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Varying length of flagged time

Post by Ludullu on 2023-01-19 19:13:18

Two lowbies might be fighting for their own reasons and having a grand ol' time of doing it. But then a random highbie runs by, sees them, and thinks to themselves "why not just kill them and run on?" The highbie kills both lowbies with no problem, ruining their pvp experience and creating an imbalance in that location (if it was a dungeon room or a resource spawn spot). Making that highbie remain flagged for longer could help friends/guildmates/good citizens to enact revenge on the highbie if the lowbies shout about it in chat. And if it was a ...

Varying length of flagged time

Post by Ludullu on 2023-01-19 19:28:31

Yes, if the balancing between lvls allows those lowbies to fight and potentially even kill the highbie - great, let them do it. But if the highbie was just too strong - those lowbies got their experience ruined. It's about risk/reward and a bit of moral correctness. Those lowbies could be fighting over a valuable resource and one of them could be holding onto a lot of it. The lowbies are at the same lvl and are both willing to fight for their right to the resource. The game is working as intended and working amazingly. But then comes ...

High and low lvl players in the same location

Post by Ludullu on 2023-01-19 19:37:42

Except I'm against people making a shitton of alts I want the game to limit the validity of that action as much as possible. Mainly because I've played the game with alts and this pvp for years. It's never fun for the newbie to fight against an alt. It's also never fair either. They'll just get killed. And if they return - they'll keep getting killed. If they're wearing their good gear - that's decay that they need to pay for, while they're just wasting their time on useless pvp. And the event I described usually involves highbies in ...

Varying length of flagged time

Post by Ludullu on 2023-01-19 19:41:58

But both of those cases (the equal 3rd or the equal party) are "fair" within their current progression stage. Killing a dude who's the same lvl as the both of you would be way easier than trying to kill a highbie who deals 1/4-1/3 of your hp per hit. And fighting a whole party is always difficult/impossible, so it is what it is. Though I could see a "people in a party attacking a solo player = longer flag" too But I'd be more lenient on that particular matter, just because I'd prefer if most people were at least ...

Varying length of flagged time

Post by Ludullu on 2023-01-19 20:05:02

I definitely support the design of lvl mid 20s being able to fight a lvl50 on even a semi-equal grounds. And if that will be the case I'd definitely have way less issues with the system (not like I have too many rn). Yep

Varying length of flagged time

Post by Ludullu on 2023-01-19 20:26:19

The main problem that I see with this is the flag bait actions by a highbie, especially if we won't be able to see lvl differences in-game. Though I definitely see what you're saying and if powerlvl scaling allows lowbies to kill a highbie within reasonable time then, yeah, there'd have to be a consideration for this interaction. Though I do find it kinda ironic that this comment comes from you You like to say that you'd rather avoid pvp if you're not in the mood and/or you'd rather put corruption onto the attacker to prevent them from attacking ...

Varying length of flagged time

Post by Ludullu on 2023-01-19 20:28:34

There's always gonna be a "attacked a green" flagged person in pvp interactions. I think making them go back to town would be going a bit too far. And if repeated attacks increase your flag time to several minutes - that's already longer than what you'd need to get to the nearest node center, so in a way it's even more dangerous (cause you can be attacked in the city).

Varying length of flagged time

Post by Ludullu on 2023-01-19 21:45:51

Yeah, I also doubt that it'll survive. But even outside of that, having just a timer would be harsher than just "reach town" imo. If crossing a full node takes around 5 minutes, then you're always <5m from a node center, so it's easier to get there than outlive ~5m of being flagged. And if you're right next to the city (and in-city deaths are not a thing) - you'd be locked to staying in the city in fear of dying. But ultimately it's all just alpha2 testing.

This looks fun

Post by Ludullu on 2023-01-19 22:03:19

"This year" would probably be the best bet for alpha2. Probably late summer or even later, but it'd be better to get ready for late spring. But that doesn't really matter cause alpha2 is supposed to last till release, so if you have $250 on top of your laptop costs - you don't have to hurry.

This looks fun

Post by Ludullu on 2023-01-19 23:58:45

They'll tell us ahead of time if they decide to stop selling alpha2 access. So just keep checking their social media or the forum announcements and you'll know when the alpha2 comes on and whether the sale is stopped.

Contested dungeons

Post by Ludullu on 2023-01-20 11:02:21

Here's one of the biggest examples of what inspired AoC's dungeons. https://www.youtube.com/watch?v=NaXnRu2rWTM You have rooms with mobs, you have rooms with bosses, you have the final room with the final boss that requires an item to enter (you get the item through a quest) and the boss respawns once a 1.5 weeks. That boss room is a semi-instance, so after his spawn and after people start entering that room - he'll wake up in a few minutes and the access to the room will get locked. So if, by chance, Intrepid copy those mechanics one-to-one, it'd cover your first ...

