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Post by Ludullu on 2023-01-14 23:36:54
As was the case with WoW vanilla, most people didn't have a clue about best possible quests, but overall the game was all about grinding mobs. Even most quests were just about grinding mobs for the quest. Here's a video of a private server of the, pretty much, "vanilla" L2. You can auto-translate CCs to understand what he's saying, but just by scrolling through you'll see that 99% of the gameplay is fighting mobs https://www.youtube.com/watch?v=FIaNjWUXcPE edit: the last part of the video shows sieges and there's a ton of people in all kinds of gear and at all kinds ...
Post by Ludullu on 2023-01-15 00:19:40
How would this work mechanically, considering that there's gonna be barely any instanced content. What about all the gear combos and values and abilities and all that? And, most importantly, how would those high lvl players be encouraged to even go down to lower lvls, especially if the switch takes any amount of time or effort. Those are my main issues with Syncing in a game like Ashes.
Post by Ludullu on 2023-01-15 01:12:10
I think these two are the main reason for my dislike. Though the problems I see are kinda contradictory here. My main desire is for the game to have and keep having good low-mid lvl content throughout its entire life. As I see it, this kind of thing is achievable if low lvl content rewards are required for high lvl stuff, but are unavailable to high lvl players. This interaction keeps low lvl players always important to the overall economy of the game. I personally want high lvl content to be "endless", so that people who've reached max lvl ...
Post by Ludullu on 2023-01-15 18:50:05
It better fucking run on my 1080! I ain't got $5k to get a PC in time for Ashes!!
Post by Ludullu on 2023-01-15 19:32:20
Yeah, most L2 dungeons had a fairly wide range of mob lvls in them too (especially in later updates). And with how Nodes will work I'd assume we'll see this even more in Ashes. I was just trying to think if it was possible to design it in a way where players would need to cooperate, rather than just coexist in the same place. Coexistence is an amazing first step and is definitely very important for the perceived liveliness of the game, but imo cooperation is the more important step if you want to keep your low lvl content ...
Post by Ludullu on 2023-01-15 19:32:36
I think Gui brought up a good point. You could have tie-ins with different social organizations and general quests/tasks, maybe even node-based ones. The game is supposed to somehow track how well the players manage to beat dungeon content, right. So there's gotta be some backend system that either puts marks on players with relation to mobs/bosses or maybe tracks what happens in certain rooms of the dungeon and relates that info to the players that were present in/around the room. What if that system could also track levels of players and their current quests/tasks/social org allegiances. Say there's ...
Post by Ludullu on 2023-01-15 23:56:43
Yeah, it would most definitely have to be properly tested and balanced. And node related rewards would be perfect, cause it would both help the node and make lowbies get accustomed to the "help your node" design faster. But yeah, definitely 0 gear or, imo, even enhancement or enchant items should be given for those bosses. I mentioned quests and stuff mainly because that's usually what people do outside of a city and/or in a dungeon. And improving your chosen content felt like a nice encouragement. Though if Intrepid succeed with their main goal of pushing node relations onto ...
Post by Ludullu on 2023-01-15 23:59:40
@Dolgrin I mean this with the most truthful intention possible and with literally 0 memeage. THIS. GAME. IS. NOT. FOR. YOU. All your latest comments are the direct proof of this.
Post by Ludullu on 2023-01-16 00:54:34
I had this discussion with other L2ers here and to most of them "train" meant "pulling a ton of mobs and somehow redirecting their agro on a victim player, be that through logging out or through a particular ability". To me trains usually just meant mass farming, so you'd pretty much do the same thing as the above but farm those mobs instead of killing a player at the hands of those mobs.
Post by Ludullu on 2023-01-16 03:45:38
Mainly because it'd turn it into a solo game. And if any new player manages to get to max lvl (say, 100-150h) as a solo player - they're way less likely to get right into all the hardcore content at the top, with a shitton of pvp everywhere, with contested locations and with a pretty hard requirement for a party. The more newbie churn there is in the game, the MMOey the game will feel. And with Ashes trying to go for the oldschool "you're having fun from lvl1 and not only at max lvl" design, they'd need to ...
Post by Ludullu on 2023-01-16 04:50:08
I might've used churn incorrectly there? Cause I meant that the game should always have a healthy inflow of newbies, so that the situations where a latecomer doesn't have anyone to party up with are rare. And if the whole game is mainly aimed towards group gameplay and interplayer interactions, making those interactions a solo thing where the remainder of your party is just npcs would be counterproductive. And while I can't speak for most players, I personally like games that have great gameplay all throughout the leveling process, especially when that gameplay remains the same. So if I, ...
Post by Ludullu on 2023-01-16 15:03:56
Tank
Post by Ludullu on 2023-01-16 19:37:48
I'd imagine some super high value sieges (especially node ones) could involve enough high ranking players to see a few of them flying on mounts. And I can already imagine how fucking cool that would look, seeing two+ dudes flying above the siege, while several hundred people on the ground fight each other. That's something right from a fantasy story, which is kinda the point. If everyone's riding a flying mount - this interaction would not be special at all.
Post by Ludullu on 2023-01-16 19:46:50
As long as a castle-holder can register to attack another castle - they will. If they can't - they'll probably get their satellite guild to attack. In order to stay at the top you gotta put/keep others down. And don't forget about the plain dropped flyers too. Those are the reason why I mention "high ranking" players. If we can trade eggs (or whichever form the drops will take) - people will sell their flying mounts to the highest bidder, as long as they don't need it themselves. And an important upcoming siege is definitely worth of becoming that ...
