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Post by Ludullu on 2023-03-02 23:44:01
This would depend on how Intrepid codes their flagging rules. A purple last hitter becomes red, but does the game track which green finishes of a red, considering that there's no change in the green's state. And this would still leave the bait issue. While it definitely sounds nice to a pvper, it would be a lose-lose for any non-pvp person (or even some pvpers). You'd see a pile of loot, but you'd be afraid to take it cause you'd get flagged. I guess it could be seen as a risk/reward thing, but I dunno if I like bait-type ...
Post by Ludullu on 2023-03-03 02:29:16
Yeah, my bad. Didn't notice the dialogue partner change
Post by Ludullu on 2023-03-03 02:40:11
I did read the stuff below, but it was addressing the OP, so I didn't connect the two together (I know that's illogical ) I just misunderstood the twitch part here Cause netflix is checking the action on your PC and then blocks them. But twitch has nothing to do with the actions on your PC, it's just a platform that you stream to from the app you're using. So when I read "sniffing out a platform like twitch", I thought you meant that Intrepid would go through the entire Ashes category on twitch, look at what server the ...
Post by Ludullu on 2023-03-03 06:25:07
The sad thing is, he and his audience represent quite a big part of AoC's target audience. The oldschool mmo players who, back in the day, loved the more hardcore design of mmos, but with time became evermore sheltered. Obviously his audience mostly played WoW, which was already way more casual even back then, but still. I'm not saying that Intrepid have to listen to their takes and follow only them when making design decisions, but that audience will be quite a nice representation of the potential response of the masses. And that should be taken into the account, ...
Post by Ludullu on 2023-03-03 18:23:45
Intrepid could double down on the "you're a mob when you're red" mechanic. Have several mob communities and have them fight each other in particular locations. And if a mob on one side manages to kill some number of mobs from the other side (could be with the help of players) - they become an npc. So there'd be a parallel between corrupted players that became Red by killing people and the mobs that can become green by killing other monsters. That new npc could give quests that would help their community and you could maybe even make it ...
Post by Ludullu on 2023-03-03 23:39:21
Only 2 of those are pvp and one of them is an RP-pvp (whateverthefuckthatmeans). Look at the population ratios and remember that WoW is a trash faction game. Yes, each server has a few masochists that love getting obliterated on the daily basis, but for the majority of people pretty much all of those servers - WoW is a pve game. I dunno how it was back during vanilla, but that was also almost 20 years ago.
Post by Ludullu on 2023-03-04 04:07:46
But it could be a net negative for the corrupted player, but a net positive for the node system the kill took place in. I think that's the kind of loop a lot of people want. The PKer would still get punished, but their actions would be a positive on their surroundings. Though again, that would only be the case if the corrupted player gets caught or decides to take the positive routes of corruption clearing rather than just grinding mobs.
Post by Ludullu on 2023-03-04 14:22:14
The problem is that Intrepid keep releasing new details about this untested system and adding mechanics that go around it. We've learned that greens can't be CCed, so PKs cannot fight back against the hordes of people looking for a freebie from the Red. We also learned that corruption clearance will take a very long time. Then we get news of open seas and node ruins that completely circumvent the corruption system. So how exactly should we react to the changes (or, revelations) of this system while neither us nor Intrepid have properly tested it. I'd say it's quite ...
Post by Ludullu on 2023-03-04 16:07:56
I think that could be counterbalanced with the world manager. Say those lowbie swords give a particular kind of material on deconstruction (not present in the crafting stage). That material is only useful in higher lvl crafting, so lowbies wouldn't want to deconstruct swords. That material is also acquirable through some other means that can be controlled by the world manager (quests, mob drops, etc). The world manager looks at how many lowbie swords have been crafted and deconstructed and then adjusts the highbie acquisition values accordingly. If the majority of lowbie swords have been deconstructed - the highbie ...
Post by Ludullu on 2023-03-04 19:50:23
But that's the point. Steven said that corruption clearing will be even harsher than L2's, the drop penalties are harsher (because you didn't drop any resources in L2), the BH's whole existence wasn't a thing in L2, and stat dampening wasn't a thing either. I totally understood the stat dampening change, because I agree that lowbies shouldn't be harassed, so giving a shitton of corruption to a PKer who's killing lowbies so that he loses the ability to PK more is right imo. But L2's penalties were already quite hard even w/o the additional penalties that Ashes will have. ...
Post by Ludullu on 2023-03-04 23:32:53
I'm still for all of that, but in proper balancing. Completely fucking over the Reds, while not giving anything back to the greens, WHILE ALSO making BHs useless are all the things I've been against since the very start. I just want a better interconnected system than the current one seems to be.
Post by Ludullu on 2023-03-05 02:30:16
But if those consequence are huge and harsh, and everyone knows that, no one will ever fight back because why would they do that, knowing that no one would ever go Red due to those huge consequences. And now you effectively have turned your owpvp into a toggleable one.
Post by Ludullu on 2023-03-05 18:15:31
I'd prefer a full disconnect between tiers. T1 = T2, but you can only gain XP at T2 by crafting T2 items. I'd personally prefer to then make crafters forget older crafting (maybe 2 tiers down) and be unable to craft them anymore, but I doubt that majority of people would agree with that approach.
Post by Ludullu on 2023-03-05 18:37:35
As it should be. The game won't be just a pvp fest. It will also not be a solo game. So a solo pvper should always have problems against multiple people, let alone groups. And majority of pvp should either happen in solo locations, where there's only 2 players per spot at best, or in group locations between farming groups. Definitely disagree, because I've seen (and done) that and I disliked it. Already the case so I agree with this (we just don't know how far from the death location it is). As I said before, would only agree ...
