Another area perma flagged for PVP?
We have not received permission from Dygz to share this post.
We have not received permission from Dygz to share this post.
We have not received permission from DarkTides to share this post.
We have not received permission from DarkTides to share the quoted post.
All I'm telling you is that as a heavy PvP player, I am less likely to decide to finally play this game because of that Open Sea Combatant Flagged PvP.
You can just go 'well, you leaving doesn't mean anything, game will still definitely succeed'. Who knows.
You just can't go 'you'd understand if you did more PvP!' because basically all I do is PvP.
Get it?
We have not received permission from Vaknar to share this post.
We have not received permission from Strevi to share this post.
We have not received permission from Abarat to share this post.
We have not received permission from Abarat to share this post.
We have not received permission from Abarat to share the quoted post.
Really? "Based on the clear statements of design intent this game, as it is now, is not for me." Is that that weird? Sure they can completely change what kind of game they're building. Sure they can decide to go back on core gameplay elements. But if they're clear about what they're going to build, and you don't like THAT? Why the hell would you go "Oh, well maybe this time I WILL like these things I always hate"?
I get "not being sure of the details", but those people aren't talking about the DETAILS. They're talking about the clear statements. The ones who ARE talking about the details tend to say "I hope it changes, but
if it stays this way
, I won't play."
If you have any breadth of experience, and know anything about yourself, you'll know at least SOME of your personal deal-breakers. You just have to check whether those are core aspects of Ashes of Creation.
We have not received permission from Abarat to share this post.
We have not received permission from Abarat to share the quoted post.
What even is this post...?
We have not received permission from Abarat to share the quoted post.
lol, not me dude.
But the idea of "players are so stupid they have no idea what they want" is just too ridiculous to let slide.
We have not received permission from Dygz to share this post.
We have not received permission from Noaani to share this post.
We have not received permission from Noaani to share the quoted post.
Would've the announcement been better if they gave concrete reasoning for the change? Or do you think that this kind of change is unacceptable during the game's development?
We have not received permission from Noaani to share this post.
We have not received permission from Noaani to share the quoted post.
What if there was some mechanic redesign that led Intrepid to believe that pvp in the seas would only work with ffa instead of a corruption-based system. And this redesign wasn't foreseen during kickstarter and was kind of a surprise for Intrepid themselves or just wasn't foreseen before proper QA testing.
Just as the Apocalypse allegedly showed that Intrepid had big backend problems for their planned combat, some kind of internal extensive testing of naval battles could've shown that only ffa would probably work. And that testing was only done somewhat recently because naval battles were the latest thing to develop.
I'm not justifying the change itself or saying that Intrepid were completely in the right, but I could definitely see ways of how the development could've gone in the direction I described and the only choices were either the one we got or no naval pvp at all (or at least a super trashy one). And the change that we've got is way closer to AoC's design than no pvp.
We have not received permission from Noaani to share this post.
We have not received permission from Noaani to share the quoted post.
What if there was some mechanic redesign that led Intrepid to believe that pvp in the seas would only work with ffa instead of a corruption-based system. And this redesign wasn't foreseen during kickstarter and was kind of a surprise for Intrepid themselves or just wasn't foreseen before proper QA testing.
Just as the Apocalypse allegedly showed that Intrepid had big backend problems for their planned combat, some kind of internal extensive testing of naval battles could've shown that only ffa would probably work. And that testing was only done somewhat recently because naval battles were the latest thing to develop.
I'm not justifying the change itself or saying that Intrepid were completely in the right, but I could definitely see ways of how the development could've gone in the direction I described and the only choices were either the one we got or no naval pvp at all (or at least a super trashy one). And the change that we've got is way closer to AoC's design than no pvp.
The problem with THIS one is that it is BORDERLINE impossible for it to be true for this specific case, I think.
In terms of straight up DESIGN, if 'the moment you leave the land via ship, this starts' could lead to someone thinking 'yeah this might be a system requirement'. But as many posters pointed out, it doesn't happen. You CAN still have entirely Naval battles with Corruption.
Any 'issues with Corruption' that would have happened in Open Seas will happen in Coastal waters. If anything I care more about them there because defending/blockading a Harbor is much more my gameplay style than 'sailing out to sea for whatever is out there'.
[The problem with THIS one is that it is BORDERLINE impossible for it to be true for this specific case, I think.
In terms of straight up DESIGN, if 'the moment you leave the land via ship, this starts' could lead to someone thinking 'yeah this might be a system requirement'. But as many posters pointed out, it doesn't happen. You CAN still have entirely Naval battles with Corruption.
Any 'issues with Corruption' that would have happened in Open Seas will happen in Coastal waters. If anything I care more about them there because defending/blockading a Harbor is much more my gameplay style than 'sailing out to sea for whatever is out there'.
True, I forgot about coastal stuff while thinking of that theoretical. So yeah, I agree that this change was definitely quite sudden and, depending on their reasoning, might've been uncalled for.
We have not received permission from Strevi to share this post.
We have not received permission from Depraved to share this post.
We have not received permission from Noaani to share this post.
We have not received permission from Depraved to share this post.
We have not received permission from Noaani to share this post.
We have not received permission from Depraved to share this post.
We have not received permission from Strevi to share this post.
We have not received permission from Noaani to share the quoted post.
Here's an example of what he's saying directly from L2. There's a BiS set for mages. Its pieces can drop from a few bosses (with a good chunk of those being epic ones that have 2-7 day respawns, and all others having 24+-3h ones) and they can also be crafted. You need mats and recipes to craft them. And while mats have a few locations that you can farm, recipes come from literally 1 kind of a mob (it's 3 mobs but they come as a group and have a shared respawn). And the chance to drop the recipe is abysmal
This group of mobs has 3 spawn location in the entire game. Literally every mage on the server would be trying to get this recipe for themselves.
And there's several examples for this kind of interaction. Bosses are controlled by bigger guilds or have fucked up respawn times and mobs are so sought after that you'd have to fight dozens of players to even get a chance to get the loot from the mob, let alone dropping the recipe itself.
You'll obviously just call this bad design, but that's a real example of what Depraved was talking about.
We have not received permission from Noaani to share this post.
We have not received permission from Depraved to share this post.