As I noted earlier, nothing comes without a cost. It is simply the law of the universe -- even "free" things have a cost, whether it is readily apparent or not. Some costs are immediate, whereas some are not noticed for a while. With mentoring, it is a little of both. The price for the system is exposed on two fronts,The Leading zentai suits Distributor to Independent Pet Retailers. one shortly after implementation and the other more fully realized later on, although both involve a negative impact on gameplay.
Wait, didn't I just say mentoring was a benefit to gameplay? Nothing says it cannot be both -- depending on which vantage point is used. The mentoring system admittedly benefits those who are participating in it, but what of those players who actually like to work alone, plugging through the game without activating an easy button? (There really are still those who choose to play this way, I swear! I have seen them and even know some by name.) This is what the latter players found in the wake of mentoring: empty landscapes where once quest mobs roamed. Those without mentors are finding it nearing impossible to finish their own quests in open lands as high-powered Daevas blow through an area massacring everything.
Usually, multiple players or small groups can work alongside each other in the same area to obtain what is needed. By killing more slowly, they also have the added benefit of timely respawns -- just fight in one direction then work back again. Mentoring has changed all that; mentors kill so quickly that no one else gets the chance to hunt. The one exception to this is instances, since groups do not have to compete against each other. In short, those with mentors prosper and those without are... well... shorted. Some are now literally cringing every time they see wings by another player's name, knowing that their own gaming experience will suffer.
While the consequence of barren hunting grounds is immediate, the other negative impact of mentoring won't be felt until some time passes, and that's its effect on grouping. Think about it -- in an age increasingly bent on instant gratification, who isn't going to take advantage of using a mentor to help level up and complete quests? Sure, some will use it here and there, but how many more will use it near exclusively? Mentors get to keep all of their high-level skills and maintain the effectiveness of their high-level gear against the lower-level mobs. With this much power, they can tear through things pretty quickly while the mentee just kind of follows along, trying to keep up just with looting. Basically, these folks really get to sit back and coast on the coattails of their higher-level friends, and in doing so, they forfeit the opportunity to learn how to play their classes.
While admittedly, grouping can be a pain (especially trying to build a group to begin with), it is while grouping that players better learn how to play their classes. From learning how to time things to understanding the nuances of each class and their roles when working together to learning to react under pressure when things get difficult, players build skill and confidence while grouping. This is how you learn the little intricacies of Aion's group mechanics. All the players who speed-level under the power of mentors are going to find themselves at a disadvantage when trying to do high-level content. And who really wants to group with a healer or tank who doesn't have a good understanding of his own class? Few have the patience or desire to group with a clueless character.
Basically, the mentoring system -- if used irresponsibly -- is going to lend to an upswing in incompetent players. And what's the point in having more companions to play with if you would rather gouge your eyes out with a kerub then group with them? Before long, you are subjected to people whining in LFG chat that they can't find groups, followed by the threats of rage-quitting and general trollery. Oh, the joy.
Wait, didn't I just say mentoring was a benefit to gameplay? Nothing says it cannot be both -- depending on which vantage point is used. The mentoring system admittedly benefits those who are participating in it, but what of those players who actually like to work alone, plugging through the game without activating an easy button? (There really are still those who choose to play this way, I swear! I have seen them and even know some by name.) This is what the latter players found in the wake of mentoring: empty landscapes where once quest mobs roamed. Those without mentors are finding it nearing impossible to finish their own quests in open lands as high-powered Daevas blow through an area massacring everything.
Usually, multiple players or small groups can work alongside each other in the same area to obtain what is needed. By killing more slowly, they also have the added benefit of timely respawns -- just fight in one direction then work back again. Mentoring has changed all that; mentors kill so quickly that no one else gets the chance to hunt. The one exception to this is instances, since groups do not have to compete against each other. In short, those with mentors prosper and those without are... well... shorted. Some are now literally cringing every time they see wings by another player's name, knowing that their own gaming experience will suffer.
While the consequence of barren hunting grounds is immediate, the other negative impact of mentoring won't be felt until some time passes, and that's its effect on grouping. Think about it -- in an age increasingly bent on instant gratification, who isn't going to take advantage of using a mentor to help level up and complete quests? Sure, some will use it here and there, but how many more will use it near exclusively? Mentors get to keep all of their high-level skills and maintain the effectiveness of their high-level gear against the lower-level mobs. With this much power, they can tear through things pretty quickly while the mentee just kind of follows along, trying to keep up just with looting. Basically, these folks really get to sit back and coast on the coattails of their higher-level friends, and in doing so, they forfeit the opportunity to learn how to play their classes.
While admittedly, grouping can be a pain (especially trying to build a group to begin with), it is while grouping that players better learn how to play their classes. From learning how to time things to understanding the nuances of each class and their roles when working together to learning to react under pressure when things get difficult, players build skill and confidence while grouping. This is how you learn the little intricacies of Aion's group mechanics. All the players who speed-level under the power of mentors are going to find themselves at a disadvantage when trying to do high-level content. And who really wants to group with a healer or tank who doesn't have a good understanding of his own class? Few have the patience or desire to group with a clueless character.
Basically, the mentoring system -- if used irresponsibly -- is going to lend to an upswing in incompetent players. And what's the point in having more companions to play with if you would rather gouge your eyes out with a kerub then group with them? Before long, you are subjected to people whining in LFG chat that they can't find groups, followed by the threats of rage-quitting and general trollery. Oh, the joy.
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