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Rogue class concept (how to make it playable in group activities?)

Post by Ludullu on 2023-03-06 16:36:51

Then the only thing you should worry about is whether Intrepid is successful with their goal, cause they're already thinking of making everyone useful. They haven't forgotten rogues, nor any other archetype.

A question for crafters

Post by Ludullu on 2023-03-06 16:49:13

Some of the stuff you listed is under processing iirc, so the crafter wouldn't be doing all of that on their own, but yes I agree with the sentiment and my suggestion kinda addresses that. The circles represent crafting dials, which in turn represent some kind of specializations within your profession. So a circle on lvl1 could be called smth like "hammer a nail into the board" and it would directly boost the atk of your wooden club (the range of attack would be determined by how well you do on the manual craft action). And a circle on ...

A question for crafters

Post by Ludullu on 2023-03-06 16:53:10

I definitely want a fair degree of restriction, but I also think that the picture in the OP is too rudimentary to properly show the potential scale of the system. There could definitely be more circles with a better point distribution design, so that people could choose different specializations even within a particular direction. The rarity thing is only there to make people go deeper into a tier if they want to craft better things in it. The players may choose whichever circles they want to specialize in, so there's still freedom of choice.

pay to win headstart

Post by Ludullu on 2023-03-06 17:06:16

I put the "" there because I don't consider that to be p2w. And, as been discussed before, every person that goes to the headstart server will do so knowingly (at least Intrepid should make the difference VERY clear), at which point it'd be the exact same as someone just coming into the game 2 days after release instead of directly on release. Should those late players consider everyone a filthy p2wer, because they had a 2 day headstart? You do have a point there. But that also kinda applies to anything else. The headstarters could just grind lowbie ...

A question for crafters

Post by Ludullu on 2023-03-06 17:11:17

There'll be no randomness in the crafting process' result. You'll get what you were promised by the blueprint, with stats being controlled by the dials. Which is why I said that you'll need rare mats for rare weapons, legendary mats for legendaries and so on. And that's why I related item rarity to the player's tier investment. If you want to be able to use legendary mats in T3 - you gotta invest enough points into that tier.

A question for crafters

Post by Ludullu on 2023-03-06 17:25:43

Low tier mats get used in high tier items. And there's been discussions of making low tier crafted gear useful for high tier crafting as well. As for storage, yeah, we'll have to see how Intrepid designs it. I'd hope that we have enough storage to store every single item in the game, at least one of each. That kind of storage should come at a high price, but for those who like hoarding and/or collecting stuff - it should be doable imo.

Is there enough 24/7 structured PvP available?

Post by Ludullu on 2023-03-06 22:12:28

How fast is the gear acquisition in ESO? How fast is the leveling? Are there any kinds of instances or quests that give you good pve/pvp-viable gear? If AoC's itemization design goes down the oldschool path, gear will be rare and good gear will be even rarer. There's gonna be no separation between pve and pvp gear, so both sides of the player spectrum will have to fight over the same mobs. Everyone can wear any weapon/armor so this strengthens the previous sentence even more. There's gonna be no good gear from instances, so everyone will have to fight ...

A question for crafters

Post by Ludullu on 2023-03-06 22:19:43

You've pretty much described my exact idea, with a bit of what's already planned for Ashes thrown in too. Except I went even further and the point system I'm suggesting allows you to start crafting high lvl gear w/o being a high arisan lvl character Otherwise, a great ted talk.

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 00:24:36

Surrender definitely needs a cost on it, but it should be less than the cost of wardeccing that guild, so that strong guilds couldn't just abuse small guilds through extortion. Same should apply to nodes as well.

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 01:18:13

It's about what will be more fun and fair in the game. Not that many guilds will just be full of rich alts, but most strong guild would definitely wardec every single weaker guild if they thought they'd get more money out of it. And smaller guilds are usually closer-knit, so if they get constantly killed by strong guilds, they're more likely to just leave rather than split up and reform or join other guilds. Except they won't in the context of a war. They'd only be dying over and over again losing nothing. Node citizens would be dying, ...

