Staff_Julie just liked this post, so maybe this will get a statement soon!
I want to throw my two cents into the mix. I have been a long time gamer and played many mmos. I have livestreamed for 4 years as well as make youtube vids. Long story short I have seen alot in the gaming world. One thing I can add to this is that you are dealing with the western world. We thrive on choices in everything, including our games. You could make the argument that ToS is a harcore game that if you make build mistakes, you should have to reroll. But think about how off putting that is to hear for players who want to try out ToS who didnt play in the betas or who are new to the game altogether. If that doesnt put them off then as soon as they get into the game and see that it isnt not the fastest leveling game for the common casual player, the idea of no reset will most likely put them off. You can spend all day putting a build down on paper but until you actually use it, you wont really know if its any good. On top of that, your planning a build for end game without even knowing what you will need to level. I have re-rolled 4 times now and I will be honest on the reason why. The build looked good on paper and in my head, but as I was leveling I would realize that I needed more AOE, or more single target and I would adjust accordingly, all the while screwing up the end game build in the process.
What I recommend is a 1 circle reset. We do not need to have a full class reset, just a simple circle reset for the recent circle selection. You could even go as far as to allow a grace period up to 10 skill points. 10 skill points into a class is more than enough to decide if the class is what you thought it would be.
You have to give casual players a chance to make mistakes and fix them as well as the more hardcore players. According to steam stats ToS has over 500,000 copies sold but only about 13,000 people playing at any given time. For a game so new on steam with that many copies sold already should have higher numbers than that. There is a reason the numbers are not higher. I think many people have stopped playing due to dumping time in and then realizing they have to re-roll now and donât get to take most of the progress with them to the new character, such as silver. They are probly just checking the updates on steam and patch notes waiting and hoping for the âCircle Resetâ to be announced
If you cater to only the hardcore players, you will find yourself in a pretty empty game and eventually leave yourself due to lack of players. Also, I think it is a bit odd to ask the âwestern playerbaseâ guild leaders to be a certain class. That is very off putting to make guild leaders choose a certain class and level it pretty high to even form a guild. There needs to be a happy middle ground we can come up with for the game to survive in the western world.
Also, we love dungeons. We need more than 2 runs (3 with token). That is a little ridiculous. Dungeons are one of the staples in an MMORPG. Limiting to so few a day is hard to swallow for alot of people, and that is what we want in our mmos right? Alot of people playing it.
That assumes that everyone who doesnt mind rerolling played in the beta tho, or isnt new to the game.
It also assume that you --must-- reroll, but why?
Why is it to so important that you canât have ââbuild mistakesââ?
One could argue that only the ââhardcoreââ would care this much for ââperfectionââ in a game.
To me that sounds like every RPG, ever. But how many of those RPGs allow resets? And how many others are ââhave a fun time replaying the game, with the countless options of customization we are offering youââ
How many times have you replayed say, Mass Effect for its story? (which is quite good) And how many times have you replayed it because you wanted to try a different class? (and got to enjoy the story again, in the process)
But why would someone even try to build for endgame if you donât know what endgame is? While trying to make a build that will be really great is understandable, doing so without any experience ââas a noobââ or a new player, sounds almost arrogant.
And since the game is new, who isnât a âânoobââ at this point?
That is looking at things in the wrong way. Having these experiences is learning, learning all that knowledge you presumed to know, but donât know. Because this is a new game and you are a noob (like the rest of us).
Yes, it sounds harsh. But thatâs the reality. And something that is often lacking in ââthe western gaming worldââ these days, is a reality check.
How did you feel about making an âendgame buildâ after getting some experience?
Whether you make a mistake or not all comes down to whether your focus is competitive play or to enjoy the game, regardless of ââmin/maxingââ. It is only naturaly that with a more competitive mindset, more (time) investment is required.
I feel that a lot of the arguments on the topic ignore this.
Itâs a player who tells themselves â'Iâve screwed up, Iâve done something wrongââ, itâs not the game that prevents them from literally doing things because of a wrong stats or skill choice, or class choice.
