Bit of precursor/setup for this conversation. After/during the discussion about House Gear
I brought up the question of whether or not the game would support Vanity armor. @SecretOwl
correctly brought up that this would have a negative impact on the previously dev stated ideal that a player's gear should give an opponent an idea of their build/stats. My counter-argument to this is that if a build or couple of builds become prominent, then its going to cause everyone to begin to look the same and remove some of the 'Role Playing'-ness of the game. I think we seemed to come to an agreement that as long as there was a 'peak' function that would allow you to view your opponents actual
gear then vanity gear would be helpful because it would encourage playing/crafting gear to outfit a character in a unique way, much like WoW's transmogrification update encouraged players to go back and run dungeons to gain unique pieces of gear, regardless of stats (because WoW began to experience the 'everyone looks the same' bit I was worried about.) For this bit another player mentioned perhaps the ability to 'scout' an opponent before the battle, which again would allow you to see their actual gear instead of vanity gear.
On this note: House vanity gear would be awesome
because it could allow each house member to outfit themselves in a way that represented their house's ideology (e.g. a set of vanity plate mail for members of the Sword 'n Board house, a Cloak and Cowl getup for members of the Snake and Dagger house). It would also provide something for players to do in their downtime... which leads into the question @TheWizard
asked "So lets talk about what endgame SHOULD do to keep an enthusiast engaged"
So fellow Exiles, how do you think the game should keep players engaged? Below are my thoughts, but I'm one person, so definitely chime in with your own ideas, and express any thoughts you might have on the proposed ideas. If a particular idea takes off, we might consider starting another thread specifically for that.
My thoughts:House vanity gear:
(Specific Idea) Once you reach a certain tier in the house you gain access to the house regalia crafting plans. As previously stated this gear would reflect the ideology of the house. House Honor Quests:
(General idea with specific goal) Each house has an ideology and desire to increase their fame/honor/prestige/reputation among those living in Embermark. Toward this end each house could offer themed quests to its members: protection, revenge, discovery, etc. (I'm still not totally up to date with the houses, so this is broad scale guessing on themes).House Sabotage Quests:
(General Idea with specific goal). This is the inverse, and specifically PvP themed, verison of the above. Each house might wish to hinder the others in specific ways, and thus will dispatch their members to attack other house members, sabotage other house efforts (Interesting idea: success/participation of these quests might dictate the difficulty other house's Honor Quests are. this could offer a sort of Meta House compeition).Follower Recruitment/Improvement:
(Specific idea, general goal). The game I find myself playing most right now on iOS is Star Wars: Galaxy of Heroes. Its a now standard Dungeon Boss/Summoner's War clone with a SW theme, but the thing I like about it over those is there is a way to very deliberately work toward recruiting/improving a broad number of characters. This means that each day I may not hit a particular goal, but I am making measurable progress
. In that same vain there could be quests specifically to help recruit a powerful follower, or to improve the effectiveness of another follower.
: (Very general wish) As I'm guessing the Lore of this game will be deep and expanding, quests allowing us to discover more lore about particular regions of Embermark. This could also be used as a launching off point to discover even more quests. (So moving from general knowledge of an area to a specific story/lore reveal quest).Arena:
(PvP for Resources/Loot) Some enterprising individual somewhere set up an arena where those who enjoy it can participate in combat against others in return for rewards. This idea sprouts directly from the arena in GoH where you fight for rank, and at a certain time of day/week you are rewarded with resources based on that rank. The one aspect of this I don't like is that it has the potential to allow for snowballing (e.g. a player who attains a high rank gets more resources that allows them to increase their ability to maintain that rank, while lower ranks get fewer resources, and therefore increase the already existing power/resource gap. So it needs to be balanced)
I would also LOVE to see the endgame engagement be a mix of PvP, PvE, Crafting, Story, and misc quests with a variety of goals.