I think they can definitely keep the leveling and grind in while also improving quality of life aspects. Like the less “downtime” activities running to a town to heal. That’s a downtime activity compared to a grinding activity. And More help and highlighting for quests and stuff for example I think is fine if you’re not going to also have the player hit max level on day 1. Put in a group finder for quests and instances.
I think its amazing thats challenging and not just walk you with quests like you are some sort of bot with no sense of reward. You need to feel lost to discover and confused to be able to know more later. Same with speed that turns much faster
I mean i just heard comparsion of Corepunk to Lost Ark and Diablo and i cant:D I understand You can have zero idea about game You play but talking this type of staff is just too much :D As for Your points like healing/regen for me it is a plus for You its a problem, quest are ment to be like this You explore map instead of following GPS like in games You mention (Lost Ark) which are shit and dead...rest of the problems You mention are the effect of playing brain dead games that we have on the market since 10+ years? I hope they let us have at least this one game with some effort to make and dont change it to the shit we have on the market. Game is slow phase and we want this type of game everything need to be long and slow. You are just not the target of this game thats all. For me Elden Ring is this type of game. Its totally shit game for me. But alot of players love it. Im not the target. And for the "FIX" word - Corepunk dont need this type of fixes...And yes we want to grind for hours...For me and many other games is great and we want to buy it now and play it. Also You mention Lost Ark and New World at the end games that are dead lol :D check some data and stats..
Nothing is wrong with a game's mechanics being slow and/or old. I didn't mean this in a derogatory way; more from a business perspective. Quest and gameplay design that worked in 2010 doesn't work now because the market has changed. New World & Lost Ark are perfect examples of this because they have experienced player fall-off. According to Steam Charts, Lost Ark peaked at 1,300,00 players, with 22,000 concurrent players. This is not bad, but it's important data to look at because from a business perspective they could not keep more than 2% of their peak playerbase. New World peaked at 913,000 players, with 6,000 concurrent players. That in itself should show the overall health of the game and that players cannot retain interest either due to business practices, game mechanics, or some other issue. Games with healthy playerbases that experience minimal fall-off, such as Final Fantasy XIV (95,000 Peak, 72,000 Concurrent), are healthy because of multiple factors that many new MMORPGs simply don't provide. Even with this information, like I said in the video, take this opinion piece with a grain of salt! The game is only in its 2nd Alpha test so it's (hopefully) bound to improve for the future. I gave my thoughts on what I think should be improved for it to become a less tedious and more interactive game. For my final thoughts: Many people in-game during the Alpha test expressed many complaints, including about HP Regen and combat. Though you may like running back and forth to a town to heal for 5-10 minutes after every skirmish, most people do not. Thank you for the comment!
@@asmophet If You mean by saying market brain dead players with tik tok attention span of 5 seconds i agree with You. But You admit that todays MMOs all are same easy stupid and die fast. If You check how looks vanilla wow in 2004 or first albion alpha You will see the difference. Even players that play albion from the first alpha untill today and try Corepunk said that Corepunk is great game and its much better then albion in his alpha stage. The prombles with MMOs today is that there is no other type then those You mention (lost ark, NW etc.) Coprepunk is different game You play it differently and You need to learn Yourself how to play it. (like it was in early 2000 games). Also its very looong distacne game max lvl which is 40 will be done for months for casual playing player which is GOOD feature. in terms of HP regen i play alpha 1 in december 2023 alpha 2 in may 27 and now and each test they make regen much easyer to get and still players cannot figure it out so there is no problem with regen but with the players. Same thing is with questing were You NEED TO READ quest or hear it in speaker to make it. No marking just READING thats the only difference. As a example for this test my close friend stop playing after he achieve LVL 2. Two days ago i play with him in party from the begining and i show him how to play which i learn from previous tests he said this was very easy nice and fast expirience that he like. So again problem is with players not the game.
