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Retaining player pop after total loss

Post by JustVine on 2021-06-21 11:34:55

This is a very good question that strikes at the heart of AoC's game play loop. I was discussing with Azherae about this not too long ago and we came to the conclusion that there was a relatively easy way to increase the game play loop without spending too many resources on it development wise (Azherae can correct me if I missed any points.) While loss rates will almost assuredly be tweaked and tested during Alpha 2 and Beta 1, I feel this solution needs to be on Intrepid Studio's radar as a possible approach to not just player ...

How much of an impact would you like real world holidays/events to have in Verra?

Post by JustVine on 2021-06-22 10:48:01

Video game events are one of my primary ways of feeling festive. I prefer when a world has their own events/holidays/traditions, but correlated to the holiday schedule's of irl. I am less interested in character artifacts from real world holidays (santa, elves, rabbits, cupids, etc), but things like decorated trees, snow, lights, festive music, candles, candy/festive food, and even color schemes blue/white, red/green, orange/black etc are all quite welcome and encouraged. There are really easy ways to put your spin on thematics to make it feel like Verra. Free example IS can take. Xmas is instead The Birth From ...

How much of an impact would you like real world holidays/events to have in Verra?

Post by JustVine on 2021-06-22 13:47:18

I would totally be on board for in game holidays to draw inspiration from many nonchristian. Timing of the events on the other hand... Non-christian holidays tend to be on a lunar calendar (obviously there are exceptions but still.) While this translates perfectly fine to a fantasy world, realistically most people use the gregorian calendar these days (at least in business) and festive 'seasons' tend to conglomerate up those time periods, (again due to globalist business.) I will repeat I would very much like mostly in game lore holidays/festivities, but the time frames I would much rather be consistent ...

Farming, Carpentry and In-Game Functioning Furniture

Post by JustVine on 2021-06-23 12:05:54

Realistically speaking, there are plenty of high specialization, high difficulty crops irl that artisan level skills makes sense for. For example orchards. Most fruit trees take a lot of grafting(super difficult dexterous work you must get right every time), time(3-7 years depending on fruit and cultivar), and therefore much higher maintenance for pest management(-shakes fist at apple borers-) High quality plants irl aren't higher difficulty usually, they are just more expensive and sometimes higher maintenance. I dislike when a game makes end game farming JUST 'oh you can now farm magic crops that make you ultra efficient and you ...

Farming, Carpentry and In-Game Functioning Furniture

Post by JustVine on 2021-06-23 13:18:37

I like your blueprint idea. Good examples of high 'level''tools' allowing to grow things in more flexible ways relative to climate. I don't agree with the notion that beginner farmers should be low yield farmers however. Yield should be a factor of resisting environmental debuffs, keeping optimal moisture, keeping out parts relative to the crop in question. It's a players built up knowledge, location, capital and hard work/skill that should be the determining factors. Bdo's system was a good direction in this regard (if a little dumb due to their broken crafting and economic systems.) A little bit of ...

Dev Discussion #31 - Environments

Post by JustVine on 2021-06-23 14:00:18

Roaming mobs. Nothing feels unrealistic to me more than tethered mobs. FFXI did this best. They have a natural spawn area but are free to roam quite a bit. AoC doesn't have the advantage of zone lines, but the current tethering system leaves a lot to be desired. We need a large range of roaming to make the ecology feel more natural.

Farming, Carpentry and In-Game Functioning Furniture

Post by JustVine on 2021-06-23 16:46:34

Shrooomz maaaan. I think building a well makes slightly more sense realism wise. Also tapping a river like that has some logistics complications. But I also don't see those as barriers to your vision. Which ever option lets them reuse the most sets is my preference for that sort of thing. The sentiment is the same. Underrealm farming sounds fun. Pity about the genetics thing. Itd be an interesting thing to add to herbalism. Maybe in a later update. You could put the same function in alchemy/fertilizers but that's less interesting to me and moves it outside gathering.