Post by Ludullu on 2023-03-05 18:39:17
Yeah, it's as if language is constantly evolving. Except people don't seem to care about that in this case.
Post by Ludullu on 2023-03-05 20:31:31
I've explained here before why I want that. That only applies if your PK was just for fun rather than to secure content. But in the case you did PK for a more meaningful reason, your friend receiving a part of your income would just be an additional benefit for your group. Though again, that's only if the prison system's income goes to everyone else other than the PKer. And I think that my suggestion of "BH gotta be present around the PK at all times in the prison" would reduce that friend group interaction, because your PKing would ...
Post by Ludullu on 2023-03-05 20:37:22
This might come as a shocker, but experience can be different. In my experience of playing L2 for 12 years on those same chronicles, rogues were always present in all of those activities. I played as a rogue multiple times and was present in all of those activities and my friends mained rogues for several years and did the same. I can't speak to AA's gameplay or party setup, but if L2 experiences can differ, I'd assume that AA's can too.
Post by Ludullu on 2023-03-05 20:37:44
We all are
Post by Ludullu on 2023-03-05 23:07:08
I pretty much agree with Noaani
Post by Ludullu on 2023-03-06 07:34:46
This kinda applies to all artisans, but I was mainly thinking in terms of crafting, hence the title. Right now we don't have much info on how our artisan XP will be distributed or how its leveling will be designed or any real in-depth info on artisanry overall. So I had an idea for a certain design. We know that as of now we're supposed to be able to master 2 professions within an artisan path, so this is in that context: Artisan progression is semi-lvl-agnostic and is based on points Player gets 2 points of progress per lvl ...
Post by Ludullu on 2023-03-06 14:34:00
Yep, I was thinking along these lines. Top quality low tiers should be deconstructible into smth that's used for top quality high tiers. A great idea! Would not only keep crafters busier, but would also keep lowbie masters more relevant. I attributed rarity to them purely because we'll have rarity in the game. Crafting will require mats which will have that rarity attribute as well, so I thought that deeper specialization in a tier should be linked with your ability to work with rarer mats. Though, judging by this pic, it seems that there will in fact be "quality" ...
Post by Ludullu on 2023-03-06 14:50:58
Have they explicitly stated that they'll be scanning our PCs? Cause after a lot of "dps meter" thread reading I learned that there'll definitely be meter programs that won't even interact with the game, so directed scanning would probably get them but I'd assume that kind of thing would eat up PC power and could potentially lead to lag or something similar. And that would be on top of the privacy issues this kind of scanning would bring up. Yes, they've said that they're against meters and addons, but I don't remember if they've explained how exactly they gonna ...
Post by Ludullu on 2023-03-06 14:56:47
If "having less people" is p2w for you, then you have way more problems than a few headstart servers.
Post by Ludullu on 2023-03-06 15:08:02
As Arya said, it's about the economy and usefulness of the lowbie stuff. The game can only really survive if it keeps gaining new players (cause it'll definitely lose people along the way). When those newbies come to the game, they'll have to level their artisanry, going from the low tier stuff to high tier. If the low tier stuff can only be sold to the NPC vendor, because literally every crafter in the game has crafted hundreds of useless low tier items and have thrown them out on the market at abysmal prices - then those new players ...
Post by Ludullu on 2023-03-06 15:18:38
[quote="Vargos;c-394174"But in reality, considering the situation when you don't have a constant party (with which you constantly play), it was always difficult to find a party for a dagger during leveling[/quote] I guess this is the difference in our experience. I always had a constant party. I don't recall not playing with one in L2, no matter the server rates. And usually the lower the rate the higher the requirement for you to be in a const. Hell, even on some x1-5k servers I pretty much always played with at least a few people and we'd quite often go ...
Post by Ludullu on 2023-03-06 15:22:26
Imo selling to NPC should be the very very last thing you should think of doing when it comes to artisanry and even then it should be super rare, and ideally shouldn't happen at all. Selling to NPCs is just too big of a crutch for the game's economy.
Post by Ludullu on 2023-03-06 15:31:46
And that's kinda my problem. I don't like crafting those 100 swords. I mean, I love it, but I think that that should not be the case. But we got no clue how Intrepid will balance their crafting, so we'll just have to see.
Post by Ludullu on 2023-03-06 16:23:46
I thought that too at first, but we can see a green with a varying amount of diamonds and we also see blue and purple with fewer ones. So I assume it's some type of quality indicator, maaaybe related to the amount of additional stats on the item. So in that pic we see a Spiked Iron Mace with 3 diamonds. And in the stat window of the weapon we see the 3 diamonds represented as dmg, +str and the golden Bleed effect. I assume that "Spiked" name gives the mace bleed, so that "Footman's" version with just 2 ...
Post by Ludullu on 2023-03-06 16:26:22
I explained the pic better in the previous post. But yes, you could in theory max out 1-10 tier and craft uniques to boost your lvls faster, but you'd need quite a few unique mats to do so. But in theory, later on in the game this shouldn't be too big of a problem (depending on how useful the low tier of gear will be), so any newbie could potentially boost their crafting pretty fast, if they have a friend who can support them monetarily.
Post by Ludullu on 2023-03-06 16:34:47
The main difference between those games and Ashes is the node system. The node system determines which mobs/bosses you have. And headstart servers will have it deactivated for those 48 hours. So the only super uber cool boss you'd be able to kill is some lvl10 schmuck, that at best would give you an item or two (maybe a bit more) for your whole guild. All while the masses of people would probably outlvl that gear within another few days after release. The only "p2w" here is that some people will just have higher lvls at release. But literally ...