Is there enough 24/7 structured PvP available?

Post by Ludullu on 2023-03-07 01:56:46

So it wouldn't have to be a 24/7 pvp then, if it's just a "break from other activities". And we got no clue about how long it'd take to fully equip yourself versus how fast new content would come online, so there's a chance that you won't have time to reach soft cap and do nothing. But even if you do reach a self-imposed soft cap, that'd mean that you're free to go anywhere. So you might join any node siege that might be happening soon. You can go to any super active node and look for caravans. There's ...

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 02:08:50

The wars should have a goal, which is different from just "the other side pays you in cash". The goal should obviously pay out more than you paid to wardec. Surrender =/= your win, it means their loss. Siege is not a war, so they can't destroy anything in a war. And if you mean destroy everything in a siege, yes, that's the goal of the siege, but it still wouldn't be a surrender.

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 02:36:45

Node wars are not node sieges. They are completely different things, even if related. Wars in Ashes are already goal-based. Bullying other guilds/nodes is not the point of wars. The bluffing can't work if you ask your guild/node-mates and they all say they haven't been killed by the enemy a single time. If anything, that would probably mean that this untouched side can just go and win the war by achieving the war's goal.

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 02:59:27

False. Yes, they may. And if those people get attacked all the time and disagree with the war, they may vote to surrender. But strong nodes/guilds shouldn't be able to abuse this by constantly overwhelming the weaker side. Again, higher payout has nothing to do with diplomacy. Neither does bullying. The guilds/nodes may force someone to surrender, but they shouldn't be able to always benefit from this.

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 03:59:35

Again though, we're talking about different things. The thread is called "g/n WARS", not sieges. Siege surrender costs would have to be huge, because the whole goal of the node siege is to destroy it and loot all the shit inside it. Sieges will also only last a couple of hours instead of potentially 20h at the least for wars. But wars are a completely different thing.

Pax Dei

Post by Ludullu on 2023-03-07 06:11:07

Don't believe anything anyone says until they truly show what they have. This applies to Ashes as well. What I saw in Pax Dei vids was just the same marketing stuff that you can see in a lot of "the biggest and best game that will ever be" promos. Except in the end those big and best games get downscaled to all shit, their visuals become way worse and they have abysmal functionality and very plain design. Ambition dies at the hands of reality, as has been proven by almost every even semi-ambitious game project in the past 20+ ...

pay to win headstart

Post by Ludullu on 2023-03-07 08:12:51

Except for everyone who couldn't give 2 fucks about some ephemeral "advantage" and who also sees several servers w/o a queue.

Corrupted players can't /trade or use storage.

Post by Ludullu on 2023-03-07 15:28:34

All pvp events have their own goals which provide the risk/reward situation. We still gotta learn what kind of risk caravan attackers have (cause "muh progression points" ain't fucking it), but outside of that: guild wars cost money for the attackers but they might lose or the victim just surrenders and the attackers get less money in return; node wars are kinda as vague as caravans rn cause we don't have any info on them, but maybe failing to achieve the goal of the war within reasonable time or after some attempts will do smth? Pvp events can't have ...

Guild and Node Wars: White Peace and Surrendering?

Post by Ludullu on 2023-03-07 15:43:38

Except we agree that there should be a diplomatic way out of a war (and even a siege). What we don't agree on is that this diplomatic outcome should be beneficial to the initiator. Wars in Ashes have goals that will reward you for a win, that's the point of the wars here, not just to kill the other side. If you're a stronger side in a war and you're free to kill your enemy at all times - you're free to overtake their farming spots, remove them from any location, defend a boss or take theirs w/o going ...

Corrupted players can't /trade or use storage.