Where in this day and age has a players confidence in their choices gone? As I see it, many requests for features such as resets stem from this problem. Lack of confidence in ones own choices made playing the game.
And that is strange. Was not Mass Effect applouded by the western gaming community for itâs choices that had (some) consequences? And was not the final entry in the series shot down because choices had little to no consequences?
How then, can you argue that Western gamers want to be able to redo their mistakes, when they ask for consequences to their actions?
I donât like this idea either. I would prefer if [Templar] was a class that any of the base classes could pick. But how is this at all related to ââwestern playersââ?
By which I assume you mean the modern day incarnation of dungeons, the ââInstanced Dungeonââ.
For what purpose? To gain experience points? Or to gain items? For cool events that doesnt really give either, but are fun?
You canât simply say:
ââwe need more dungeonsââ without giving a reason why we would need them. That is a little ridiculous.
Personally I agree with giving more dungeon (uses) to be done, but rather to keep the current limit (just make it per individual dungeon, rather then all).
3 Dungeons per day? Itâs hard to swallow that for a lot of people doing that each day is what we want in our mmos.
I know that many got sick to death with having to do their ââdaily dungeonsââ each day, every day. Doing a lot of dungeons can be enjoyable for some, and not so enjoyable for others.
I think itâs great mistake to generalize and think: ââmore dungeons is always goodââ
Would I mind if we had a greater limit on dungeons? No, I would not, not at all. But there should be some limit, or people would rush everything faster and as a result quit the game faster.
How fast do you feel players would have been bored (or burned out) in WoW, if raids had no weekly reset, but a daily reset?
Lastly. Most gamers are neither casual nor hardcore, and have a playtime or investment (which ever defination of casual/hardcore you prefer) somewhere in between. Catering to ââhardcore playersââ would leave the game empty just as surely as catering to ââcasual playersââ would.
Your opinions are valid as well as mine. What you may consider fun, others may not consider fun. With very limited linear progression, the fun factor in replay-ability for ToS would be based on the individual player.
End game build and building for endgame are two different things. End game build as I am referring to is the finished skill build you have mapped out. It is not arrogant to have a build goal mapped out. It is also not a lack of confidence if you stray from that only find out the skills do not work the way you thought they would.
Also, ill add this. It isnt about what some want and others do not want in an mmo. Its about finding a balance for the player base. More dungeon runs would be great, you do not have to run them if you do not want to. But many people like to run them and would like to have more runs each day.
I would add that
People should play it for fun, the oneâs who are playing it for work are bots.
I mean, no one should spend so much time to figure out what in theory should be the best build for them, they should try it by themselves and then choose what is appropriate for their play style.
Thinking up ideas for new builds and trying them out is fun.
+(me) switch between jobs (delay of 2hr ea).
Idk if I already wrote here but: This second option is great, FFXIV have the same system and I just love it.
pls support my idea so that imc will impliment it
Iâm not fully for the idea of a reset where you just pick and choose, but it would be nice to have a consumable to roll back a class while keeping your character level, youâd still have to grind back what you lost, but wouldnât be too punishing
reason for class reset
Thereâs no new player now, so IMC must make old player stay
Class reset is a good idea for old player
Best way that everyone could agree on would be:
IMC makes a fixed baselevel per rank-table.
People can reset back to whatever rank they wish to fix, however, the base level will decrease according to the preset table,too.
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This would make rerolling more rewarding if you messed up at an early stage ingame because youâd have quest/expcards to lvl up faster
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This would make resetting better at later levels/ranks and viable if âgamebreakingâ changes come with future updates, because ToS is still in beta (and probably wonât ever leave beta phaseâŚ)
The item itself should be given out once for everyone when he buys his 1st Token and then limited to once/twice a year (depending on the update speed of the game, via TP shop/bundle) when a new rank update hits the shores. This would be more than enough for the normal player, brings more disadvantages than advantages (unless you play alot to farm enough EXP cards) and wouldnât become overpowered.
I agree with the reset of rank, a lot of people work and have little time to devote to the game, not to mention the meta constantly changes, but Iâm against being for TP, this game has many advantages for those who uses TP, should be a form that works for all players.