@@_Pojedzony_ The "TikTok brain" argument is plainly theoretical so I don't like to entertain that argument. Especially because, at the end of the day, the market is decided by the majority. So if the majority say they don't like the pacing of a game then it's disrespectful to wave away their opinions as simply "brainrot." Oh, and I said that new MMOs that launch in the current market die because they don't experiment or innovate, not that they are too easy or stupid. One of the biggest problems MMOs face would be pricing and business model: paid-for, subscription, or free to play. Many free-to-play MMOs experience financial instability and quality tends to fall off quickly after launch because poor business decisions will immediately reflect through microtransaction purchases. As far as the quests, I disagree. The quests provide poor direction for the player and quest navigation is near non-existent. My hope for full release is that they provide better direction for these quests and navigation. For example, rather than Zikk telling the player to simply "go north until you see my house," they could describe the appearance of the house as well. They could also provide XY coordinates to the quest tracker or an AoE marker to the map for points of interest. This would not make the game "too easy." It's a basic feature every MMO should have on launch. I'm happy you and your friend were having fun with the game! I was having fun as well, and I have hopes for it on launch. The players in-game didn't seem to be very impressed though, and if that's the sentiment that carries with the game to launch then the game may not last long. I'll definitely be revisiting CorePunk to see how it continues to do for years to come.
@@asmophet I agree that the market is decided by the majority but this is the case were Corepunk is supose to be a game for old school minority which has money and can easly pay 500$ supporter pack to Corepunk for start (im 38yo). The second point You mention show that current market and majority of players which are young and has different mind set resign from the games very fast. Were old school players can play 1 good game for 20 years and pay for it. So in terms of business model if Corepunk will took old school type players woldwide with money for long term the business part will be fine. Thats what im trying to point that we dont have this type of game to play we have expensive games for 2 weeks of gameplay...Thats why i hope Corepunk will stay like it is. Challanging and difficult and for many many years of playing. If they add features that current MMOs has it will ruin the game because old school players will not play it and current market players young ppl with tik tok attencion span will leave it after 2 weeks. For targeting my type of players is better from business point of view.
I think they can definitely keep the leveling and grind in while also improving quality of life aspects.
Like the less “downtime” activities running to a town to heal. That’s a downtime activity compared to a grinding activity. And More help and highlighting for quests and stuff for example I think is fine if you’re not going to also have the player hit max level on day 1.
Put in a group finder for quests and instances.
I think its amazing thats challenging and not just walk you with quests like you are some sort of bot with no sense of reward. You need to feel lost to discover and confused to be able to know more later. Same with speed that turns much faster
a few months back i view a video about this game with exact same criticism. i guess they havent or dont improve the game 'yet'
I mean i just heard comparsion of Corepunk to Lost Ark and Diablo and i cant:D I understand You can have zero idea about game You play but talking this type of staff is just too much :D As for Your points like healing/regen for me it is a plus for You its a problem, quest are ment to be like this You explore map instead of following GPS like in games You mention (Lost Ark) which are shit and dead...rest of the problems You mention are the effect of playing brain dead games that we have on the market since 10+ years? I hope they let us have at least this one game with some effort to make and dont change it to the shit we have on the market. Game is slow phase and we want this type of game everything need to be long and slow. You are just not the target of this game thats all. For me Elden Ring is this type of game. Its totally shit game for me. But alot of players love it. Im not the target. And for the "FIX" word - Corepunk dont need this type of fixes...And yes we want to grind for hours...For me and many other games is great and we want to buy it now and play it. Also You mention Lost Ark and New World at the end games that are dead lol :D check some data and stats..
Nothing is wrong with a game's mechanics being slow and/or old. I didn't mean this in a derogatory way; more from a business perspective. Quest and gameplay design that worked in 2010 doesn't work now because the market has changed. New World & Lost Ark are perfect examples of this because they have experienced player fall-off.
According to Steam Charts,
Lost Ark peaked at 1,300,00 players, with 22,000 concurrent players. This is not bad, but it's important data to look at because from a business perspective they could not keep more than 2% of their peak playerbase.
