After some discussion and feedback. I would like to add to the idea of limiting access to areas of the realm based on power level (8:15) I think the mechanic should only apply to new players. (ex. Below 10 stars) This idea is to make the new player experience more friendly and to prevent them from getting rolled before they understand the gameplay loop. It should not restrict how an experienced player plays.
No but it actually feels extremely condescending. New players constantly meet bosses they can't pass and they still try over and over again because its not interesting to do what you already can to them. And as a guy who leads a guild of mainly very new players, none of them would like such a change. Advicing not to go to areas - ok, but restricting is nonsense, especially with how hard it might be for new players to reach star because they usually run only a couple of specific "easier" classes, they wont be able to pass it for a long time (some of the most active players in my guild are
@@FaortLecring Honestly really fair point. Part of this though would be allowing progression if they do have a certain power level. So if they are 5 stars with an 8/8 they would have 0 restrictions if that makes sense.
@@TSPage i play this game because of challenge, not because i get babby sited, to me the realm rework sounds like a boring forced tutorial.. very bad idea i want to do hard content the way i want, i want to challenge my skills, DECA should stop trying to limit that they approach the problem the wrong way imo look at Path of Exile, i can do red map at lvl 70 with bad gear, and that's why this game is awesome, because you create the challenge for your self, the game is designed in a way that the progression feel natural yet you still have the choice DECA should do something similar guide the player to the content they should do, but don't restrict them quests could be split in 2, "recomanded for power level, and current threats of each zone", so now i can pick what difficulty i want - i am new, i'll stick to what is recomanded to me - i am experienced, i think this mid tier is good enough for me - i am a NPE, i want to challenge the hardest content of the game with my own skills, this danger zone quest seems good for me beacon could be colored so player can identify where THEY WANT to go, and WHAT THEY WANT to do ROTMG is about challenge and accesibility, not about baby sitting and restriction...
Not a bad idea, but I don't think noobs should be barred from entering veteran biomes. It should just be a warning on the notifications tab if you enter a biome way above your power level, but you should still be allowed to enter any area. Additionally, this warning could be disabled in settings so you aren't annoyed on every PPE.
Very well put together video! I’d be pretty speculative on the biome restrictions dependent on the character power level. Or if they do implement any restriction it’ll be only so that you can’t immediately tp to the hardest biome on a fresh character. This update still has a lot potential that hasn’t been released and I’m super excited!
As long as they give a “difficulty warning” of kinds, it shouldn’t matter. That way new players don’t teleport to some place completely impossible for them to fight in
I'd love to say gatekeeping the higher end content in the realm behind power level is a good idea, but for a veteran player, I think that takes a lot of fun out of the game. A lot of the current meta for PPE style gameplay at least is becoming skilled enough to handle the end game content without good gear or good stats in order to get some decent equips before going back to max. I think removing the option for new characters to skill check late game content in hopes of quicker progression ultimately nullifies risk for better players and only adds extra hours of what will quickly become more stale garbage if done incorrectly.
I agree to a large part, and I don't think the gatekeeping should be excessive. A 0/8 with t0 gear shouldn't be able to access the adept biomes imo, but once they hit level 20 with like t3's (power level like 25 or something, then they can progress) then make the veteran section something like power level 40 (very reasonable equips and can still be 0/8). With how difficult the veteran section will be I think that fresh 20's with 0 equips will only be able to leech. Edit: Or they could make it to where only beacons are power level locked so that you have to travel to deeper regions.
Rather than omit them from entering an area not recommended to them via the power level scale there should be a warning. Say like if each new biome could display it's name and power level upon entering and display an additional warning sign next to its power level if your's is below that. Edit: it could appear in a similar box to the tips
This video made me happy, realm is a very special heartwarming game for everyone who grow up playing, maxing and losing 8/8 chars I will hop back on realm when they update the map 100%😅
I like the idea of an NPC to give quests, but I think this already exists with the tinkerer. There are quests that require multiple marks from different dungeons, and it has not been successful in enriching the maxing experience. Your proposal gave me an idea though: what if dungeons didn't drop stat potions, but instead dropped a currency that can be exchanged for stat potions by this NPC? The amount of currency from a dungeon complete can scale with dungeon difficulty, and potions like life/mana can require more of this currency than speed/dexterity. This allows people to max by doing whatever dungeons they want to run!
