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Found 1 result

  1. Again, Another simple question, but one that is more philosophical and time sensitive then the last one. Mo matter who/what you are, no matter what your karma, interests, or value might be, the march of time consumes all. Through this reason, we must have a understanding of how we budget out time, and what it relates to the topic is that distributing content through out the seasons is a question of how much time a player show need to wait to access the content they want. For one side of the argument we have All Content should be available from the start, so I can pick and choose what content I want to interact with. If one player wants to go to the lunar island and use the glass cutters to destroy the nightmare chess pieces? They can from the start! Does a player want to raid the ruins for end game gear before the first snowflake falls? They can do that! It allows players to have the game they want, to go at their own pace and make it as difficult or easy as they want. The problem with this model is that there is no real sense of progression in the game. Sure, you have the tiers of equipment relative to the others in their type, but that's only goes so far when the equipment strength and availability is all over the place. The best example is that the Ham bat is a item that can be made relatively easy and quickly and is used even in endgame bosses due to it's infinite durability. Compare that to the Marble armor which takes a material that is slowly gathered over time, takes a lot resources (even with the recent buff, it is still a little costly to use for the time invested farming it) to craft, and is rarely used outside of forced tanking/normal tanking to where it bare gets used out side of the initial few bosses. This lack of progression is bad since it means that the players can never be truly forced/pushed to use the higher tier weapons and armor since all can technically be slain with the base equipment. There is also the problem of content running out. Once you dry out the initial, yet expansive well of content, there is nothing else to keep you going to the next year. There is never a incentive to living pass a year or any amount of time after that since all of the content would be tailored to the start. Basically, while it allows for content by anyone at anytime with the appropriate skills, it also gets rid of that slow and steady progression systems in some other games, while allowing them to make it so that a player can do everything within the first year, thus not having any incentive to go past a year with certain play styles. The other side of the argument is Content should be spread out through out the years, to reward player that survive that long with new stuff to do. This method easily allows for a better sense of progression since by the end of the first year the devs can assume that they a) have a reliable and sustainable food source b) they know how to handle hound attacks c) They have the basic research needed to survive a year in battle, using this knowledge, they can make scenarios by making content around that a mechanic they can expect within those parameters/expectations. This also allows for incentives to last more then a year since there will be more stuff to interact with. The problem is that you need to wait to interact with that new content. Imagine having to essentially wait for hours and hours just to reach the new content. What would be infuriating since the reason is that you decided to play that play being put on hold since you only get it after you hit your time goal. Another question is when to stop. A common question but one that we need to seriously consider. Sure if you pack the first two with content, you would get mediocre years proceeding, but all of the content being strung about just makes the player wait longer to reach the content they would rather want to be playing. The whole in short, this method seems to make the game more balanced and content that makes the game more challenging, nut there still the issue with that huge initial time at the beginning where you are most likely to just go through the same stuff they have done before and survive til you get the privilege of doing that content. Thanks for voting and hope you have a good (insert relative time here) and a good enough time debating.