Player enemy visual Health Bar update on hit.

Post by Noaani on 2024-09-12 04:32:53

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Post by Flanker on 2024-09-12 04:43:36

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Post by Noaani on 2024-09-12 05:01:25

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Post by Diamaht on 2024-09-12 05:17:50

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Post by Flanker on 2024-09-12 05:33:52

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Post by Flanker on 2024-09-12 05:35:57

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Post by Diamaht on 2024-09-12 06:15:30

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Post by Noaani on 2024-09-12 06:31:47

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Post by Caeryl on 2024-09-12 07:18:21

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Post by Ludullu on 2024-09-12 07:29:25

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And as we've discussed before, right now I believe that a 10k-server will not have enough content to satisfy everyone competing for it.

And this doesn't even take into account the loot specializations, cause I expect certain mobs/gathering spots to have precise loot, which would not be replicated in many other spots (if any).

But we'll have to see, as always.
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My main concern has always been the ease with which people can abuse the system w/o getting punished. I do believe I admitted in the past that this will happen no matter what (well, as long as what I said above is true of course), and so having visible hp will make it super easy.

And this also helps out true dicks that don't care about the location or its loot and want just to harass people. And I got no clue how exactly Intrepid will determine what's harassment and what's "fighting over a location". People will 100% complain about both cases, cause they'll feel unfair to anyone who's not used to this interaction, but it's on Intrepid to filter these complaints and be as fair as possible to the people that ARE using this to contest a spot.

I am still of the belief that corruption will change purely because people will complain way too much that they can be attacked for free. I'll do my best to prevent that with my feedback, but there's maybe 3 or 4 similar-minded people on these forums (if even that, considering my specific set of preferences for the system), so our feedback would be drowned out instantly.

Post by JamesSunderland on 2024-09-12 07:30:19

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Post by Ludullu on 2024-09-12 07:30:51

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Steven chose to copy this part of L2's system, which means he's ok with this mechanic.

The only thing he's not ok with is repetitve application of this mechanic.
https://ashesofcreation.wiki/Definition:Griefing

Post by Caeryl on 2024-09-12 07:36:32

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Post by Ludullu on 2024-09-12 07:40:07

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Except it does work as intended, cause it wasn't even changed by NCsoft themselves, let alone Steven.
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Getting corruption is meant as the last resort action, so before resorting to that you try and do everything else to remove your competitor. And yes, those who believe they're strong enough to weather the corruption will just PK immediately.

Again, these are all interactions that happened in L2 countless times.

Post by Caeryl on 2024-09-12 07:44:55

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Post by Noaani on 2024-09-12 07:55:58

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Post by Noaani on 2024-09-12 07:57:29

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Post by Vargan on 2024-09-12 08:19:26

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Post by Kilion on 2024-09-12 08:27:19

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Post by Ludullu on 2024-09-12 08:28:20

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Yes, it's the worse mmo to anyone who expects rewards just cause they showed up and also don't want to be in a constant party in a guild that requires you to give back as much as the guild gives them.

For people on the opposite side it was the most social mmo, with the most rewarding content because you clawed your way to it through countless competitors.
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I'm too biased against any limitations on playtime value, so I dearly hope there's none of that in Ashes.

If they somehow manage to limit overfarming w/o that AND w/o pvp competition over content - I'd need to see how they accomplish that to have an opinion on the design.
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And I don't see how corruption could be balanced to still have some of it in the game, while also not have too much of it for those who're afraid of it.

If you always get corruption in case a person you attacked dies (within a certain window of time of course) - that would mean that the corruption-related penalties can't be too big, otherwise we'll get corruption-bombing like BDO had (allegedly, cause I didn't play enough of it to speak from experience).

And if those penalties are not big enough then there'll be too much PKing and all those who might still be on the fence about the system, waiting to see it in action, would just say "nah, this is too much forced pvp for me - I'm out".

So, imo, Azherae's suggestion of "green hp invisible, every other state visible" is the best possible compromise. Harassers are still crippled by green hp, so it's difficult to do the abuse I'm worried about, the pvpers see each other's hp, and not only that but the green that's being attacked also sees the hp of their attacker, so any pvper, who thinks he's strong enough to hit others while he's on low hp, could get fucked.

This way corruption penalties can still be kept relatively high, w/o making it too harsh so as to not remove it completely as an option.

Post by JamesSunderland on 2024-09-12 08:29:48

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Post by Caeryl on 2024-09-12 08:41:13

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Post by Noaani on 2024-09-12 09:09:37

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Post by Ludullu on 2024-09-12 09:11:04

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I care about the health of what Ashes wants to be, not its health as modern gamers want it to be.

There's been at least one poster who wants even solo players that just came to the boss to hit it and "help others" to get loot as well. That's great and amazing for a cooperative mmo where everyone's singing kumbaya, but Ashes will be a competitive mmo with friction, so just showing up is not meant to be rewarded.

And there's been several threads, just in the past few weeks, about how solo players should be respected and rewarded with "meaningful" content, which is also against AoC's goal of bringing back the socialness of mmos.

And I've seen at least a dozen more threads on either of those topics in the past.
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As I keep saying, it's an intended way, otherwise it wouldn't be in the game's design.
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I already gave a link on what Steven believes to be griefing. And I already brought up the question of how much "repetitiveness" will be considered griefing and what won't be.

And as I just restated to Noaani, my concern is not with the abuse of the system itself, but with the ease of that action. I want it to be difficult to achieve, but not impossible, exactly because I don't see the mechanic itself as griefing.

Also, it's you who have been calling this griefing, not me or Flanker.
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Who said we never went corrupted? As I keep saying, going corrupt is the last resort, so players will usually do everything in their power to avoid doing that. And then if all those approaches fail - you go corrupt, if the location is valuable enough.

And in Ashes corruption will have even harsher balancing, so it'll truly be the lastest of resorts, especially for anyone who's not playing on their PK alt or an alternative of one.

Post by Ludullu on 2024-09-12 09:28:46

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But doesn't this directly imply that you only have a few "important" actions a day?

To me, that's shit design. Again, purely because I'm biased against it due to having a ton of free time.
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Gear loss doesn't work against anyone who's going out with a planned PK session in mind though.

And if you remove the fear, or put it in precise limits, then PKing would increase up to that exact limit. Keeping it nebulous decreases the general amount of PKing done by normal players (which will be the majority of PKing statistically speaking), while proper balancing of punishments for repetitive PKing would minimize the amount of "career PKers" (or at least successful ones).

And in the context of potential corruption bombs, you'd be giving the control of the encounter to the victim, which imo is too much control, cause they already have the CC protection which allows them to fight back on their own terms. And this would just go back to the potential issue of "no one is even flagging up, cause they're too scared of getting corrupted".

Post by Noaani on 2024-09-12 10:00:24

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Post by Ludullu on 2024-09-12 10:17:17

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This particular application is not for me. I'm completely fine with limitations on economy through rare drops, but not through direct limitation of actions.

And I feel like rare drops work in games design around group play, cause groups can go through mobs quicker, so they'll get the rare drop sooner, while a "limit per person" system would simply mean that each of 8 party members all have their rewards from their important actions.

The rare drop thing also allows people to do important stuff if they have free time outside of party play, because their actions are not limited. While in a limited system they'd need to choose "do I spend my important actions on party activities and then do nothing else or do I play solo and then can't really contribute in the party".

Maybe AA addressed that somehow or maybe their design was so different that this kind of thing didn't even matter, but I'd definitely prefer if Ashes didn't have action limitations.

Post by JamesSunderland on 2024-09-12 10:34:31

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