Contested dungeons

Post by Ludullu on 2023-01-20 11:17:15

Not really. Either direct pvp interactions or just quest-based item triggers that allow to access rooms in a dungeon that others can't if they don't have that item.

Contested dungeons

Post by Ludullu on 2023-01-20 12:10:41

The good ol' "this game is not for everyone" applies

Contested dungeons

Post by Ludullu on 2023-01-20 12:37:24

I think he just wants to make a game for himself with his own preferences. And however many people like it - that'll be great. And if it's a good game, that's gonna be a fair bit of people.

Next Livestream + Q&A Submission - Friday, January 27, 2023 at 1pm Pacific

Post by Ludullu on 2023-01-20 20:57:32

Will there be detargeting abilities?

High and low lvl players in the same location

Post by Ludullu on 2023-01-20 21:01:09

Yeah, I don't like it either but writing out "high lvl players" each fucking time got real annoying.

Contested dungeons

Post by Ludullu on 2023-01-20 21:19:43

L2's groups were 9-man and, yeah, usually you'd try to fight several mobs at once just to speed up your farm. But quite often those rooms would be pulled into the corridors one mob at a time because the groups farming them were too weak. And then just running through the dungeon would be quite dangerous. L2's leashes seem shorter than EQ's though and mobs across the entire dungeon are not as socially agroable, so if a mob from 2 rooms back hits you while you're running through another room (but don't agro its mobs) - other mobs won't ...

Interactions between spells

Post by Ludullu on 2023-01-20 21:34:10

Yeah, I'd prefer if the same types of abilities didn't reapply if cast directly one after the other. But a bleed and a poison should definitely stay on you at the same time.

Ideas for types of Tanks

Post by Ludullu on 2023-01-21 01:42:15

I feel like this would be a mobile tank. Maybe even an evasion one. And depending on other augment schools, "rangeriness" might not even come into play in that class.

Incentives to Defend Caravans

Post by Ludullu on 2023-01-21 05:03:47

People should just look for a guild or a group of people that would help them defend their caravan. And if they have the money - they can pay other players themselves. Intrepid don't really need to do anything here.

Contested dungeons

Post by Ludullu on 2023-01-21 08:09:19

40 people is still one group. It's a raid. And Ashes will have 250 vs 2 fucking 50 sieges (if not 500v500). If somehow a 40-man raid is laggy - the game has failed. https://ashesofcreation.wiki/Loot_tagging You have the rights? Loot is yours. You didn't have the rights (not enough dmg dealt by your group)? - the other group didn't really steal your boss.

Incentives to Defend Caravans

Post by Ludullu on 2023-01-21 08:12:33

There will be a system that rewards good defenses or attacks, yes. We don't know what those rewards will be. This question has been brought up before, cause it definitely feels like the weakest part of the caravan system. But I've come to think that it's just a good way to promote people joining guilds.

Contested dungeons

Post by Ludullu on 2023-01-21 10:05:54

Which functioning are you referring to? We know that there'll be 40-man raid encounters. And as for how loot will function - I gave the link.

Incentives to Defend Caravans

Post by Ludullu on 2023-01-21 10:12:52

That's a shitty guild if it's not even helping it's own members. Don't think such a guild would exist for too long. And any good guild doesn't need additional encouragements to help its members.

Contested dungeons

Post by Ludullu on 2023-01-22 00:04:41

Imo it should just be a range of drop chances, that come to a balance for their lvl across the dungeon. If there's 10 rooms with lvl40 mobs - 6 of those rooms can have different types of mobs with, say, 0.1% chance to drop a crafting material for one of 3 pieces (or sets) of gear. Then 3 rooms would have 24+-3h respawn bosses, each having a 50% chance to drop full mats for a single craft of a single piece of gear or several mats for different pieces within the set that relates to it. And maybe ...

Contested dungeons

Post by Ludullu on 2023-01-22 02:25:47

The +-h in my examples is the rng factor

Contested dungeons

Post by Ludullu on 2023-01-22 03:03:51

Yeah, didn't even really hear about FF games before mid-late 2010s just wasn't really a thing in my neck of the internet woods. Pretty much 90% of my suggestions is something that I've either directly experienced there or just saw the basic forms of it there. Yeah, except for this stuff L2's pve was definitely reaaaal limited before the later updates where they started imitating WoW.

Mage hunter idea

Post by Ludullu on 2023-01-22 04:54:49

Would love this as one part of the overall mana manipulation gameplay system

Contested dungeons

Post by Ludullu on 2023-01-22 06:00:01

Early L2 updates had no leash too. People would pull bosses into towns and kill all the players traders there I think that definitely contributed to the introduction of leashes.

Contested dungeons

Post by Ludullu on 2023-01-22 07:01:17

L2 didn't have maps for dungeons either and in the earlier days of the game knowing the dungeons perfectly had huge benefits. And guilds would usually have at least one player who could lead them through the dungeon in the shortest time possible. Though pretty quickly quite a lot of people just learned the optimal routes and only used those.