I think with the tinkerer the main issue is accessibility. Because you have to go to nexus, hold 3 marks and then also go to vault to get chest rng… My hope would be no marks, and he can drop potions on the spot. I like the concept of what you’re saying, however this doesn’t encourage a variety of play. I like people “doing what they want” but that would also fall into the trap I mentioned in the video. Once the most efficient method is discovered people will just grind that over and over if speed is their concern.
some great discussion! I've been out of RotMG for a while, but maybe will return someday :) I think I'd like to hear about what the rework actually does when it comes out first though.
I agree but also disagree on some points... the current gameplay loop of -- find a busy realm, sit on the beach chatting until teleportation cooldown goes away, teleport to dungeon call outs/tp to middle of map only to find empty glands, run around looking for sprite worlds, snake pits and atk potions so I can 3/8 and stand a chance at endgame -- is getting tiresome. Beacons would make solo realm clearing much more viable and enjoyable for small groups, but I could see it being min maxed by discord andy's if implemented poorly. I somewhat agree with biome restrictions for weak/new characters, but I think they should operate more like suggestions than restrictions. The game used to do a poor job at conveying difficulty of certain events and dungeons but if they keep on improving this like they have, we'll hopefully see less light blue stars getting insta popped by Avatar. If the quests and progression guide players to content on the brink of their ability / character strength it makes for a more enjoyable experience, personally I would like to see the game teach new players about the importance of maxing certain stats, like have a character quest tell them to max their speed for a reward. All of this already exists in a roundabout, sidedoor way with tokens, battlepass missions, etc.. but to have npc's or even just UI prompts to tell new players what to prioritize would be huge. Some of the most fun I've had on this game is running mid-game dungeons on under geared characters -- A new player stands a far better chance in a Cemetery with t8 gear than they do in a lost halls with an 8/8 and WC tops. Glad battlepass missions are pushing players to experience this type of content GIVE US PPE MODE ALREADY
@TSPage theyve been really dry on updates for the past 2 years, but biomes has been present since the first testing session 3 years ago or something around that time. hell some of the biomes deca showcased are almost 1 to 1 copies of BTN's biomes, but of course no one knows about it since BTN is very underground as of now
CDIRK I'd NOT completely outclassed. IT is a direct competor to Avarice as its easier to use and the DPM of both are still nearly equall .That is my 1 nit pick.
as someone who just started this game 2 days ago i wish there was some type of recommended power for things. I always die getting 1 shot by something that is way stronger than me but i have no idea how strong stuff is till it hits me..
Great vid, really good summary of the realm rework. Just curious, what makes you think they'll release the realm rework "soon after" motmg? I hadn't heard that
There's no need to restrict players, maybe just have a warning (since there are those new Text bubbles for newbies they've implemented) for the first couple times you enter a biome that you're grossly underleveled/undermaxed for. Also I feel like they'll restrict teleporting for some reason. I don't know, being able to TP from the beach to what is supposed to be Exalt level content doesn't sit right with me; maybe you can only TP to someone within the same tier of biome as you? To avoid moving a lot, before you enter the Realm/wait in queue, you could just select which tier of biome you wish to spawn in (easy, normal, hard), with harder difficulties being locked out until you get a couple stars/experienced enough with the game. Also, Combat Levels could be used to HP scale things properly. Maybe a newbie could enter a fight he has no right being at, but he wouldn't negatively impact the other players THAT much, since the HP scaling is somewhat relative to his Combat Power (also encouraging stronger players to do their job). This way, SB could scale off of your Combat Level, and maybe getting high enough damage dealt on a boss could give you boosted loot (ofc, relative to your Combat Level) giving everyone a chance to get more loot for better gameplay.
