In general, light armor should mean less protection + more utility.
Heavy armor should mean more protection + less utility.
We shall see how will that get balanced here.
It doesn't matter what exactly IS or ISN'T P2W.
What matters is what most people PERCEIVE as P2W.
Game needs a player population. The larger the population the better for game, because if the game is "alive" and has a healthy player pool, it will attract even more players like that. Players that will not spend cash in cash shop, but also those that will.
The best way for a game to attract a healthy player pool is to not implement something that would be "perceived" as P2W (regardless if it really IS or ISN'T P2W). It's better to go moderately, and focus on cosmetics. Make those cosmetics UNIQUE so no one else but VIP players can get them (not even for cash as single transfers) and you give the VIP a reason to have.
Also add some veteran status to people that have VIP for longer periods of time, and reward people that have VIP for long time by some unique housing options and stuff like that.
I would avoid "time savers" as much as possible personally, because this is usually double edged sword, and many will perceive it as P2W (again perception is crucial here).
Can‘t wait to see Jacopos mood today
People should be told that they are required to work (and compete) for resources, and not expect for game mechanics to simply hand them over, because, hey, they "do not have the mood to compete".
If game ends up:
...then I personally don't care if graphical assets are from asset store or custom made. If they are custom made it's a bonus. If they aren't, and above 4 points are filled, I don't care.
Are there any game concepts you thought were great but after trying them out turned out not to be for you?
Daily quests. When i first started playing MMOs, i thought daily quests were great. Something fun to do, and you can do it repeatedly, since they are not only "one time" opportunity that expires when done.
Later on i very much changed my mind, and afterwards, I always hated daily quests from the bottom of my soul.
Something mandatory that you "have to" do every day to not miss out on benefits. Making the game a job.
Nowdays, I much prefer sandbox type games. Lots of options just thrown out there and you can do whatever you want, whenever you want, and there are no specific "mandatory" tasks that you "have to" do every day.
They are making the game solo friendly, so it will not be as difficult as you would hope.
However, I do hope that at least a part of content will be difficult and require well organized groups, and player skills, so that only like 20% of player base (on average) is able to do it.
Not everyone should be able to do everything, otherwise whats the point if there is no competitivness. Competitive crowd will just leave and play something else.
Solo for most PvE but not PvP.
Why would developers create content, spending resources so 20% of the population can see said content?
Why did vanilla WoW have Naxxramas? (that only like 5% of population could do, and only 1% of population could clear it)
Because competitive players want to have something to work for, something to strive for, something that takes time and effort and isn't just easily doable. They want something that when they finally succeed to "have bragging rights on", to have accomplishment not reachable for everyone.
Competitive crowd is seeking MMOs like that, and if some MMO is made so everyone can simply do everything, then whats the point?
Of course, developers can chose to make MMO like that, but such choice will send a bulk of competitive players that like the challenge away to play something else.
PvP will of course be challenging - if sensitive folk don't get their way and it ends up punished however there should also be a part of PvE not doable by everyone and his mother.
At least I'm hoping for such MMO. I don't want Farmville 2.0 with upgraded graphics.
"Short" invulnerability window instantly reminds me of Black Desert, the witch class, whos gameplay was to blink all the time to stay immune to damage.
If there are any "invulnerabilities" they should be tied to general spells that are available to every race, and ofc. have a decent CD tied to them.
I could already see druids shapeshift like mad to remain immune lol.
Very nice news!
Looking forward to see what community thinks about player cities, and especially taverns.
Feedback from survey was interesting to see. Very nice of you to share the results with us.
I must say once again, that talent tree looks awesome. Design is absolutely amazing, makes you wish go "clickity-click" on it.
Greatjob on building everything. But now its time for community to go break few things again in the test.
Melee can be quite OP, especially if more tanky, and having some good AOE CC utility skills, like AOE chainpull, which pulls all targets within certain range towards them and stunns them shortly - followed by ranged nuke on that location.
ArcheAge had a cool spell, which created a forcefield in certain radius around the player, trapping group of people that were around the player inside it, cutting them off from rest of their team, especially from healer support, if used correctly.
Even with collision, melees can be quite OP, it just depends on how tanky they will be, and how much utility spells they will have, and how OP those spells are.
and it's finally up
Deers with wings...
... oh deer.
@PeachMcD Have to take into account, that not only beasts will reside on Arboreus though. It might become home place to anyone of good alignment, though we can't be certain of that yet. Long time to release.
Perhaps beastly inhabitants of Arboreus will have own name for themself, human ihnabitants of Arboreus own name for themself, and angels who inhabit Arboreus own name for themself.
Beasts - Arboreasts
Human - Arbormen
Angels - Arborels
Basically city will provide more safety, and closer access to needed industry, machines, other professions, more complex structures.
Hermit plot (depending on location) can provide closer proximity to raw materials (harvesting).
Some examples from real world:
Cyprus - Cypriots
Belarus - Belarusians
Mauritius - Mauritians
Damascus - Damascenes
Columbus - Columbusites
For Arboreus, Arboreans "sounds" more correctly, though, since this planet does not exist in real world, nothing is officially defined. I guess we will see how devs will call them in texts.
@Sronzer base stats will remain the same but bare in mind that we do not have all info yet.
Besides obvious upgrades you get with number of spells at your disposal and crafted and enchanted gear, we still need more info on:
Also, by playing longer you will make more friends, and that may also be considered a power increase compared to being solo.
Cities will provide safety from thieves and murderers, unlike "a place of their own" that players may build in the wilderness.
Each option has its own advantages and disadvantages of course. Advantages of living in a city are safety from attacks and theft, proximity of other people with various professions that you may not have, proximity to marketplace, richer social life,... and you may still venture on a journey to the wilderness when you want to harvest own resources, or collect knowledge.
Advantages of living in the wilderness are proximity to resource spots for harvesting, shorter travel times from harvesting spots back to your home where you can deposit them or convert them to other materials using your workbenches, the thrill of living in a wilderness itself, not depending on city politics that may ask the taxation of you, or evict you from your home.
There will be many people roaming around, so cities will never be empty. On the contrary, cities will be hotspots for market and services that people will offer.
Various people will chose various living options, but bare in mind, that even if you chose living in wilderness, you still do not have to live alone.