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Detailed breakdown of the 4/27/2017 stream: Phantheon

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  • SovrathSovrath Member LegendaryPosts: 29,212

    Torval said:

    I love the idea of the acclimation system. I'm not sure about the implementation. It looks very fiddly for no real reason or benefit. There's got to be a better way than everyone being a literal potion junky.

    Think back to how Irrational ditched the needle jab in later editions of the game. Interesting idea, but it gets old after a while and you start realizing, my character would never keep doing this.

    Lots of good info in those links. Nice job.


    I agree with you. The other thing that wasn't clear is "why would I ever take an acclimation off"?

    They said it lasts as long as you want. So why not get the best acclimation infusions and be done with it? IN which case they have a game system that is really over shortly after the player starts.

    Why not keep the system but instead of these infusions make the player wear warm clothes in cold areas, put a salve on (that wears off, but maybe after 30 minutes or an hour) in poisonous areas, and maybe a similar salve in hot areas? Or maybe players have to strip down which means no armor (which adds interesting game play in my opinion).
    Catibrie
  • Gyva02Gyva02 Member RarePosts: 485
    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 
  • SovrathSovrath Member LegendaryPosts: 29,212

    Gyva02 said:

    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 


    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?
    Catibriecraftseeker
  • DistopiaDistopia Member EpicPosts: 21,182
    edited April 2017


    Sovrath said:





    Gyva02 said:



    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 






    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?




    Yeah i don't think it's something one should ever be able to skirt the effects of. A slight defense through skill allocation would be okay though in my eyes, a northman fares better in the snow than a southerner after all. 

    I just don't like the idea of tying it to an item for a character slot, as it implies grind to me. Or at least a minor annoyance, as is typical of many MMOs. They seem to think all things have to be tied to some chore for people to remain interested I just don't think that's true. 
    Catibrie

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • NycteliosNyctelios Member EpicPosts: 3,827
    I would make it a gem that jeweler job can craft and you use in your gear + potions (that herbalists could craft) and spells (enchanters?) that has the same effect for a short period of time.

    Or like Skyrim amazing Enhanced Armors the amount of environment protection is reduced in metal and combat focused gears. So you have to favor one and lose another.

    Cold? Fur armors, fur capes and hoods. Rain? Leather armors, leather capes and hoods.

    You could tie those 2 together. Enchantment and armor types.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • Gyva02Gyva02 Member RarePosts: 485

    Sovrath said:



    Gyva02 said:


    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 




    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?


    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 
  • NycteliosNyctelios Member EpicPosts: 3,827

    Gyva02 said:



    Sovrath said:





    Gyva02 said:



    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 






    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?




    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 


    His point is that once you achieve it becomes stale. So you grind to "that's it". So is not a challenge, is a check mark.

    Games used that, like weapon skill based mechanics and resistances so people would stand still in certain areas being attacked by mobs, afk, to "raise armor level" or stand still in fire areas to "raise fire resistance".

    Once it becomes a number players will turn it into a banality and work a way around it instead of using it as an engaging mechanic.

    The key is not to complete neglect the challenge but engage the player on it.
    craftseeker
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • Gyva02Gyva02 Member RarePosts: 485

    Nyctelios said:



    Gyva02 said:





    Sovrath said:







    Gyva02 said:




    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 








    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?






    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 




    His point is that once you achieve it becomes stale. So you grind to "that's it". So is not a challenge, is a check mark.

    Games used that, like weapon skill based mechanics and resistances so people would stand still in certain areas being attacked by mobs, afk, to "raise armor level" or stand still in fire areas to "raise fire resistance".

    Once it becomes a number players will turn it into a banality and work a way around it instead of using it as an engaging mechanic.

    The key is not to complete neglect the challenge but engage the player on it.


    Its all good, we all like what we like, I just don't like having to keep track of mountains of consumables... I think the classic EQ skill up system was great, just wished there was more to skill up. In pantheon I thought weather acc was going to be one of them, but maybe not... that's all.. 
  • SovrathSovrath Member LegendaryPosts: 29,212

    Nyctelios said:



    Gyva02 said:





    Sovrath said:







    Gyva02 said:




    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 








    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?