Retaining player pop after total loss

Post by JustVine on 2021-06-24 08:50:43

Good game design with loss gives you some sort of feeling of choice or control. Usually systems, with loss are bad when they take away from this sense of agency. Loss (of progress in particular) is difficult in this regard. Minecraft, Darksouls, even Mario, recognize this issue. This is why they try to give you a second chance. If you succeed after the second chance, it makes you feel good, possibly even better than if you never fell in the hole or got stabbed by the hidden skeleton in the first place because you conqured the personal obstacle. Game ...

Honor Thy Mayor

Post by JustVine on 2021-06-29 11:57:58

What I really think needs to be considered relative to op's point is what effect objective based pvp should have on such 'rewards' and how they should be integrated into things like the caravan system.

Idea For Bounty Hunter System/ Anti Lowbie Ganking

Post by JustVine on 2021-06-30 14:26:07

Make people able to steal crops from tax payng farmers and gain corruption for it. I would love to add drug smuggling and growing to the game though it'd probably ruin their age rating/country availability. Would be cool though. Npc bandits that can act as randomly spawned events that cause a negative depletion of resources in a node or something would also be cool. But I don't necessarily think these things would be necessary for bounty hunting to be prevalent. There will always be corrupt players in an open pvp game.

Idea For Bounty Hunter System/ Anti Lowbie Ganking

Post by JustVine on 2021-06-30 15:11:59

Sure! Metropolitan areas in particular I can totally see having a shady underbelly for unsavory experiments. These smuggling activities can act as a negative force against the node if made legal to make it a risk/reward max politics and strife decision too. Gives something for 'bad guy' gatherers and tamers to do. Would also give more in depth meaning to the vassal system than is currently stated. I would agree it'd be more fun/engaging to have things like this.

Farming, Carpentry and In-Game Functioning Furniture

Post by JustVine on 2021-07-07 23:32:45

@maouw I think that might just be a translation error on my part. I'll try to explain in a clearer way. Simply put I meant that you want incentives to reward the engaging part of farmings gameplay loop at all levels. Example (Please take none of the items or quantities used in the example seriously at ALL. They are not the point of the explanation.) Beginner Farmer has a small 10x10 wheat field. This takes work to water and keep pests off of, but generally, if well tended to gives you 5 wheat per square. The higher level farmer ...

Food System Design and Taverns (long)

Post by JustVine on 2021-07-09 05:16:59

Thanks for the feedback. Yeah our concept of what 'the meaning of Artisan level chef' was: 'a bad ass pro who could make a meal fit for a king if given the ingredients and carrying the right tools. Any time any place.' Where as lower than that still need a kitchen probably. Hence why the 'How can we make people want to use a tavern instead of just carrying their own food all the time' came up as a long game consideration.

Food System Design and Taverns (long)

Post by JustVine on 2021-07-10 09:05:52

I get what your sayin. In this case you'd be the renkai dreadnaught in our example. You only need to stay longer if you want the additional bonus. Intrepid will probably design the 'satisfaction bonus' with this in mind.

The Great Pumpkin Heist of 202X: Theft and Farming in Ashes of Creation

Post by JustVine on 2021-07-11 19:58:37

Farming is currently the only low risk rewarding activity in ashes. This is bad. Unlike the gatherer, a farmer starts from a safe space, makes no indication of when they are carrying materials, and probably makes the trip to their node without any materials fairly often. Players should have a method (with considerable difficulty) to steal a portion of a farmer's harvest. Doing this should lead to corruption. This Corruption should be gained when the thief breaks the farm area fence, or incapacitates a guard mount/pet. All non-owner players who enter a breached field gain some Corruption. All actions ...

I got bugged and was stuck running around high above the siege today. Took some nice screenshots!

Post by JustVine on 2021-07-12 11:39:18

All of these make good wallpaper.

yep i have another dumb weapon idea and its not even unique

Post by JustVine on 2021-07-13 10:25:04

Ah yes, the legendary Like Subscribe and Hit That. A powerful weapon indeed.

