... you get the XP from there. There is max cap so you do not have need to play more than what is considered normal. 

    so nothing would change - just that there would be reward doing activities you like doing - and differentiate your character in the market.
  2. Like
    idoll got a reaction from Doradur in Online progression with specialization in mind   
    I am adding it here, since I am quite sure it would disappear in the other thread I wrote it out.

    Problem:
    -with no online progression people get demotivated and do not see point in some activities (offline progression is the most important)
    -if you grant online progression people see it as a time sink, which will require you to play to be able to compete
    -people with crafting / farming profession goals get turned off with the idea that you can not ever be the "best", when everyone is progressing the same with offline progression

    So solving this issue:
    Make maximum XP cap / day to achieve from online activities. Make different activities to grant points in that specific field. All points could be used to progress what ever mastery you want, but conversion from activity points to another activity points would result in a loss of points (ie. -40%). This would allowe people to specialize with their online activity.

    -you can get maximum number of XP points  / day (that is just point cap)
    -all activities generate XP (PVP, PVE, "farming", crafting): each of which generate XP to that specific mastery pool
    -the max cap is global - the sum of the different points (PVP, PVE, "farming", crafting) is the max cap... 
    -the points that you gather can be used to boost any mastery - however converting PVP xp to boost crafting would result in a loss of points (-40%)
    -(PVP-> class?, PVE->race?, crafting->, "farming"->exploration...)
  3. Like
    idoll got a reaction from Doradur in Offline progression demotivates -> got nothing to do   
    You get better in things by doing them. In PVP you can gain progression with your own skills. so you might not notice the problem here. 

    In farming you get zero progression with your actions and you are stuck with your crafting or harvesting goal... you can not do anything. Its a computer that gives you points per second - all you have to do is wait. The problem is that people will have goals with the progression the game is offering - not only to buy better gear to fight in PVP... you have to take it in consideration that it is so, and people want to be able to affect the result - FEEL the result even more than just seeing it happen. The dopamine dose... the feeling when YOU... YOURSELVE progress and are able to make a weapon of dreams.. maybe sell it on market trying to make profit to buy more resources and do another of those weapons...

    I think you have balls to come claim to me that I do not understand my  goals in this game. If I have a goal to be able to farm lvl 10 nodes... I do not want to sit on my hands and wait... no... I want to do something to be able to do it. And if you claim that buying better tools is the solution... well... then I do not know why I am even playing if all I have to do it buy my way to my goal. Thats not the purpose of a game. The purpose of the game is also the journey. Not just instant gains you can get by doing nothing... 
  4. Thanks
    idoll got a reaction from Doradur in Offline progression demotivates -> got nothing to do   
    yeah... so fighting in forums over how the game should work is not about making the game better, but making it better for your guild... makes sense now

    But I guess its normal... people in MMO games fight in forums to make their class / race / guild what ever aspect better. Its frustrating though, when you are trying to think the game in bigger picture. People are food for the PVP. They also pay for your fun... since the more theres money - the more there usually is fun.
  5. Like
    idoll got a reaction from Doradur in Offline progression demotivates -> got nothing to do   
    I think you went too narrow minded right there - and you are not trying to see solutions to the problem.

    They could just as well generate XP caps per day. So after a one or two hour of gaming / day you would no longer progress. Or certain maximum XP cap / day.

    Actually now that I said that... it would make a lot of sense and a damn good system.

    So the idea;
    -you can get maximum number of XP points  / day (that is just point cap)
    -all activities generate XP (PVP, PVE, "farming", crafting): each of which generate XP to that specific mastery pool
    -the points that you gather can be used to boost any mastery - however converting PVP xp to boost crafting would result in a loss of points (-40%)

    There you have it. Your problem is solved and we created a way for players to specialize themselves with the activities they do.

    BTW - should I make new topic about this to make sure that the developers have noticed this idea?
     