    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 




    His point is that once you achieve it becomes stale. So you grind to "that's it". So is not a challenge, is a check mark.

    Games used that, like weapon skill based mechanics and resistances so people would stand still in certain areas being attacked by mobs, afk, to "raise armor level" or stand still in fire areas to "raise fire resistance".

    Once it becomes a number players will turn it into a banality and work a way around it instead of using it as an engaging mechanic.

    The key is not to complete neglect the challenge but engage the player on it.


    That's well said and it's exactly my point.

    As you say, it shouldn't be a "check mark". "yup, totally resistant to cold now, next goal is to be able to swim in lava".

    The environment should be something that players need to contend with and deal with, not just another thing to level.
    Catibrie
  • NycteliosNyctelios Member EpicPosts: 3,827

    Gyva02 said:



    Nyctelios said:





    Gyva02 said:







    Sovrath said:









    Gyva02 said:





    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 










    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?








    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 






    His point is that once you achieve it becomes stale. So you grind to "that's it". So is not a challenge, is a check mark.

    Games used that, like weapon skill based mechanics and resistances so people would stand still in certain areas being attacked by mobs, afk, to "raise armor level" or stand still in fire areas to "raise fire resistance".

    Once it becomes a number players will turn it into a banality and work a way around it instead of using it as an engaging mechanic.

    The key is not to complete neglect the challenge but engage the player on it.




    Its all good, we all like what we like, I just don't like having to keep track of mountains of consumables... I think the classic EQ skill up system was great, just wished there was more to skill up. In pantheon I thought weather acc was going to be one of them, but maybe not... that's all.. 


    I don't think "a mountain of consumables" is a valid representation but I see your point. It is really important that it does not becomes a chore to be tracked as you feel it is.

    I, in the other hand, think its fun and engage to "get ready to fight in X location" instead of just walking into Mordor as if it is just another map with mobs to kill and loot to collect.

    Maybe some healthy (and most important: fun) middle ground can be achieved.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • LIOKILIOKI Member UncommonPosts: 421

    Nyctelios said:




    LIOKI said:







    Nyctelios said:




    The stream was great and I really liked the monk animations. The game feels like my old Neverwinter Night friday with friends.

    The only thing that bothers me is the UI and global light effects. They need to improve the global light, it makes everything looks flat and outdated.








    If that's what you really wanted, needed, you would still be playing it. There are reasons we move on. It's the same as old girlfriends. Fun to think about, maybe even alright to go back and stick it in once in awhile but there is a reason they are ex's.
    I hope I'm wrong. I hope this, hell any indie mmo for that fact, turns out to be great and a blast but I think we all know better deep down.






    I still play it.

    You should stop using yourself as metric to others. This is a niche game for people who seek that experience. If you are not seeking it I don't see the point of your comments. 

    I'll metric myself to whatever I want. You are why we can't have nice things. You don't see the point of my comments and I don't see your point on rewarding mediocrity. You keep settling for sub-par though and I'll keep pointing out the trash.
  • NanfoodleNanfoodle Member LegendaryPosts: 9,093

    LIOKI said:
    I'll metric myself to whatever I want. You are why we can't have nice things. You don't see the point of my comments and I don't see your point on rewarding mediocrity. You keep settling for sub-par though and I'll keep pointing out the trash.


    Point out trash all you want but its a fact, your perspective is not one I agree with. Im sure if you started telling me about your fav action twitched base game. The very reasons you like it will be the very reasons I am sick of them. Many like myself have been waiting 10 years + for a modern update on EQ1 and what made it awesome. EQ1 is what made every MMO after be a thing because of how well it did. It time we went grass roots on an MMO.  
    Catibriecraftseeker
  • WizardryWizardry Member LegendaryPosts: 18,381
    Well i did not like the answer i heard in that stream about soloing.
    I honestly do not want to keep pointing at FFXI but seems devs are still NOT able to think outside the big bubble.
    Almost no game in existence was as group oriented as FFXI,yet guess what,you could solo via mostly the Beastmaster class.They state it will still be possible to solo but extremely difficult.