New World peaked at 913,000 players, with 6,000 concurrent players. That in itself should show the overall health of the game and that players cannot retain interest either due to business practices, game mechanics, or some other issue.
Games with healthy playerbases that experience minimal fall-off, such as Final Fantasy XIV (95,000 Peak, 72,000 Concurrent), are healthy because of multiple factors that many new MMORPGs simply don't provide.
Even with this information, like I said in the video, take this opinion piece with a grain of salt! The game is only in its 2nd Alpha test so it's (hopefully) bound to improve for the future. I gave my thoughts on what I think should be improved for it to become a less tedious and more interactive game.
For my final thoughts: Many people in-game during the Alpha test expressed many complaints, including about HP Regen and combat. Though you may like running back and forth to a town to heal for 5-10 minutes after every skirmish, most people do not. Thank you for the comment!
@@asmophet If You mean by saying market brain dead players with tik tok attention span of 5 seconds i agree with You. But You admit that todays MMOs all are same easy stupid and die fast. If You check how looks vanilla wow in 2004 or first albion alpha You will see the difference. Even players that play albion from the first alpha untill today and try Corepunk said that Corepunk is great game and its much better then albion in his alpha stage. The prombles with MMOs today is that there is no other type then those You mention (lost ark, NW etc.) Coprepunk is different game You play it differently and You need to learn Yourself how to play it. (like it was in early 2000 games). Also its very looong distacne game max lvl which is 40 will be done for months for casual playing player which is GOOD feature. in terms of HP regen i play alpha 1 in december 2023 alpha 2 in may 27 and now and each test they make regen much easyer to get and still players cannot figure it out so there is no problem with regen but with the players. Same thing is with questing were You NEED TO READ quest or hear it in speaker to make it. No marking just READING thats the only difference. As a example for this test my close friend stop playing after he achieve LVL 2. Two days ago i play with him in party from the begining and i show him how to play which i learn from previous tests he said this was very easy nice and fast expirience that he like. So again problem is with players not the game.
@@_Pojedzony_ The "TikTok brain" argument is plainly theoretical so I don't like to entertain that argument. Especially because, at the end of the day, the market is decided by the majority. So if the majority say they don't like the pacing of a game then it's disrespectful to wave away their opinions as simply "brainrot."
Oh, and I said that new MMOs that launch in the current market die because they don't experiment or innovate, not that they are too easy or stupid. One of the biggest problems MMOs face would be pricing and business model: paid-for, subscription, or free to play. Many free-to-play MMOs experience financial instability and quality tends to fall off quickly after launch because poor business decisions will immediately reflect through microtransaction purchases.
As far as the quests, I disagree. The quests provide poor direction for the player and quest navigation is near non-existent. My hope for full release is that they provide better direction for these quests and navigation. For example, rather than Zikk telling the player to simply "go north until you see my house," they could describe the appearance of the house as well. They could also provide XY coordinates to the quest tracker or an AoE marker to the map for points of interest. This would not make the game "too easy." It's a basic feature every MMO should have on launch.
I'm happy you and your friend were having fun with the game! I was having fun as well, and I have hopes for it on launch. The players in-game didn't seem to be very impressed though, and if that's the sentiment that carries with the game to launch then the game may not last long. I'll definitely be revisiting CorePunk to see how it continues to do for years to come.
@@asmophet I agree that the market is decided by the majority but this is the case were Corepunk is supose to be a game for old school minority which has money and can easly pay 500$ supporter pack to Corepunk for start (im 38yo). The second point You mention show that current market and majority of players which are young and has different mind set resign from the games very fast. Were old school players can play 1 good game for 20 years and pay for it. So in terms of business model if Corepunk will took old school type players woldwide with money for long term the business part will be fine. Thats what im trying to point that we dont have this type of game to play we have expensive games for 2 weeks of gameplay...Thats why i hope Corepunk will stay like it is. Challanging and difficult and for many many years of playing. If they add features that current MMOs has it will ruin the game because old school players will not play it and current market players young ppl with tik tok attencion span will leave it after 2 weeks. For targeting my type of players is better from business point of view.