  6. Like
    idoll got a reaction from Doradur in Offline progression demotivates -> got nothing to do   
    Once you get the intermediate gear, there really is not anything to do than just offline level.

    There is nothing to do in game to make you progress for your goal - what ever it may be.

    I used to go out and gather stuff - which I then tried to turn into better rune tools, in a crafting progression which too often fails. I didnt succeed. Bummer. The tools break again and in the end I was not able to get any better resources. The loop starts again. YES I KNOW THE PROGRESSION COMES FROM OFFLINE TRAINING - AND THATS' THE ISSUE HERE
    I can not do anything in game that would have any significant meaning in long run. The most important thing is to offline level. 

    Once you realize that
    -the high rank nodes and trees drop the same basic stuff that I get from low rank nodes, then there is no longer reason to gather low stuff... 
    -you can not progress your character with online gaming - so then whats the point?
    -all of your progression; getting better gear, crafting better stuff and so forth comes from offline leveling...
    -there is no point wasting any resources trying to craft better gear now as you will be able to craft better stuff once you just offline level (so why waste any resources either)

    Then you simply just stop logging in untill the offline leveling is done. Hell... you can even calculate how much time you need to stay offline and you don't have any reason to log in.

    Well I am sure there will be a lot of players saying I am doing something wrong and should do this or that...

    However this is my expression of the game as a new player and the developers should really have this feedback.



    So what to do to solve these issues:
    1. make low level nodes drop something that the high level nodes dont drop (this makes economy viable for low trainer players as well)
    2. Make meaningful online progression (you could gather same points you gather offline)
    3. Make offline progression so that people need to login to select which specific perk they are training... now you can just stay offline and gather 200000 points untill you log in
  7. Like
    idoll reacted to blazzen in Offline progression demotivates -> got nothing to do   
    I'm good with leveling vessels being the form of "active" progression especially if it becomes something more interesting than attribute choices which really aren't much of a choice to begin with.
    Turning in arrows to level a vessel seems like a joke. There needs to be more interesting but efficient ways to level than sacrificing junk. 
     
  8. Like
    idoll got a reaction from ilogos in Online progression with specialization in mind   
    I am adding it here, since I am quite sure it would disappear in the other thread I wrote it out.

    Problem:
    -with no online progression people get demotivated and do not see point in some activities (offline progression is the most important)
    -if you grant online progression people see it as a time sink, which will require you to play to be able to compete
    -people with crafting / farming profession goals get turned off with the idea that you can not ever be the "best", when everyone is progressing the same with offline progression

    So solving this issue:
    Make maximum XP cap / day to achieve from online activities. Make different activities to grant points in that specific field. All points could be used to progress what ever mastery you want, but conversion from activity points to another activity points would result in a loss of points (ie. -40%). This would allowe people to specialize with their online activity.

    -you can get maximum number of XP points  / day (that is just point cap)
    -all activities generate XP (PVP, PVE, "farming", crafting): each of which generate XP to that specific mastery pool
    -the max cap is global - the sum of the different points (PVP, PVE, "farming", crafting) is the max cap... 
    -the points that you gather can be used to boost any mastery - however converting PVP xp to boost crafting would result in a loss of points (-40%)
    -(PVP-> class?, PVE->race?, crafting->, "farming"->exploration...)
  9. Like
    idoll reacted to Vesperre in Super annoying things   
    I think this game gets rid of the chaff from the fact you actually have to do some research to learn how 2 play.
    I think thought it would be nice to have 4 harvesting slots.  The one you have in the slot is the one u use.  You can switch it out at your leisure.  I get the switching picks things.  I do it too.  I guess my point is the game is new, there will be many UI improvements/Quality of life improvements.  I'm not oppose to that.
  10. Sad
    idoll got a reaction from ilogos in Super annoying things   
    Address here super annoying things.
    From user centered design perspective annoying things, which have no none to zero meaning in game should really be fixed.
     
