Player enemy visual Health Bar update on hit.

Post by Flanker on 2024-09-16 05:37:58

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Post by Noaani on 2024-09-16 07:00:19

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Post by Ludullu on 2024-09-16 07:56:28

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In other words, that is the only reason. This only reason applies only to healers, because they're the only ones who can directly heal a dude (at least in no way do I expect cleric augments to let people heal random greens). Then it only applies to those healers who're willing to help random passerby. Then it only applies to those healers that manage to come across random greens who have no help and just so happen to be at low hp or surrounded by several mobs.

To me, all that filtering of this kind of situation is literally the same as the amount of abusers of the system we're proposing. Except the impact of our issue applies to the perceived gameplay of the game, cause being PKed will 100% be seen as a way worse situation as "oh shit, I got too many mobs on me and there wasn't a friend around to help me out".

So you're suggesting to change an entire player behavior structure (gaining PK counts for touching greens will 100% do that) just to MAYBE have a fraction of a % more interactions of "oh, I'm a healer and I came across a dude in trouble and I'm a good enough person to help this random person in a highly competitive owpvp game :) ".

To me, that makes no god damn sense. Especially when the dude in trouble can just ask for help. To me this is the same kind of deal as Chaliux was talking about. Solo players getting stuff just because they're poor little solo players who don't want to socialize with others. If a person who got themselves into trouble is not willing to ask for help from a stranger - that's a them problem, not a system-based one.

Post by Flanker on 2024-09-16 07:57:56

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Post by Flanker on 2024-09-16 08:00:54

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Post by Noaani on 2024-09-16 08:19:59

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Post by Noaani on 2024-09-16 08:38:35

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Post by Noaani on 2024-09-16 08:44:46

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Post by Flanker on 2024-09-16 08:48:25

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Post by Ludullu on 2024-09-16 08:58:28

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Yes, and I've killed mobs around people when I saw that they had too many mobs around them (this knowledge coming purely from experience of how hard those mobs were).

But you know what I experienced quite often when I did that? The other player would complain that I stole his mobs. Because L2 is a competitive game. Mobs give loot there, so if someone takes your mobs - they've taken your loot.

We'll obviously have to see if Ashes mobs will be nearly as valuable as that, but if they're not, then I really still got no damn clue what the gameplay loop is supposed to be in this game.
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We'll just have to see how quickly people will start complaining during testing when we prove that visible hp is a problem. And then how quickly Intrepid will call what we do "harassment".

And then I'll be ultimately right, because this is exactly what I've been predicting in relation to this design for months now. People will complain because the design allows this. Then Intrepid will overcorrect as a response (as they've already proven to do with the A2 key bundles). And then we'll get a way harsher corruption system balancing than what it already is (i.e. way harsher than what L2 had).

Iccer said that AA didn't have the kind of value on mobs that L2 had (the last part here is my comparative addition to what iccer said), so of course there'd be literally no reason for people to use the kind of tactics we're talking about.

In Ashes, people will be dropping loot on death. They'll drop more if they die to mobs. And it remains to be seen if the mobs themselves are valuable. But even w/o value on mobs - people will 100% do their best to kill people through mobs to get some nice free loot from them. And then the victim will either have to flag up (which would simply mean a free pvp for the attacker) or they'll suffer the penalties and will complain about those as well.

Azherae told me to try and decrase my comparisons to L2, cause it's not anywhere near the same game, but I feel like comparison to AA would be even worse, cause it's not the same game even more in this context. The level of day-to-day competitiveness (i.e. not only bosses or risky trade runs) in AA seems to have been abysmally low as compared to L2's. And Azherae herself said that there's already more reasons to kill a person in Ashes, which will only increase day-to-day competitiveness.

I personally don't want the corruption system to get drastically changed. But I do believe that it will be, if the green health remains visible. Testing will show how right or wrong I am.

Post by Flanker on 2024-09-16 09:03:13

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Post by Flanker on 2024-09-16 09:47:52

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Post by Noaani on 2024-09-16 10:29:13

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Post by Flanker on 2024-09-16 11:10:34

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Post by Noaani on 2024-09-16 11:24:48

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Post by Flanker on 2024-09-16 11:29:11

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Post by Ludullu on 2024-09-16 13:32:19

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But I'd never know if them being at low hp is fine. In L2 there was a class that would excel at dmg if they were at low hp. And if they're surrounded by mobs I wouldn't even be able to see what class they are, so I'd be directly stealing mobs from someone who's at their peak performance.

And I myself have been in countless situations where I was at super low hp, but I was still doing fine and it was a calculated risk to go that low.

In Ashes there'll be even more vagueness in these kinds of situations, because you'd never know what kind of augments the person has or what kind of build. But the fact of you taking their mobs will always be true.

And this is exactly why I said that if someone's running away from mobs - they're not farming them, which means it's way more ok to take them. Though even then, there's a chance that they're just kiting those mobs to avoid going too low.

Btw, that class I talked about would also curse out a healer that would've healed them, if the healer saw the hp and thought to himself "oh damn, I gotta help out this poor person".

In other words, survival of solo players are their own problem. If they need help - they can ask. If they die - that's their own fault, unless the exact thing that we want to minimize happens.

Post by Flanker on 2024-09-16 13:40:05

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Post by Ludullu on 2024-09-16 13:43:43

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The main obvious counterargument would be "Ashes might not have those kinds of abilities/designs, so it's pointless to use them as examples", but I sure as hell hope that kind of stuff is in the game, because it deepens gameplay and also matches risk/reward ideation of the game.

Post by Flanker on 2024-09-16 13:51:14

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Post by nanfoodle on 2024-09-16 14:21:31

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Post by SmileGurney on 2024-09-16 15:10:50

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Post by Flanker on 2024-09-16 15:58:43

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Post by SmileGurney on 2024-09-16 16:34:56

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Post by Ludullu on 2024-09-16 16:41:11

Do that for anyone who has ever appeared on a BH map and make this function a node feature that mayors gotta implement and citizens gotta support. Npc guards would be stationed around the node's zoi and shout in chat if a person, that's been on the BH list several times in the past, runs in their vicinity.

Post by Flanker on 2024-09-16 16:42:40

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Post by SmileGurney on 2024-09-16 16:54:03

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Post by Flanker on 2024-09-16 17:12:31

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Post by SmileGurney on 2024-09-16 19:18:58

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Post by akabear on 2024-09-16 20:23:39

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