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Post by Ludullu on 2022-05-28 14:55:54
I have 0 clue what you're talking about or how it relates to the things I've said, or if you're even responding to me, cause you don't like to quote people properly. So I guess, I'll just keep skimming your messages w/o really paying attention to them, because, from what I've seen so far, they're mainly just about your own made-up game and not really about Ashes.
Post by Ludullu on 2022-05-29 16:48:51
You keep dismissing L2's updates, but each of them added new mechanics, new gear, new mobs, new bosses, new locations (which brought new castles and fortresses in the older updates), new skills and rebalance to old ones, with some updates changing the world completely or adding new races and classes. Here's a video that shows biggest bosses/locations in the updates and here's a video that tells about the updates in more detail (autosubs are passable for the overall info). I'm sure that EQ's expansions are cool and big too, but if you combine 2 L2 updates (that came out ...
Post by Ludullu on 2022-05-29 17:34:38
Yeah, I guess I'm just built different , cause I see none of those as good reasons But yes, this has gone too far from the og topic. Though I think I might tie it back in. In yall's opinion, what's better for casual pvp players: an action combat system where the player has to be very mechanically good to even come close to the better players, or a tab/hybrid system where you can take your time learning about bot/all classes and come up with strategical ways of overcoming power differences (alternatively you could just look up a guide)? ...
Post by Ludullu on 2022-05-29 17:52:36
Could you extrapolate on this? Cause I'm not sure if I completely understand what you mean, if you're not talking about range-based spacing. Do you mean smth like "I stand here, my enemy is at the front and does X amount of damage, but if they're at the back then it's Y dmg, and Z dmg from the sides"?
Post by Ludullu on 2022-05-29 18:27:35
L2 played great with this system. Daggers had abilities that only worked if you hit your target's back. And they'd have a chance to work from the side, but quite rarely, and 0 dmg from the front. Tanks had a cone of their shield def, where if they met an attack with their shield - their "shield dmg mitigation" passive would work and decrease that dmg. So phys attackers would always try to CC them and move to the non-shielded side. There'd be several abilities that were action-based or ground-targeted. Do they not see/know the range of the ability ...
Post by Ludullu on 2022-05-29 18:33:04
And the best solution to this kind of problem that I see is to have a tab target system that has action abilities, which, to my knowledge, is most tab games. So, at the end, it always comes down to developers and how they wanna make it. And, as you said, we gotta tell Intrepid what we wanna have in the game and Intrepid will need to find a way to realize those suggestions within their chosen system.
Post by Ludullu on 2022-05-29 18:54:17
True, pretty much any/every ability in L2 had its range stat and the better players would know those by feel and move on the battlefield accordingly. And L2 had those too If you were out of range of the ability you wanted to use, and had a target selected, your character would auto-move towards the target to get in range. All weapon in the game were melee if you wanted to auto-attack with them, so mages that had action-based cone abilities with short range would usually select a target, press auto-attack so that their character turns and runs towards ...
Post by Ludullu on 2022-05-29 18:59:17
Yep, that's the biggest issue Intrepid have ahead of them if they go with their currently planned combat system. I myself don't know how they'll balance that system cause I'd have similar issues. If I have a choice - why choose the one that can miss. L2 had no choice so it was just "ok, this one is action so I gotta learn how to use it in the best way, and this one is tab so I'll just use it when the timing's right", and the combat required you to use both of those in the best way. ...
Post by Ludullu on 2022-05-29 19:56:26
Yep, that was very true in L2. Obviously its pve was super basic already, but if you're in a full party of 9 people(and you usually were), then only 1-2 people would be really active. Bards would be on a timer of their buffs, dps were burst-bois who only attacked at the perfect time, healers barely even healed if the kiters were good and the kiters themselves ran around like crazy and did their best to survive w/o burning healer mana. If you were in smaller groups, everyone would have to work more to optimize farming and mana usage ...
Post by Ludullu on 2022-05-29 20:48:43
You have just described L2 pvp. L2 didn't have a gcd. Skill cast times were atk/cast-speed-based so at higher lvls you'd be shooting off dozens of high impact skills a minute. 90% of your gameplay would be in a constant party of the same people that you spent weeks/months/years with. Any and all pve would usually lead to a pvp fight with another constant party that's been together for a while and know how to play with each other best. You could stop your cast at any time, exactly because your skills were animation/cast-based. Time to kill was also ...