    Where they miss the boat is in what i call the obvious scenarios.
    Example you play with the same core group of friends ,everyday a sort of static group.Ok one day for whatever reason and likely MANY days,some of those friends cannot make it.Or you might just want to jump in and play for an hour and not wanting to screw over a PUG leaving barely after just getting started.

    Another OFTEN dilemma i have come across is doing some content that is NOT fun repeating.So instead oaf asking the core group or guild to help every new player do that exact same content over and over you would simply help them attain a solo class such as a beastmaster and let them do that content themselves.

    You create the GROUPING aspect by ONLY offering xp via killing stuff.Obviously with more buffs and debuffs that a group can offer,it would be way more efficient.As well speed chaining could offer bonuses again leaning towards grouping.The option to solo should always be there.
     
    It is also supported via a sub class system.This is because sure you can do some odd content solo via that solo class but if there are 16 classes and only one can solo you are still going to play 99% of your game in a group.Another very obvious scenario is FARMING,do you really want to enforce groups for farming?

    my last comment is on a topic i love and see a couple others talked about."ELEMENTS"this most certainly should be in the game and done like some have mentioned with Fire weakening water or certain elements causing aoe's etc etc,this would really make me happy because i love depth in combat and not those silly fake looking red carpets and red circles i see games using.
    1AD7

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • DullahanDullahan Member EpicPosts: 4,534

    LIOKI said:



    Nyctelios said:


    The stream was great and I really liked the monk animations. The game feels like my old Neverwinter Night friday with friends.

    The only thing that bothers me is the UI and global light effects. They need to improve the global light, it makes everything looks flat and outdated.




    If that's what you really wanted, needed, you would still be playing it. There are reasons we move on. It's the same as old girlfriends. Fun to think about, maybe even alright to go back and stick it in once in awhile but there is a reason they are ex's.
    I hope I'm wrong. I hope this, hell any indie mmo for that fact, turns out to be great and a blast but I think we all know better deep down.


    You act like the games from the past we long to play again are still around in some recognizable form.

    That is not the case.
    Catibriecraftseeker1AD7


  • SavageHorizonSavageHorizon Member RarePosts: 3,432
    Nice information and well thought out. 

    Man I haven't been this excited for an mmo for years lol. 

    The stream was top notch. 




  • NycteliosNyctelios Member EpicPosts: 3,827
    I just said if this is not the experience he is seeking there is no point bashing it. That's like complaining Lemonade is not strawberry milkshake.

    If he insist in keeping aggressive tone and insulting people then welcome to ignore list.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • AmatheAmathe Member LegendaryPosts: 7,630

    Wizardry said:

    Well i did not like the answer i heard in that stream about soloing.


    This however was not unexpected. The beating heart of this game is its orientation to group play and community. That's the main thing that sets it apart, and the gap it will fill in an otherwise flooded mmo environment. Soloing still will be possible, but far from optimal and not easy.  

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • April-RainApril-Rain Member UncommonPosts: 316
    I am looking forward to this as I loved vanguard, but how much this looks like Vanguard is uncanny, surely they have used assets from that game as it looks very alike in everything from the animations, UI and nameplates etc

    Playing: FFXIV
    Future: wishing for SWG 2, World of Warcraft Classic
    Played: Most current and extinct MMO's - 18 Years in....

    Interesting Fact - I own 27 Tarantula's

  • MrMelGibsonMrMelGibson Member EpicPosts: 3,027
    Hey Brad.... I want to be a WarWizard too!
  • TorvalTorval Member LegendaryPosts: 20,639

    Nyctelios said:



    Gyva02 said:





    Nyctelios said:







    Gyva02 said:









    Sovrath said:











    Gyva02 said:






    Also don't like having to use a consumable for weather acclimation, I thought it was going to be a skill that increased the more time you spent in harsh conditions "You get better at cold acclimation 68" or something like that... 












    Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?










    It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system. 








