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Redefining the new game experience


Ailuro.2780

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Frankly, even many players that use the "meta" builds and rotations don't fully understand all the intricaties that had to be considered to make that build a success. Often, they just understand some high points, but miss a lot of less immediately visible interactions. So, how can players that do not follow third-party sites get all that?

Just to reinforce that it its just the basics that can be easily taught,

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@Ailuro.2780 said:

Is the purpose of this suggestion to make everyone a min-maxer, so that all content released becomes 10x-higher in difficulty? Is the goal to have another Wildstar? It seems that game didn't go over that well.

No, the purpose of it is to make new-game content more in-depth and provide players the opportunity to be more prepared for all content. This means just being able to start and understand it.

Most game mechanics and systems that are relevant to creating a build are already explained to the player during the leveling process. Then the only thing that stands in the way of the player to actually craft a reasonably coherent build is their ability to read skill/trait descriptions with understanding. If they can't do that, it's not exactly the game's problem.Your idea seems to be boiled down to forcing players into one of just a few builds you want them to play, which just doesn't make sense and goes against the very idea of current trait/skill system in the first place.

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@Sobx.1758 said:

Is the purpose of this suggestion to make everyone a min-maxer, so that all content released becomes 10x-higher in difficulty? Is the goal to have another Wildstar? It seems that game didn't go over that well.

No, the purpose of it is to make new-game content more in-depth and provide players the opportunity to be more prepared for all content. This means just being able to start and understand it.

Most game mechanics and systems that are relevant to creating a build are already explained to the player during the leveling process. Then the only thing that stands in the way of the player to actually craft a reasonably coherent build is their ability to read skill/trait descriptions with understanding. If they can't do that, it's not exactly the game's problem.Your idea seems to be boiled down to forcing players into one of just a few builds
you
want them to play, which just doesn't make sense and goes against the very idea of current trait/skill system in the first place.

I'm not sure how the OP doesn't get this ... much of the 'opportunity' for the players to learn this stuff to be prepared for all content is ALREADY content they ignore, whether it's ingame or not. I'm going to keep coming back to this but putting the information in the game that the OP is talking about does NOT solve the problem of players not prepared for all content because it's NOT a requirement for them to learn it in a specific way, if at all. The problem here isn't accessibility to information, it's player motivation.

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