Post by Ludullu on 2023-01-16 19:59:40
If L2 could do it all the way back then, I definitely think Intrepid can do it now https://www.youtube.com/watch?v=nRZfwDgSQAQ As for other players trying to combat them - siege weapons. You think the other side might have a few flyers? Prepare for them by allocating resources to specific siege weapons that help you kill them. Could be operated by a lowbie (to include them in the siege) and would also be real cool to see a flyer come down because their mount got hit with a hugeass arrow or smth.
Post by Ludullu on 2023-01-16 20:55:20
Yeah, my ultimate goal is to have a system that helps the game attract newbies at all stages of the game's life, so that there's a constant inflow of new people. Newbies feeling valuable almost from the start of their gameplay seems like a great thing to have for that goal. So a way to not make that value greater than anything a max lvl player can do (so that they don't try to abuse it as often) would be perfect.
Post by Ludullu on 2023-01-16 21:20:29
I know you won't play the game at all, so it's all good, don't worry about us trying to make a good game for ourselves
Post by Ludullu on 2023-01-16 21:49:22
Just call it Ironman. Or Metalboi. Or chunk'a'metal. Or the obviously best one - Tincan.
Post by Ludullu on 2023-01-16 23:23:42
Yes. But outside of that, any PKer who really just want to PK lowbies can just go make an lowbie alt and PK them more than they'd be able to on their main. And this is why I'd prefer if PK count was account-wide rather than character-based. A shitty PKer will still be able to kill quite a few players, but then they'll have such a high PK count across their whole account that any single PK will push them below pvping strength and then make them spend a shitton of time trying to remove that counter, which is ...
Post by Ludullu on 2023-01-16 23:30:19
It's not a scale or a spectrum. It's a binary system. You are either corrupted or not. Even a single point of corruption makes you a Red player. Also, iirc they said they do want a visual change on your character when they become Red.
Post by Ludullu on 2023-01-17 00:05:26
You'll still suffer all the other penalties. And your respawn location will be random, so there's a pretty high chance that someone else will see you respawn as a red, instead of your friend.
Post by Ludullu on 2023-01-17 00:21:16
Do you mean killed by a player? Cause this is why I'd prefer that people see either others' lvls or at least "threat value", so that you couldn't just "accidentally" attack a lowbie. And nodes will already have locations where both high and low lvl players will be close to each other, so I don't think Intrepid sees this as an issue.
Post by Ludullu on 2023-01-17 04:05:18
Except it's gonna be the next L2 and AA and we do need all of those things
Post by Ludullu on 2023-01-17 15:46:44
Imo this issue can be resolved by tight gear balancing and proper ability acquisition lvl distribution. I'd prefer if a 20 lvl difference between people didn't mean a oneshot by the higher lvl player. And that by lvl25 you already have pretty much your whole toolset of abilities, so that you can already try and fight lvl50s, even if it's really hard. And then Intrepid would only need to separate <25lvl mobs from pretty much all the others, so that the true lowbies can pvp in piece, while everyone else has a chance to fight each other. Also, slower ...
Post by Ludullu on 2023-01-17 16:07:53
I think there's already enough pvp systems in the game (a bit too much at this point imo). And I do agree with the need to counter overgathering, but I think that could be done through the already existing systems. Link your greed meter idea to the Enemy of the State system and/or to the Node Wars system. If it's a solo player overfarming in the same node (not his own) - the system should track that and notify the mayor about it and make it easier/cheaper for him to make that overfarmer an enemy of the state. Now ...
Post by Ludullu on 2023-01-17 20:25:05
Even if the pvp XP mechanic stays, I'd assume it'll give waaay less XP than most mobs. And with corruption grind off being "slower than L2" - ya ain't removing corruption through pvp kills. And that's not even to say that you probably won't see that many flagged people around you if you're Red.
Post by Ludullu on 2023-01-17 20:29:22
Yep, I'd prefer "healer" as the archetype name, cause healer implies a person that, well, heals. Cleric implies some kind of a religious dude that does who knows what.
Post by Ludullu on 2023-01-17 21:30:12
I'd assume tracking huge money swings on characters and then checking logs for where that money wentame from would be the best way. And depending on how the logs work in Ashes, it might be as easy as seeing the links between different chars directly, or as hard as trying to track every single piece of gold. Outside of that (and obviously banning anyone in chat yelling about selling gold), I'm not sure if there's other good ways of knowing for sure if someone's a gold seller.
Post by Ludullu on 2023-01-17 23:14:11
Intrepid claim that in-game stuff will look as good as the shop stuff. Also, the current bundles cost a ton of money, so on release the people who have those costumes will be a tiny fraction of the whole playerbase, so I doubt that they'll be influential enough to make in-game cosmetics obsolete.
Post by Ludullu on 2023-01-18 00:19:12
Well, yes, it would be slow, just like the leveling will be. But at the same time every step up in gear progression will be so much more impactful and valuable. I still remember the times when I got myself an upgrade back in early L2 days. It felt amazing. Getting a shitton of gear quickly would make the progression meaningless and would also make most players feel bad when they get to a point where their only progress can be achieved by going and killing bosses, but all those bosses are guild-blocked, so all those players will pretty ...