Is it me, or the characters are a little out of proportion to the rest of the world?

Post by JustVine on 2021-07-13 18:15:05

Nah, it's pretty to scale to me. In fact I was fairly impressed with how everything felt proportionally. The best example I can give is the village walls in Winstead (for those of you who are streamer view only.) They are just high enough to cover a decent amount of the lower laying buildings, but like in actual medieval architecture, the wooden walls (palisades) are mostly made out of tree sized logs (relative to the ones surrounding winstead) and about a a third to a quarter of a persons height depending on elevation. They are pretty in line with ...

Re: The problem with having “Tank” as a class name

Post by JustVine on 2021-07-14 00:31:20

Every forum has its local 'hill to die on' I suppose.

Let's brainstorm ideas for features.

Post by JustVine on 2021-07-14 08:33:22

Planned obsolescence means everyone's phone is slowly dying. It looks terrible on mobile because of the white background. The desktop version has a black background and it looks fine there. I use mobile fairly exclusively. I support people writing in whatever color suits them but if you make it bad on either background most peeps it annoys will probably just ignore. Fart emote will definitely get used for griefing. No thanks.

Suggestion: Imgame selection of the Class

Post by JustVine on 2021-07-14 08:43:24

https://youtu.be/D_HiruGypwQ What is your opinion on something like this? (Fair warning I watched this muted with cc so I don't know if they are obnoxious, but what is on the character creation screen is the focus here.)

Let's brainstorm ideas for features.

Post by JustVine on 2021-07-14 09:23:16

Whatever floats your boat, I ain't telling you to change. It looks 'fine' but it is fairly hard to read on white for me and assumedly Karthos. Might be worth considering if you want a message to get to more people easily to have default text or a different shade of lavender for that particular, message.

Is it me, or the characters are a little out of proportion to the rest of the world?

Post by JustVine on 2021-07-14 15:29:37

They seem to me, as someone who has played, within proportion of irl objects relative to the characters. What seems off to you?

What character customization features do you want?

Post by JustVine on 2021-07-15 09:06:25

Things I didn't know I needed. Dang this needs to be a tavern/house feature somehow. Thanks!

Not really feeling the whole front flip Dwarfs...

Post by JustVine on 2021-07-15 09:10:38

How would you all feel if the flip was only occurring during a sprint jump?

Not really feeling the whole front flip Dwarfs...

Post by JustVine on 2021-07-15 10:49:22

I feel like an optional toggle might get more buggy than its worth. Also its kind of a racial characteristic. I hope they give Nikua this and dunir something slightly different just so my beefy breathern feel more grounded, ultimately. But testing the acrobatic stuff is more important for early terrain testing. So my question is more directed at Nikua players not Dunir.

What customization options would you need to make the Tulnar of your Dreams?

Post by JustVine on 2021-07-15 12:34:29

Bbc img code is a fickle magic. I will figure it out when I get home

Will Dwarf designs get beefier and wider?

Post by JustVine on 2021-07-15 13:10:14

Its probably going to stay that way till they focus more on fleshing out races and the character creator. They probably have things set this way to test mobility (Nikua flip jump) and more standardized hit boxes.

Will Dwarf designs get beefier and wider?

Post by JustVine on 2021-07-15 13:40:50

I hope Dünir get that expressive possibility as well. I think the current model is also fine but on the light/small side. The beards and details, have improved between certain builds leading me to believe they have been hearing peoples' concerns; I believe it's just a bit more effort/not as helpful to testing to change the model sizes/hitboxes at this stage as it would muddy test results. We will get to the stage where they need those tests though. Hopefully by alpha 2.

Will Dwarf designs get beefier and wider?

Post by JustVine on 2021-07-15 13:56:00

It happened in a build after a large amount of discussion and negative opinion on the current design was voiced. I choose to believe this was the reason. Your free to be like other people you dislike and have no faith in the devs if you want. I choose to believe their current promise of transparency and a desire for our input so they can act on it.