    Let me start with gathering tools. What purpose does it serve that I need to make millions of copies of gathering tools to gather. I can not address enough how annoying it is to craft such basic item... again.... and again... i understand if my pick was looted from my body. Sure... but why does it have to break all the god damn time. Im sure you can find other material sinks than this... which are enjoyable from gamer perspective.
     
    The second thing is gathering in general. It is super annoying to have to slot the tools again and again and use right kind of tool. Why cant i just have one single ability for gathering and the guy would pick right tool for the job if he had one. I play games for fun and the current mechanics are far from being fun. Please automate the things, which are not that important.
  11. Confused
    idoll got a reaction from SoberSoul in Super annoying things   
    Look - i dont care if better tools will make it better. I care about mine and other player personal experience, when it comes down to testing the game. 

    It is basic rules of user experience design: do not annoy the user.

    There really is no excuses to do so. And like i stated in my post - there is no point in gameplaywise whatsoever to make basic tools to simply break up. There is no need for such material sink and it is not needed in the economy.

    Do not annoy the user - this is damn rule from 1990s... why do we have to have this discussion in 2018? 
    There is zero reasons to do so. Absolutely zero. 
  12. Confused
    idoll got a reaction from Marth in Super annoying things   
    Look - i dont care if better tools will make it better. I care about mine and other player personal experience, when it comes down to testing the game. 

    It is basic rules of user experience design: do not annoy the user.

    There really is no excuses to do so. And like i stated in my post - there is no point in gameplaywise whatsoever to make basic tools to simply break up. There is no need for such material sink and it is not needed in the economy.

    Do not annoy the user - this is damn rule from 1990s... why do we have to have this discussion in 2018? 
    There is zero reasons to do so. Absolutely zero. 
  13. Sad
    idoll got a reaction from Marth in Super annoying things   
    Address here super annoying things.
    From user centered design perspective annoying things, which have no none to zero meaning in game should really be fixed.
     
    Let me start with gathering tools. What purpose does it serve that I need to make millions of copies of gathering tools to gather. I can not address enough how annoying it is to craft such basic item... again.... and again... i understand if my pick was looted from my body. Sure... but why does it have to break all the god damn time. Im sure you can find other material sinks than this... which are enjoyable from gamer perspective.
     
    The second thing is gathering in general. It is super annoying to have to slot the tools again and again and use right kind of tool. Why cant i just have one single ability for gathering and the guy would pick right tool for the job if he had one. I play games for fun and the current mechanics are far from being fun. Please automate the things, which are not that important.
  14. Thanks
    idoll got a reaction from DoomYa in Super annoying things   
    Look - i dont care if better tools will make it better. I care about mine and other player personal experience, when it comes down to testing the game. 

    It is basic rules of user experience design: do not annoy the user.

    There really is no excuses to do so. And like i stated in my post - there is no point in gameplaywise whatsoever to make basic tools to simply break up. There is no need for such material sink and it is not needed in the economy.

    Do not annoy the user - this is damn rule from 1990s... why do we have to have this discussion in 2018? 
    There is zero reasons to do so. Absolutely zero. 
  15. Like
    idoll got a reaction from Impossum in Super annoying things   
    Address here super annoying things.
    From user centered design perspective annoying things, which have no none to zero meaning in game should really be fixed.
     
    Let me start with gathering tools. What purpose does it serve that I need to make millions of copies of gathering tools to gather. I can not address enough how annoying it is to craft such basic item... again.... and again... i understand if my pick was looted from my body. Sure... but why does it have to break all the god damn time. Im sure you can find other material sinks than this... which are enjoyable from gamer perspective.
     
    The second thing is gathering in general. It is super annoying to have to slot the tools again and again and use right kind of tool. Why cant i just have one single ability for gathering and the guy would pick right tool for the job if he had one. I play games for fun and the current mechanics are far from being fun. Please automate the things, which are not that important.
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