Post by Ludullu on 2022-05-29 21:36:50
I mean, yeah, I agree, I just found it weird that you pointed out "only attacking frontlines and running around" as a downside of the tab system, when it's one of the main downsides in an action one. Also, I forget, did B&S have massive pvp? I usually saw 1v1 arena or maaaybe small group vs small group during faction quests. I totally support B&S' combat system, but I'm not sure if it would work well in the context of hundreds vs hundreds, where you can't really do your full cool combos when there's like 10 other people trying ...
Post by Ludullu on 2022-05-29 21:57:04
Are there any videos of the bigger pvps that you know? I tried googling "B&S mass pvp", but the top results just gave me arena stuff and a few videos of "guides to pvp" w/o any real big fights. I'm just curious to see how the combat worked in a proper big fight and not in a 1v5 or 1v1 situation.
Post by Ludullu on 2022-05-29 22:06:43
Do you, by any chance, have any data on how people might react to a system where there's some item that removes the rng from OE entirely, but to get that item you have to pay more money-time than you would have if you'd just risk the failure of OE? Cause I understand that people are afraid of and dislike RNG for multitude of reasons, but what if risking that rng was less pricy than having a sure way to OE smth. And as a flipside of that, what if the default system of OE was "go do this ...
Post by Ludullu on 2022-05-29 22:20:24
If those are all players, then this reminds me a lot of the times when one OP party on russian official servers would toy with a whole guild just for fun. Not as much of an utter destruction, but considering that it's 9 dudes going against (alleged) ~170 - they definitely killed more than they should've https://www.youtube.com/watch?v=0SYNbR-mvfU
Post by Ludullu on 2022-05-29 22:32:14
Yeah, this is the biggest thing I hate about mmo pve design (at least in most cases I've seen so far). It's usually all based on "unless you get this OP gear - ya ain't clearing shit". I think FF14 might be a bit different in this, though I'm not completely sure cause I haven't looked into its ultimate fights too much. And I understand that there's a limit on how many mechanics you can put into one boss to make it super difficult w/o just pumping a shitton of hp/atk into it, but damn do some companies not ...
Post by Ludullu on 2022-05-29 23:02:44
Yeah, and that's my problem with overall mmo pve. It's either super easy but obviously not rewarding enough because of that, or it's super hard but relies on you having the peak gear just to even come close to clearing it even w/o you showing some high level of mechanical skill. I wish games went for a mechanical skillcheck and had gear progress meaningful somewhere else. For me that "somewhere" would be pvp, because I like gear difference in pvp rather than gear equalization, but I know that a lot of people get really butthurt over that so maybe ...
Post by Ludullu on 2022-05-29 23:32:44
But you said that some areas are impossible to farm w/o OEd gear pieces. Or did you mean that it's only possible to those who can perfectly dodge literally every hit from the mob, which is such a miniscule number of people that it's unimportant? Though imo having oneshots as the main "skillcheck" is also kinda meh when it comes to features. Also, it's more of a personal gripe with the current action combat design, but I find the "dodge or block" skill checking so damn dull
Post by Ludullu on 2022-05-29 23:45:00
The main problem with moving mobs/bosses around in Ashes is the node system. If you have a lvl6 node that enabled a dragon boss on a neighboring mountain, you can't really move that dragon's spawn to another mountain because none of those might be tied to a lvl6 node so you'd have a way harder boss in a lower lvl location. Also, as much as I'd love to live in a "realistic" fantasy world, Ashes is still a game and, with that, come a few expectations on the players' side. Most people will expect the boss to be tied ...
Post by Ludullu on 2022-05-30 01:23:07
Well then either literally all other devs are so damn lazy that they can't just keep pumping out expansions on the same scale as EQ or EQ by its nature is easier to make those kinds of expansions for. Cause if the game was so successful, obviously other companies would look at it and try to copy its success, but, as the history has shown, it's probably impossible to pump out that much content for a game that requires more developmental time. Though I'm not a dev so I wouldn't really know. You do realize that you've described predominant ...
Post by Ludullu on 2022-05-30 01:26:24
In my "definition" of it, as long as the ability doesn't require a target - it's an action ability, cause you just do the action. If you had to target something and then move around to use it in the best way - that's still tab.