    His point is that once you achieve it becomes stale. So you grind to "that's it". So is not a challenge, is a check mark.

    Games used that, like weapon skill based mechanics and resistances so people would stand still in certain areas being attacked by mobs, afk, to "raise armor level" or stand still in fire areas to "raise fire resistance".

    Once it becomes a number players will turn it into a banality and work a way around it instead of using it as an engaging mechanic.

    The key is not to complete neglect the challenge but engage the player on it.






    Its all good, we all like what we like, I just don't like having to keep track of mountains of consumables... I think the classic EQ skill up system was great, just wished there was more to skill up. In pantheon I thought weather acc was going to be one of them, but maybe not... that's all.. 




    I don't think "a mountain of consumables" is a valid representation but I see your point. It is really important that it does not becomes a chore to be tracked as you feel it is.

    I, in the other hand, think its fun and engage to "get ready to fight in X location" instead of just walking into Mordor as if it is just another map with mobs to kill and loot to collect.

    Maybe some healthy (and most important: fun) middle ground can be achieved.


    It could be tied into class buffs and consumables. If class x is available they can provide some kinds of environmental acclimation. If not then there are possibly wards.

    I like the ideas you and Distopia mentioned about elemental interaction. I think that's a superior way to go. Maybe it's too complex and cumbersome for an mmo but I would hope not.

    Using resistances, clothing, wards, or whatever to acclimate and deal with harsh environments should also have drawbacks so keeping them equipped all the time would not be prudent. Maybe they are more cumbersome, open up weaknesses to their opposites, or cause potential debuffs of some other nature. Even in most of our fantastic lores there is a balance to these sorts of wards.

    I can also see the point of not wanting to micromanage consumables, or anything for that matter.

    What is the actual intent of the system in this game? Is it meant to gate content or provide some variation to strategy and tactics? Is it a gear check?
    Catibrie
    Fedora - A modern, free, and open source Operating System. https://getfedora.org/

    traveller, interloper, anomaly, iteration


  • DullahanDullahan Member EpicPosts: 4,534
    edited April 2017
    Sovrath said:


    I agree with you. The other thing that wasn't clear is "why would I ever take an acclimation off"?

    They said it lasts as long as you want. So why not get the best acclimation infusions and be done with it? IN which case they have a game system that is really over shortly after the player starts.

    Why not keep the system but instead of these infusions make the player wear warm clothes in cold areas, put a salve on (that wears off, but maybe after 30 minutes or an hour) in poisonous areas, and maybe a similar salve in hot areas? Or maybe players have to strip down which means no armor (which adds interesting game play in my opinion).






    This is more how I saw it taking shape, especially after seeing a ring in an earlier stream.

    That said, I do understand the need for a different direction after considering the burden of itemization, art assets, equipment weight, bag space, and numerous other inconveniences. I just felt like it's implementation as displayed in the recent stream was a little over-simplistic and generic. From an immersion or believability standpoint, it's borderline silly being consumables.

    I'd propose some sort of socketed systems with runes of resistance to atmospheric magic. They should also be unique in both look and name, and feel as prized to obtain as any other piece of equipment. I could see them going into a trinket bag in the Acclimation menu, which allows the player to equip the ones relevant to the area they exist. Upon replacement, they could be sacrificed on an item altar for buffs (should be nodrop item as they're tied to progression or access to areas).

    This makes sense because the climates aren't just weather, but seem to be magical in nature. Therefore, it would make sense that magical runes would counter said environments, and merely piling or stripping clothing alone would not save you; nor would resistances to typical elemental spells (fire resist/cold resist).

    A rune would then be temporarily socketed into each of the 5 main pieces of armor currently worn via the acclimation menu, providing the additional benefit of atmospheric resistance.
    Catibrie


  • NycteliosNyctelios Member EpicPosts: 3,827

    Dullahan said:

    Sovrath said:

    [snip]






    [snip]

    A rune would then be temporarily socketed into each of the 5 main pieces of armor currently worn via the acclimation menu, providing the additional benefit of atmospheric resistance.


