Yes, and I’d love to see some evidence that it will be finished, but it looks less and less likely with each successive update that doesn’t do anything about them… That said, after (I think it was) chapter 1 of AoW, I thought we were going to be stuck with legendaries at the ‘grey goo’ stage that many of us had warned for years would be the result of the constant calls for nerfs - but they did then continue to fix them (I dislike some of the decisions made, but at least they were made) I’m not denying anything about Funcom’s record, I just still have hope that some promises may get fulfilled - the question of what and how is the one that will ultimately decide how long I stick with the game.
And again, the best I can suggest is (supposedly) finishing stuff they ‘ran out of time on’ is meant to be what ch4 is about. That’s a big part of why I’m still at the ‘withholding judgement’ stage. If they do a decent job of focusing ch4 on the fixing and finishing and don’t magpie off after the latest shiny thing, then that may be a good sign for the future. If it turns out to be more incomplete new ideas instead, then I’ll probably be grabbing a pitchfork too.
They’re calling the new mechanic “The Purge”, but it isn’t, by far. Not only is the gameplay entirely different – and quite inferior, from what I’ve seen – but it also doesn’t fit with what they described in their own freaking in-game lore.
Personally, I’ve found the gameplay to be an improvement - I’m not a big fan of the new purge, but I still prefer it to the old one - at least this one actually attacks (my experience - I’m aware others have had the opposite result) rather than just milling around about 100 yards away from my base (or spawning on an island with no physical connection to my base - that one took a while to find lol).
As for the lore - I’d argue the new one is closer - they may not ‘ride across the land burning and looting’ - but at least they are clearly sent by Thoth-Amon rather than just being some random collection of local animals…
The hallmark of good game design is to make the mechanic interesting enough to be a more enjoyable alternative than cheesing.
Agreed - but then, I’ve never found the purge an interesting or rewarding mechanic. I don’t find the new version interesting or rewarding either (just a bit moreso than the old one)
I’ve written about intrinsic and extrinsic incentives elsewhere, but I’m too lazy to look for it. I’ll find it later and update this post with a link
Intrinsic vs extrinsic was actually something I was thinking about with regards to that section - a youtuber called Whitelight makes some good use of it in his AC Black Flag retrospective (essentially, combat in that game is, at base, easy and potentially uninteresting - counter-kill, rinse-repeat - but there’s added depth from trying to do the ‘cool things’). I’m not a fan of game design relying on that - it puts too much of the responsibility on the player - but I’m also not a fan of players ‘solving’ a particular mechanic and then immediately claiming it’s boring because they are able to beat it by the ‘established method’. I haven’t built one of these ‘maze’ bases - my purge base has a straight line up a staircase to the treasure room with a single door. To get there they just have to get past me and then a couple of thralls on each of two landings. It seemed more fun that way Of course, it would be far more fun if thralls and combat weren’t so jacked up right now, but those are different issues from the purge itself. As for whether it is or isn’t continuing to be fixed - if you define the purge as the old mechanic, then sure it isn’t - but in theory the new system is supposed to still be being worked on…
neither the intrinsic nor the extrinsic incentives of the new “purge” are worth it, and that’s a problem.
There are whole games built around just this mechanic, and I find it uninteresting there as well. I’m really not sure how much the problem is the execution, and how much it’s just the basic premise itself.
As for the rest - I’m in broad agreement on many of the points - as I said, I’m not suggesting those interpretations are ‘how it is’ - just disagreeing that the versions Pugilist offered were any more absolute. Their broad thesis is one I agree with - Funcom has a history of trying things, not finishing them and then moving on - but that isn’t necessarily the only interpretation.