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"Tower Challenge" Idea fleshed out hopefully

Post by Ludullu on 2023-01-18 00:34:01

If it's a non-instance - guilds will pvp/pk others to increase their chances of getting the keys. If the spawn location from the tp/death is always the same (or floor is the same) - people will get spawn-killed constantly. If it's a group location, how are you distributing keys within the group? Is it a random drop to anyone in the group? A role-based one? Does the server get an announcement when all the keys have dropped? Does the raid work on first come first server basis? If yes, then the biggest hardcorest guild will just overfarm that location ...

"Tower Challenge" Idea fleshed out hopefully

Post by Ludullu on 2023-01-18 01:35:43

Now this I can definitely get behind. A true lottery where anyone could win. Though I'd probably go with a class-based key selection and only 40 keys, so that there'd be a "perfect raid" on the server, but the people are completely random so the chances of them killing the boss are real low. Would definitely be a nice event for the chosen few.

"Tower Challenge" Idea fleshed out hopefully

Post by Ludullu on 2023-01-18 02:05:11

The game will already be aimed at primetime events. And any max lvl player will most likely be in a guild that plays during primetime. Well, at least the majority will be. The farm itself could be made into a bigger event with maybe some spectating in-game and/or maybe even a dev stream (or a dev-supported CC), so that there's a much higher chance of those players coming together.

High and low lvl players in the same location

Post by Ludullu on 2023-01-18 16:43:56

Nope, I don't want to separate pve and pvp. Mobs can require different augments or other specialized tools that a lvl25 player just wouldn't have, so that player wouldn't be able to just go and farm lvl50 mobs. Also, there'd be an upwards lvl difference limit on XP and loot, just as there would be one downwards. Lvl25 player killing a lvl35 mob shouldn't get any XP or loot imo. Likewise for a lvl35 player and lvl25 mob. So while either of those players can kill the mob, there's no benefit in it so they wouldn't do it (well, ...

Risk & Reward versus Corruption

Post by Ludullu on 2023-01-18 16:48:57

First of all, that gatherer would probably be in a guild or a citizen of a node and those can be warred by other guilds/nodes. So there are other ways of killing that player (enemy of the state feature too btw). Second, "not fighting back" does not decrease your risk - it literally increases it. A green player loses more stuff than a purple player. So if that gatherer wanted to "avoid risk" (outside of just literally running away from any passerby) - they'd need to fight back.

High and low lvl players in the same location

Post by Ludullu on 2023-01-18 17:33:34

I prefer when most of the things in the world are dangerous even if I've outleveled them. And again, I don't want to separate pve and pvp damages, because Intrepid would have to start balancing the game with that in mind and usually that just leads to shitty decisions.

When did you stop playing games for fun.

Post by Ludullu on 2023-01-18 17:39:22

The games are fun BECAUSE I play them to win or to compete or to even just get all the achievements. Otherwise I wouldn't be playing them.

High and low lvl players in the same location

Post by Ludullu on 2023-01-18 17:58:46

I'm too dumb with proper gaming mechanics lingo, but from the ashes wiki quote on waterfall stats, that sounds fairly similar to how L2's stats worked (though I'm not fully sure if classes changed growth directions too). Your stats would just grow reaaally slow, but each point would have a fairly noticeable impact (a +4 would be felt greatly). And gear set bonuses would usually give up to +3 (+4 in very rare cases) of a stat and quite often would take away some other stat too. And so in L2 we had meaningful stat growth, gear that impacted ...

Which class name instead of "TANK" ?

Post by Ludullu on 2023-01-18 18:00:31

Risk & Reward versus Corruption

Post by Ludullu on 2023-01-18 18:14:57

Just to make sure, you don't equate Purple to Red, right? Because a corrupted player is a Red player and they can't in fact trade. But a Purple player is just a flagged for pvp player and they can do whatever they want.

High and low lvl players in the same location

Post by Ludullu on 2023-01-18 18:41:49

What if the difference came from a "switch" you could turn off with tools? A lvl25 mob has 1k hp and you hit it for 300 with ability A. A lvl35 mob has 1.5k hp (cause imo high lvls should at least get thicker), but also casts 2 buffs on itself. One buff doubles its hp, the other increases its speed which makes it atk faster, dodge better and defend/parry better too (if it has a shield or can parry). You could remove its buffs with a buff cancelling spell, but then the mob shouts to its comrades and ...

"Tower Challenge" Idea fleshed out hopefully

Post by Ludullu on 2023-01-18 18:56:16

My comments "represent" probably a good 10-15 people that are interested in Ashes, but are in no way as deep as me. But even if each active forum member has a few dozen people behind them with the exact same thoughts as them - that's a drop in the ocean of the potential playerbase of the game.

"Tower Challenge" Idea fleshed out hopefully

Post by Ludullu on 2023-01-18 19:30:55

Yes

High and low lvl players in the same location

Post by Ludullu on 2023-01-18 20:42:59

How quickly can you get to max lvl in GW2? How quickly can you get a base gear set that would let you kill the majority of mobs in the game? From what I've heard GW2 is a very horizontal game. You get to a base lvl of power somewhat quickly and then you do any and all the things in the game w/o much problems. Ashes is not going for that kind of design. You'll have to level up for 150++h to reach max lvl. You'll have to kill open world bosses, that will be contested by other ...

Should Open World PvP be level restricted - to a degree?

Post by Ludullu on 2023-01-18 21:25:41

If the risk outweighs the reward so greatly that there's no point in even taking said risk - you have a bad "risk vs reward" system. Except I'm 99% sure that there won't be any "red guilds" in the game if the corruption is tuned to deter people from PKing as much as some people want. If even a solo player is afraid to PK someone then how can a guild support itself if their members are constantly hunted, are constantly at shitty pvp stats, and are somewhere at lvl20 pve power after they've removed their corruption? Oh, and ...