If rotmg is good at something is that the game doesn't need to communicate to the player how the difficulty curve of the game works, it's intuitive and lets the player explore and experiment with the environment. Locking advanced areas behind forced "power walls" is unnecesary and goes against the open world nature of the realm. Why would you want to streamline the most open content of the game? To teach players? I'd say that in such case the game should show, not tell, and just let the players see what the game has to offer and how the difficulty scaling in the realm works even if it's punishing (punishment is how fun learning curves work in games, it's what non verbal tutorials use).
I don't like that because I love ppes and I can do a lost halls with t1 gear sooooo ya I don't mind if they don't give the quest but don't keep me out of end game just because I'm under gear and max
@@ShinyaTheNinja he really aint though, except for the fact that if you wanna do higher tier dungeons you'd better be in a discord server or you aint doing it generally speaking.
i absolutely LOVE the fact that they are just copying nilly's realm word for word, honestly i like it because i LOVED rotmg pservers and it sucked when they all got taken down
During the Kabam era I only played on Nilly because the vanilla game was unplayable F2P. It'd be nice if pservers made a comeback but it's probably unlikely now that vanilla is actually playable.
The game is still a rampant mess with a lot of exploiters lol. Also Deca was actually founded on the basis of acquiring realm and revitalizing it (by an ex-employee of Kabam) to lay the foundation for Deca's live service model.
8:50 my opinion is that this would change a lot, recently i saw a guy who popped around 20 public o3's getting nothing but pots when random 0/8's who leeched and just got their SB getting all the loot there was to get, just a letdown isn't it?
8:30 terrible design. What if I WANT to challenge myself on an under geared PPE? No, the ''beef gate'' nature of the challenge is enough of a deterrent. If you can beat the cazadores behind goodsprings at lvl 2, then you deserve to take the shortcut.
Make it a star requirement? Only players with certain stars can bypass the system. The idea is for new players to have a more linear experience because the current new player experience is very bad. However, when they reach let's say 15 stars they no longer have to be restricted like this. Maybe make it to where only beacons are power level restricted. So you can still travel to those areas, but you can't just instantly go there.
After some discussion and feedback. I would like to add to the idea of limiting access to areas of the realm based on power level (8:15) I think the mechanic should only apply to new players. (ex. Below 10 stars)
This idea is to make the new player experience more friendly and to prevent them from getting rolled before they understand the gameplay loop. It should not restrict how an experienced player plays.
It will very much rescrict how an experienced player maining only one class plays.
No but it actually feels extremely condescending. New players constantly meet bosses they can't pass and they still try over and over again because its not interesting to do what you already can to them. And as a guy who leads a guild of mainly very new players, none of them would like such a change. Advicing not to go to areas - ok, but restricting is nonsense, especially with how hard it might be for new players to reach star because they usually run only a couple of specific "easier" classes, they wont be able to pass it for a long time (some of the most active players in my guild are
@@FaortLecring Honestly really fair point. Part of this though would be allowing progression if they do have a certain power level. So if they are 5 stars with an 8/8 they would have 0 restrictions if that makes sense.
@@TSPage i play this game because of challenge, not because i get babby sited, to me the realm rework sounds like a boring forced tutorial.. very bad idea
i want to do hard content the way i want, i want to challenge my skills, DECA should stop trying to limit that
they approach the problem the wrong way imo
look at Path of Exile, i can do red map at lvl 70 with bad gear, and that's why this game is awesome, because you create the challenge for your self, the game is designed in a way that the progression feel natural yet you still have the choice
DECA should do something similar
guide the player to the content they should do, but don't restrict them
quests could be split in 2, "recomanded for power level, and current threats of each zone", so now i can pick what difficulty i want
- i am new, i'll stick to what is recomanded to me
- i am experienced, i think this mid tier is good enough for me
- i am a NPE, i want to challenge the hardest content of the game with my own skills, this danger zone quest seems good for me
beacon could be colored so player can identify where THEY WANT to go, and WHAT THEY WANT to do
ROTMG is about challenge and accesibility, not about baby sitting and restriction...