    My idea would go with socketing gems on gear but removing the gems for future use would break the gear or saving the gear would destroy the gem. The gems could be tied to specific effects of specific classes and could be crafted by certain class/job. Plus possibility of potions and scrolls to emulate the effect for a short time.

    Like, lets say. A tank of certain class has a skill that increases defense for a period of time (let's call it "Stone Armor") in cold climates (or when struck by specific powers and spells that would make him freeze or cold) the skill would change to let's say "Frozen Armor" and it would gain a lesser benefit (like health regen) and a major debuff (let's say reduced move speed).

    So you could make gems that would change it in regards to gameplay. You could slot a gem and enhance both aspects, like increasing health regen but making you unable to move (let's call it "Dire Frozen Armor", I like to give names to stuff) - or reducing the both aspects, or chaning health regen to another resource regen like mana or stamina or even agro.

    And I'm talking about one possibility tied to one skill of one class.

    I think games would benefit from Guild Wars 2 skill changing mechanics regards weapon set even if you would tie it to something else, like climates or elemental effects in this case.

    If done right could make some boss fights really fun. But it would need to avoid being a collectathon to be fun to me - because if the changes would be not engaging or focused on gameplay (like, just reducing the dot) then it would be another check list of things to have in order to complete certain content.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • DullahanDullahan Member EpicPosts: 4,534
    The problem with the above method, is that you're not taking into account that these augments are actually going to be more important than most of the equipment you ever use it with. They will be hard to obtain, and increasingly so in the higher tiers.

    The other thing to bear in mind is that there will be quite a bit of situational gear, and not being able to change items and gain the benefit of the augments/runes, would make those "situations" very problematic.
    Catibrie


  • NycteliosNyctelios Member EpicPosts: 3,827
    edited April 2017


    Dullahan said:


    The problem with the above method, is that you're not taking into account that these augments are actually going to be more important than most of the equipment you ever use it with. They will be hard to obtain, and increasingly so in the higher tiers.

    The other thing to bear in mind is that there will be quite a bit of situational gear, and not being able to change items and gain the benefit of the augments/runes, would make those "situations" very problematic.




    But the point is that the gems would not neglect the environment hazards, just change the lesser beneficial effect in terms of gameplay (please don't take my example literally, is just a example for the sake of it).

    So someone without gems would be as much able to defeat the hazards than someone with them, what would change is the way (the gameplay) you would approach it.

    And I don't think they should be more important. Not more important than your skill as the player nor your gear.

    I think the game would benefit more if they would enhance the experience instead of minimizing it.
    Steam ID Discord ID: Night # 6102 - GoG ID - 

    Current playing: 
    Final Fantasy XIV: A Realm Reborn - Shadowbringers; Genshin Impact

    "There is a fine line between consideration and hesitation. The former is wisdom, the latter is fear." Izaro Phrecius, Holy Emperor of the Eternal Empire, Last of Royal Phrecius Family.
  • VorthanionVorthanion Member RarePosts: 2,715
    edited April 2017








    Distopia said:










    Rhygarth said:







    .............................................Acclimation a way of locking content behind a pointless feature.................................................................






















    Yeah it does sound like that's more about locking content behind a gear grind than an interesting climate feature. If that's the case.. Boo, I'd prefer a survival type game element over that, leading to more downtime and an easier death.








    I think what's being missed is that no one said the tier acclimation is confined to one set spot or that it's like an on/off switch of whether it affects you or not.  It could be a whole dungeon or zone.  The protection might only mitigate some of the damage so you don't die immediately.  The survival type game element would still apply in that case.  Most likely these "road blocks" would have some type of lore attached to it.  Like a Lich hiding its Phylactery in an underwater dungeon for protection or trying to kill a Fire Giant at the bottom of a Volcano.




    Yes, but in the context of their very own description, it's ultimately a gate locking mechanism for raid type content or anything with decent loot.  I'm sure this is to stroke those elite player egos, by making the unlocking process so unbearably tedious, that only no-lifers will reach those tier 3, 4 and 5 areas and raids.

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