Aggro mechanics should be a coordinated effort with the Tank at the center, not just the Tank.

Post by Ludullu on 2023-01-18 22:20:15

Isn't this kinda how agro in most games works? And as for ways to redirect agro onto the tank, I think that could be done through synergy abilities, and I, as a tank, would definitely like to see at least one of that ability with each archetype.

Ideas for types of Tanks

Post by Ludullu on 2023-01-18 22:55:33

So a Tank/Bard Tank/Mage Tank/Tank Tank/Fighter Tank/Rogue Tank/Ranger I'd suggest a Tank/Cleric Tank/Summoner

Ideas for types of Tanks

Post by Ludullu on 2023-01-18 23:04:17

Yes

Ideas for types of Tanks

Post by Ludullu on 2023-01-18 23:13:03

In case my poor attempt at a joke went over your head - you've listed pretty much what Ashes is already going for with their augments and class system. You were just missing 2 classes, though your "projectile" tank could be seen as the tank/summoner who sends his summons to other players to protect them from incoming projectiles. But yes, in a way that's pretty much as far as you can go with tanks. Tank is probably one of the most limited classes because their task is quite singular - absorb damage instead of others. Any other role can ...

Ideas for types of Tanks

Post by Ludullu on 2023-01-18 23:30:14

Lineage 2 had a "mage" tank. I've won several pvp fights by using its magic abilities instead of just hitting someone with a sword. Here's a list of its abilities http://l2j.ru/index.php?p=27&t=1&ty=3&sty=skills&id=33&lev=100

Ideas for types of Tanks

Post by Ludullu on 2023-01-18 23:47:20

I expect Tank/Mage to be pretty much the same in function. Which is why I think that AoC already covers most, if not all, tank variations. Well, that is if they can make the augment system interesting and deep.

Should Open World PvP be level restricted - to a degree?

Post by Ludullu on 2023-01-19 00:20:15

I think we have different definitions of "a red guild". To me it means a guild whose players PK pretty much 99% of anyone they see, like this. https://www.youtube.com/watch?v=YoqInYTpzsU Otherwise, I'm not sure what exactly you're disagreeing with in that quote.

Should Open World PvP be level restricted - to a degree?

Post by Ludullu on 2023-01-19 01:17:28

Again though, I don't really see how a guild full of red players can survive for anything longer than a day or two (if that). Any character that has gear better than utter trash would become a juicy piñata for any other player. A "red guild" suggests that its members have good enough gear to PK anyone, or they're running around in PKing groups, at which point it's bordering on griefing. If a guild is known for being red and known for operating in a certain node - pretty much any guild even remotely close to their location will ...

High and low lvl players in the same location

Post by Ludullu on 2023-01-19 02:21:20

@Azherae btw, I'm almost sure you've already seen this, but I just reread my first comment on this page and I think I should've clarified which "stats" I was talking about there. https://lineage.pmfun.com/list/stat I was talking about the STR/CON/etc stats and not the atk/hp/def ones. So when I said that L2's stat growth was slow, I meant that you'd only get single digits of those STR-like stats which would then influence the direct stats of the character (as shown on that site). And with gear providing p.def AND some big letter stats, a ton of your char power would ...

High and low lvl players in the same location

Post by Ludullu on 2023-01-19 03:09:30

Yeah, L1 was even less popular in the west than L2 was, so pretty much any "Lineage" page usually just means L2, unless explicitly stated otherwise.

Risk & Reward versus Corruption

Post by Ludullu on 2023-01-19 03:15:47

I mean, you could literally just trade them your stuff if they can come to you But I'll be definitely giving feedback to prevent the exploit you mentioned. Friends shouldn't be able to just kill you when you're red. They already can't flag on you, so why should they be able to help you avoid punishment.

High and low lvl players in the same location

Post by Ludullu on 2023-01-19 17:15:33

Nope I support mob distribution design where max lvl people just shouldn't be around truly lowbie farming grounds. But I think that a 20lvl difference should still give a chance for the lowbie to kill a high lvl player, if high's gear isn't of a super high tier. And if it is of that tier, that player should have enough content on their plate that they don't waste time running around flagged lowbies. BUT! There'll be situations where guildies might be on their lowbie alts or have lowbie friends. And then those lowbies start a fight with other lowbie ...

Ideas for types of Tanks

Post by Ludullu on 2023-01-19 17:40:08

I mean, yes, but those are all "tank", so they will all have the same skillset among them. And the things the OP listed roughly fit the potential augments of the classes I listed. If just being a tank is enough to cover all of the things in the OP - I see no point in even having augments or classes.

High and low lvl players in the same location

Post by Ludullu on 2023-01-19 18:32:50

Not fully true. I want the game to promote cross-lvl cooperation, but the respective locations for low and high lvl players would be still different. And when highbie do get content in lowbie locations (as I described in this thread) - it'd be for cooperation rather than fighting flagged lowbies. It's gonna be rare if the highbie sees the lvl (or at least approximation) of the flagged character. Why would you risk getting flagged in foreign lands when there's no reward for it? Obviously some people might do it "just cause", but those would be even rarer. Except that ...

Varying length of flagged time

Post by Ludullu on 2023-01-19 18:54:03

This came up in a nearby thread. We know that right now a flagged player will stay flagged for 90 seconds after their last pvp interaction. And we know that players of any lvl can just attack flagged players of any other lvl. But what if the length of your flag depended on the difference between your lvl and the lvl of the player who had the biggest difference in lvl with yours during your pvp interaction? You'd still be free to attack any flagged player, but if you, as a lvl50, attacked a lvl20 player - you'd stay ...