Ashes of Creation Just SOLVED The Meta-Gaming Problem



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With meta gaming degenerating the fun of modern MMORPGs, Ashes of Creation steps up to the plate with their new StoryArc system introduces ANOTHER way to prevent min/maxers ruining the fun of your average players.
Today, we’ll discuss this system in detail with some backup from one of Intrepids Devs from this months livestream.

Apologies for the delay in uploads my friends. Struggling real bad with a little bit of burnout, I’m good though! I appreciate your continued support and the regular upload schedule should be back to normal with another Chronicles of Copium!
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39 thoughts on “Ashes of Creation Just SOLVED The Meta-Gaming Problem”

  1. Apologies for the delay in uploads my friends 🙏 Struggling real bad with a little bit of burnout, I'm good though! I appreciate your continued support and the regular upload schedule should be back to normal with another Chronicles of Copium in a couple of days!
    Come join the discord: https://discord.gg/muwNp8NhbB

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  2. Meta's wouldn't exist if developers stopped forcing balancing in the wrong ways. They create meta's through their lack of understanding how to balance. Generally the idea that everyone is the hero is the biggest issue.

    In a great game, everyone woudl have their own playstyle and everyone would have strengths and weakness. A fire mage would be weak to water magic and water based monsters. So a fire mage isn't going to be able to solo the water temple dungeon…. its just not possible. In regards to PvP while the fire mage is weak to the enemy water mage, another player using a lightening mage would be able to take down the water mage. Balance comes from team play instead of 1v1 fights.

    Typical MMORPGS tend to go the hero route, as in you are an unstoppable force. So in relation to pokemon, it would be like taking away the strengths and weakness system and instead rely only on abilities. Thus you get a meta build because only 1 skill is viable for whole game progression. Instead MMO's should have strengths and weaknesses with players based on how they chose to play. A hardcore tank wont do any damage. But out in the world will exist someone who has no defense and all damage who, when fighting that tank, would be a fair fight. But not every fight will be fair. as it should be. the issue with modern mmos is the idea that it has to always be fair. so the developers do all this work to balance it but end up developing a meta which is used to win….. that's why they suck at making games.

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  3. The worst feature visible in the videos is the enemy npc fixed on the ground as if it were a pole, he doesn't deviate, he doesn't react. No AI? Another bad feature is the fixed camera behind the character. All this toughens the game, the animations are still pretty bad.

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  4. i appreciate them using other games as the point of reference as well cause that feels waaaaaaay more natural when talking to players
    i am slightly worried about meta builds being the only 'accepted' thing for doing content assuming everything is within reason of balance

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  5. Why hasn't any one tried actual time based mechanics that sprawl out over like 3 months then a resting period then reset. We see seasonal events that only happen once a year. It would kill zerging and most issues. Then maybe it's open for like 2 months after that that rolls into a final phase. Also it would give you time to level as you know it's going on. 🤔 Idk could be interesting.

    Or something like a dungeon that has 12 " cycles " the dungeon is different each month ( with a final reward of doing them all) it could be as easy as blocking and opening different paths. I could see it being annoying if you use it as a gatekeep for items. But as a side idea I think it could be very cool. And it could have a progressing story or lore that you discover as it opens up, even if it's all done with seeing art on the walls or items/books. ( At least this will guarantee new content for 12 months also) I don't like scaling but if you had it only for these type of dungeons it would work well.
    You could even make a reason for it to be changing monthly, like the suns yearly orbit interacts with these old ancient reflectors that open the doors.

    Idk,I have so many ideas can we just try things! We don't need to same stuff over and over. We won't mine diamonds if we never dig.

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  6. You say meta mentality is one of the worst most soul crushing things to ever happen to gamers while you're sitting into of a monument to pizza and pepsi. My guy this is the first video I've ever seen of yours and you already defeated your point in the first scene.

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  7. MMORPGs don't need quests nor story, besides the lore and some minimal quests for class change like in Lineage 2, which should be very important and challenging. Maybe some quests for guilds or for alliances or to give the player something important, not farming random shit. The important aspect of the game should be good combat with a good system for an MMORPG.

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  8. If the quest and story thing is optional…..then it's fine, but if it giving you more than just killing random monsters or whatever, then it's not really good for the game and if it is locked behind time gates or any type of lock, then is crap. I don't need quests, I just need to kill stuff, why people think quests are relevant? quests are a thing for Theme park modern player who wants these single player games in the MMORPG shell.

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  9. You can easily side-step the story ark min/max issue by making different builds better in different dungeons and raids. AKA: Elemental and status effect strenghts and weaknesses.
    Example: Some humanoid based raid could benefit most from CC secondary classes like the rogue, while some elemental creature dungeon has like 80% CC reduction on all mobs.

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  10. I believe that meta in PVP is in fact solvable a lot easier than in PVE. You just need to look at the most ballanced large combat games – the RTS genre, specificaly StarCraft. In SC each unit counters and is countered by others. Each unit has a place in the game as it serves a unique purpose and none are the best as they have counters that just delete them.

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  11. Meta gaming is indelible for PvP games because if you do not follow guides, your fellow players will give you sh*t until you leave. And if they don't then you are in a guild that will lose lose lose and then more losing. Only in PvE can you even hope for lessening meta gaming at all. Even if there were mechanics to randomize certain parts of the game, people will simply rage, delete and retry until they get their wanted meta build or quit the game.

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  12. I never really understood the meta hate. All games will have their own best and worst ways to play, but also counter play options and situational modifiers. Some games are worse than others in this area (a few years ago, GW2 was nearly unplayable without a guide, might still be), but its an inevitable part of any game. Even older MMOs, pre-YT had metas, it was just harder for the average person to know without a guild helping them. If anything, guides and the like now help casual players even the playing field.

    That said, I'm glad AoC is going to provide a wide array of options. The more options we have and the more build paths there are, the more varied the meta will be. Everything you covered in this video looks and sounds great.

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  13. I imagine that if the game comes out good he will make so many memes about the fact that we were not coping and the main meme will become that we are not filthy copers

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  14. It might help if you choose gameplay that is somewhat less intensive when discussing topics like this. It's really distracting when there is a lot happening on the screen when that has nothing to do with what you're saying

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