Not a bad idea, but I don't think noobs should be barred from entering veteran biomes. It should just be a warning on the notifications tab if you enter a biome way above your power level, but you should still be allowed to enter any area. Additionally, this warning could be disabled in settings so you aren't annoyed on every PPE.
Very well put together video! I’d be pretty speculative on the biome restrictions dependent on the character power level. Or if they do implement any restriction it’ll be only so that you can’t immediately tp to the hardest biome on a fresh character. This update still has a lot potential that hasn’t been released and I’m super excited!
Totally agree! Peep the pinned comment as I’ve pulled back a little on the initial take.
As long as they give a “difficulty warning” of kinds, it shouldn’t matter. That way new players don’t teleport to some place completely impossible for them to fight in
awsome
I'd love to say gatekeeping the higher end content in the realm behind power level is a good idea, but for a veteran player, I think that takes a lot of fun out of the game. A lot of the current meta for PPE style gameplay at least is becoming skilled enough to handle the end game content without good gear or good stats in order to get some decent equips before going back to max. I think removing the option for new characters to skill check late game content in hopes of quicker progression ultimately nullifies risk for better players and only adds extra hours of what will quickly become more stale garbage if done incorrectly.
I agree to a large part, and I don't think the gatekeeping should be excessive. A 0/8 with t0 gear shouldn't be able to access the adept biomes imo, but once they hit level 20 with like t3's (power level like 25 or something, then they can progress) then make the veteran section something like power level 40 (very reasonable equips and can still be 0/8). With how difficult the veteran section will be I think that fresh 20's with 0 equips will only be able to leech.
Edit: Or they could make it to where only beacons are power level locked so that you have to travel to deeper regions.
this update is gonna be so good I can feel the rework coming inside me
Rather than omit them from entering an area not recommended to them via the power level scale there should be a warning. Say like if each new biome could display it's name and power level upon entering and display an additional warning sign next to its power level if your's is below that.
Edit: it could appear in a similar box to the tips
Maybe even go as far to leave a constant blinking warning sign on the edge of your screen when in X biome/dungeon
Awesome video! It’s good to have professionals like you making content!!!!!
Well I wouldn’t consider myself anywhere near professional but I will take it haha.
great ideas and points shared by many in the community. Thank you for platforming this across to the developers to potentially have the ideas heard
make sure to like guys i want more content like this 😅
I like women
@@gtristan5441if you didn't you could be mentally ill
Unless you are a wome of course
This video made me happy, realm is a very special heartwarming game for everyone who grow up playing, maxing and losing 8/8 chars I will hop back on realm when they update the map 100%😅
I think there should be teleportation markers/ check points, where it is a struggle to climb to the higher floors or areas
So from what it looks like, beacons will be active for the entirety of the realms lifespan once they are reached.
awesome vids matey glad youre back
Incredible content, coming back to the game on your name
Welcome back!
I like the idea of an NPC to give quests, but I think this already exists with the tinkerer. There are quests that require multiple marks from different dungeons, and it has not been successful in enriching the maxing experience.
Your proposal gave me an idea though: what if dungeons didn't drop stat potions, but instead dropped a currency that can be exchanged for stat potions by this NPC? The amount of currency from a dungeon complete can scale with dungeon difficulty, and potions like life/mana can require more of this currency than speed/dexterity. This allows people to max by doing whatever dungeons they want to run!
I think with the tinkerer the main issue is accessibility. Because you have to go to nexus, hold 3 marks and then also go to vault to get chest rng…
My hope would be no marks, and he can drop potions on the spot.
I like the concept of what you’re saying, however this doesn’t encourage a variety of play. I like people “doing what they want” but that would also fall into the trap I mentioned in the video. Once the most efficient method is discovered people will just grind that over and over if speed is their concern.
If you have any questions about changes or ideas I discussed, I read every comment and will respond!
Bro comes back after a year and just starts blessing us with banger after banger wtf
Hype
some great discussion! I've been out of RotMG for a while, but maybe will return someday :) I think I'd like to hear about what the rework actually does when it comes out first though.