Post by Ludullu on 2022-05-30 01:32:02
Eh, it's the same as me always using L2 in my examples or wow andies using wow. It's just what's near and dear to Noaani's heart because they've played 10 years of it. And EQ did in fact inspire a ton of stuff in the industry, so it obviously did some things right. And just as I try to show the best features of L2 here, Noaani tries to show EQ's best feature too. And that many big expansions that kept the game alive for this long is in fact a huge accomplishment and imo completely justifies its mention. ...
Post by Ludullu on 2022-05-30 01:49:38
I'd say that depends on the gear-to-class balance. The RPS of the class system can be cycled through by adding counters in the form of abilities and new gear stats. The first example that comes to mind was a new upgrade to old gear in one of the L2's updates. Before that updates there was a fairly big problem with Berserk class and its OP stuns. So in the update NCsoft added a new upgrade to an older set of gear that gave 50% stun resist. The class itself didn't really go down in power. They could still overpower ...
Post by Ludullu on 2022-05-30 01:57:34
I mean, I'm not saying that EQ didn't exist outside of NA, I'm saying that the popularity lvls weren't the same everywhere. I'm from ukraine and have played with the bigger part of all CIS countries in L2 for 12 years and just talked to a ton of people from those countries about mmos. Not one of them ever mentioned even trying EQ. But every single one knew L2. As is evident from Ashes forums/reddit/discord - only a select few have played L2, and that's considering that L2 is one of the inspirations for the game and has been ...
Post by Ludullu on 2022-05-30 02:02:27
In-game voip should definitely have this functionality because it's crucial in raids and pretty much basic for any and all voips.
Post by Ludullu on 2022-05-30 03:45:00
Improvise. Adapt. Overcome. On top of sending the usual update emails to all the players, have some big in-game tournament event at all gear tiers where players can try out newest gear/augments on their old characters just in that event. Advertise it through streamers. Hell organize the event itself with the help streamers. Make the well-known in the community streamers into shoutcasters of the event, pay them some standard amount, but not give them in-game stuff. Participating in the event could reward with some soft catchup mechanic, while winning it could give a cool title or a cosmetic. Make ...
Post by Ludullu on 2022-05-30 15:57:18
If I manage to get the money for the alpha2, we might work together a bit And this is why Intrepid should balance the archetypes to the best of their ability in such a way that having one of each in your party is the literal best composition. The classes might add some variation and/or even a replacement here and there, but one of each should be the goal imo. This way there's no real "wahhh, this class combo beats us every single time, neeerf!!" Obviously people will still complain about the RPS matchups in smaller groups, but if ...
Post by Ludullu on 2022-05-30 16:59:38
What would you suggest as a replacement for that kind of system? Or do you think people won't leave the game when they lose every single pvp in it? Obviously some people will be similar to you and not interact with pvp most of the time, but sooner or later all the pvp losers will leave, which will either make the winners leave because they no longer have someone to fight or they'll move onto all the other players (in some shape or form) and then even more people will leave. So imo there should be at least some ...
Post by Ludullu on 2022-05-30 17:13:20
I feel like an mmo with bosses being similar to Shadow of the Colossus (at least in size difference and the mechanics that come with that), where the whole raid of however many people would fight their own small mechanically difficult fights across the whole body of the boss. You could still have the holy trinity design for classes and make it so that each fighting point on the boss' body requires proper tanking (the tank moving around and blocking hits with their shield), proper healing (hitting precision casts onto the other 2 dudes) and proper dpsing (precision shots ...
Post by Ludullu on 2022-05-30 18:05:31
Maybe a bit, yeah. I'm as much of an mmo boomer as the next guy (should be obvious considering my L2 simping), but it's super obvious that the genre has moved very far away from the "classic" definition of mmorpg. And it did so because that classic definition no longer worked to its benefit. So I think we gotta "Improvise. Adapt. Overcome" if we want the genre to stay alive and succeed in the future.
Post by Ludullu on 2022-05-30 22:28:57
Pretty much the same opinion as what George said, and on top of that, Ashes is balanced around party pvp. A ton of pvp content will be happening with/around parties. How would you properly calculate the rankings in a 8v8 or 24v24 fight? Do you give everything to the dps who get the kills or do you spread the points out across the whole party? But then you'll have healers and supports running around with top rank and scaring "weaker" players even when those players might've been able to kick that healer's ass w/o a problem. And as much ...