Post by Ludullu on 2023-03-07 16:39:11

War goals could require caravans or could require transfer of good to a specific known location. And if you want to prevent the other side from achieving their goal, all you need to do is stand between them and their goal. All of that can be done w/o stripping all the resources from people. If they can farm naked during a war - they deserve to do whatever they want. And if anything, I expect people to avoid goals because ffa pvp means fights for farming locations w/o going corrupt. And if you're on the stronger side, then you ...

Is there enough 24/7 structured PvP available?

Post by Ludullu on 2023-03-07 17:07:26

The penalties are there if you die as a Red, but we don't know how harsh the corruption clearing speed will be on release. Like I said, save time, save resources, remove an annoying pest that keeps hitting you over and over and might even bring mobs to you (if that's possible). Just plan better for the future. We don't know whether you can or cannot have several registrations for sieges, so, considering that sieges will always be during prime time, as long as you plan ahead accordingly you'll have yourself a daily dose of mass pvp all across ...

NO PVP on the Freehold Please!

Post by Ludullu on 2023-03-07 17:20:03

Yeah, they changed it from "no pvp in freehold's footprint" to this. Don't really know why. It's not like the additional 2-3 seconds of running away would change things.

Understanding How Secondary Archetypes Affect Classes

Post by Ludullu on 2023-03-07 17:34:23

There is no way to stop that because it doesn't come from the design, it comes from people. Intrepid could add all kinds of horizontal variety to the builds, but people will still find some arbitrary meta and force it onto others.

Will the game be coin-based like albion online?

Post by Ludullu on 2023-03-07 17:54:08

https://ashesofcreation.wiki/Currency

NO PVP on the Freehold Please!

Post by Ludullu on 2023-03-07 20:58:52

We don't know how exactly our freeholds will function and what will be required of us to build the freehold. Maybe everyone has to have a character-tall fence around your freehold's footprint, which would prevent you from shooting at people from inside of that footprint. Also, maybe you can keep your doors open and you don't really care about who goes inside. At which point your argument of "here you can hit me and here you can't" doesn't work, because you can do the same thing with your house instead of the whole freehold (well, in context of that ...

Is there enough 24/7 structured PvP available?

Post by Ludullu on 2023-03-07 21:13:35

Unless this was the case in the very first chronicle or prelude - this is not the case in L2. You stay "green" when you hit a red. So it's the same as Ashes. I was talking about a party vs party situation, which would most likely happen around mobs, so the targeted party will already be under attacks. That party wouldn't flag back (according to your assumption), so attacking the healer with a tank would just start burning that healer's mana, would distract him from healing the party which could even lead to some additional green deaths and ...

Night PK

Post by Ludullu on 2023-03-07 21:15:43

This ain't TL, so no.

Sieging nodes, but can we raid them?

Post by Ludullu on 2023-03-07 21:23:54

Remove the impact on residents' belongings and I'm all for this as an expansion feature. As for timing, you could have the "prepare yourself, node" period just be longer in the off-hours. Primetime period could be 30-45 minutes, while off-time would range from 1-1.5h up to, say, 3h. This way the node would have more time to prepare the defense when there's less active population online.

What is actual purpose of livestreams Intrepid does?

Post by Ludullu on 2023-03-07 21:34:28

We are also happy to announce, that you will be able to earn cosmetics within Apocalypse that will carry over with your account into Ashes of Creation the MMORPG! https://ashesofcreation.wiki/2018-12-08_Newsletter And I'm almost fucking sure I've heard an audio version of pretty much that sentence, but I can't find it rn. edit: ah, this kinda fits (from 38:47) https://youtu.be/eIuaDIgsQlg?t=2327 This also implies another thing. The crossbows and launchers that took up dev time back in the APOC days was pretty much wasted, because those haven't transferred onto the mmo.

NO PVP on the Freehold Please!

Post by Ludullu on 2023-03-07 21:42:42

Maybe just purple/red, cause I'm not sure how the game will treat "combat". What if being hit is considered "combat", so now a green player wouldn't be able to run away from an attacker. Mob leashes would obviously have to be considered, but that's more about limitations on the freehold placement and just overall rules for mob leashes.