I will be one of the first to post! If it's good and worth returning for... I'll let you know. If it's ass... you'll know.
This is really entertaining content, this makes me want to play ROTMG again hehe :)
I agree but also disagree on some points... the current gameplay loop of -- find a busy realm, sit on the beach chatting until teleportation cooldown goes away, teleport to dungeon call outs/tp to middle of map only to find empty glands, run around looking for sprite worlds, snake pits and atk potions so I can 3/8 and stand a chance at endgame -- is getting tiresome. Beacons would make solo realm clearing much more viable and enjoyable for small groups, but I could see it being min maxed by discord andy's if implemented poorly. I somewhat agree with biome restrictions for weak/new characters, but I think they should operate more like suggestions than restrictions. The game used to do a poor job at conveying difficulty of certain events and dungeons but if they keep on improving this like they have, we'll hopefully see less light blue stars getting insta popped by Avatar. If the quests and progression guide players to content on the brink of their ability / character strength it makes for a more enjoyable experience, personally I would like to see the game teach new players about the importance of maxing certain stats, like have a character quest tell them to max their speed for a reward. All of this already exists in a roundabout, sidedoor way with tokens, battlepass missions, etc.. but to have npc's or even just UI prompts to tell new players what to prioritize would be huge. Some of the most fun I've had on this game is running mid-game dungeons on under geared characters -- A new player stands a far better chance in a Cemetery with t8 gear than they do in a lost halls with an 8/8 and WC tops. Glad battlepass missions are pushing players to experience this type of content GIVE US PPE MODE ALREADY
Great vid, just came back to rotmg after years of not playing
Excited for the future
thats well known! thank you!
Nice video! Instantly subbed 😊
Great video & music! But isn't the NPC quest reward system basically already there in the form of seasonal missions which give potions already?
this idea is great and DEFINITELY NOT blatantly stealing from aced games with their beneath the nexus's ideas
I haven’t played in like 3 years so I wouldn’t know. Although I was keeping up with BtN for a while. I just hadn’t seen anything at all recently.
@TSPage theyve been really dry on updates for the past 2 years, but biomes has been present since the first testing session 3 years ago or something around that time. hell some of the biomes deca showcased are almost 1 to 1 copies of BTN's biomes, but of course no one knows about it since BTN is very underground as of now
Thank you for reminding me to comeback to this game after enjoying my life
but really thanks for the videos
Very good explanation and edition
CDIRK I'd NOT completely outclassed. IT is a direct competor to Avarice as its easier to use and the DPM of both are still nearly equall .That is my 1 nit pick.
Yeah, they did buff a lot of them so it wasn't as big of a point. But ray katana...
Crazy
Great video
I'll come back from my 2-3 year hiatus when this happens
as someone who just started this game 2 days ago i wish there was some type of recommended power for things. I always die getting 1 shot by something that is way stronger than me but i have no idea how strong stuff is till it hits me..
Great vid, really good summary of the realm rework. Just curious, what makes you think they'll release the realm rework "soon after" motmg? I hadn't heard that
Kinda relative. I have reason to believe they are targeting the release by the end of 2023 or early 24.
@@TSPage i agree, it's a fair assumption. Was just wondering if they made a statement on release date that I had missed. Thanks
Amazing video dude, keep it up!
Great video!!!
Hopefully they changing white bag drop chances too
I hope they update the Marks system too.
AWESOME VIDEO
There's no need to restrict players, maybe just have a warning (since there are those new Text bubbles for newbies they've implemented) for the first couple times you enter a biome that you're grossly underleveled/undermaxed for. Also I feel like they'll restrict teleporting for some reason. I don't know, being able to TP from the beach to what is supposed to be Exalt level content doesn't sit right with me; maybe you can only TP to someone within the same tier of biome as you? To avoid moving a lot, before you enter the Realm/wait in queue, you could just select which tier of biome you wish to spawn in (easy, normal, hard), with harder difficulties being locked out until you get a couple stars/experienced enough with the game.
Also, Combat Levels could be used to HP scale things properly. Maybe a newbie could enter a fight he has no right being at, but he wouldn't negatively impact the other players THAT much, since the HP scaling is somewhat relative to his Combat Power (also encouraging stronger players to do their job). This way, SB could scale off of your Combat Level, and maybe getting high enough damage dealt on a boss could give you boosted loot (ofc, relative to your Combat Level) giving everyone a chance to get more loot for better gameplay.
its the guy i played with on overwatch!
Probably 😂😂
"Somewhat decent character" while holding some items ive never had lol
If rotmg is good at something is that the game doesn't need to communicate to the player how the difficulty curve of the game works, it's intuitive and lets the player explore and experiment with the environment. Locking advanced areas behind forced "power walls" is unnecesary and goes against the open world nature of the realm. Why would you want to streamline the most open content of the game? To teach players? I'd say that in such case the game should show, not tell, and just let the players see what the game has to offer and how the difficulty scaling in the realm works even if it's punishing (punishment is how fun learning curves work in games, it's what non verbal tutorials use).
very nice video thank you
good video
what musics you use they are so great !!! specially the first one !
When Realm Rework?!?!
Realm rework just screams darza's dominion for me
i dont like the biome lock idea, i feel like it would be annoying for no new players, all the other features sound kick ass
I’ve pulled back a little, peep the pinned comment and lmk what you think.
when is this happening?
When is the release date of the rework I search but didn't find anything
Do we have a date for the update?
Save the realm campaign!!!!
Deca would never kill disc runs
while gatekeeping and the elitist discord meta sucks, its really deca's fault for designing the game in a way that forces players to do this.
Yeah, but I also think the majority of the structure that encourages it is older than deca.
Fianally i can be nice at the game
although deca did nearly almost kill the game at one point.
Au server rejoice no more dead realms
I don't like that because I love ppes and I can do a lost halls with t1 gear sooooo ya I don't mind if they don't give the quest but don't keep me out of end game just because I'm under gear and max
Still not here...
Yeaaa…. :/
i stopped played when deca bought realm
youre missing out
@@ShinyaTheNinja he really aint though, except for the fact that if you wanna do higher tier dungeons you'd better be in a discord server or you aint doing it generally speaking.
I know it sounds terrible but I e died on so many 8/8’s I wish they’d just sell apples for 5$ I’d buy 😢
Level 20 potions are $5… idk about apples lmaooo
i absolutely LOVE the fact that they are just copying nilly's realm word for word, honestly i like it because i LOVED rotmg pservers and it sucked when they all got taken down
I only played on some of the earlier versions of Nilly’s but idr biomes being implemented like this. What year was that a thing?
During the Kabam era I only played on Nilly because the vanilla game was unplayable F2P. It'd be nice if pservers made a comeback but it's probably unlikely now that vanilla is actually playable.
The game is still a rampant mess with a lot of exploiters lol.
Also Deca was actually founded on the basis of acquiring realm and revitalizing it (by an ex-employee of Kabam) to lay the foundation for Deca's live service model.
True… but some of the stuff from back then was DIFFERENT kinda busted.
8:50 my opinion is that this would change a lot, recently i saw a guy who popped around 20 public o3's getting nothing but pots when random 0/8's who leeched and just got their SB getting all the loot there was to get, just a letdown isn't it?
At this point RotMG should die and RotMG 2 come out
8:30 terrible design. What if I WANT to challenge myself on an under geared PPE? No, the ''beef gate'' nature of the challenge is enough of a deterrent. If you can beat the cazadores behind goodsprings at lvl 2, then you deserve to take the shortcut.
Make it a star requirement? Only players with certain stars can bypass the system. The idea is for new players to have a more linear experience because the current new player experience is very bad. However, when they reach let's say 15 stars they no longer have to be restricted like this.
Maybe make it to where only beacons are power level restricted. So you can still travel to those areas, but you can't just instantly go there.
all the updates just look stolen from ROTF
didnt like the rework :c
Old ROTMG was much better.
the REAL DOWNFALL for this game was Deca.
Great video