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Post by Ludullu on 2023-03-12 23:00:41
So, considering that we don't know the specifics of how we grow our champ, there's a chance that the suggestion literally went full circle and came back to the already planned system. I mean, I guess I can live with that
Post by Ludullu on 2023-03-13 03:17:30
I see, so that just sounds like a shitty game and I definitely hope Ashes is not shitty. I consider resource management and tool variety as a given. Guess that's not the reality in other mmos. Mainly because that "support role" comes in the way of avoiding boss mechanics, which in turn help healers not waste more mana, which then helps those healers also do some dps. And obviously we'll have class augments, which will give us the exact secondary role that you're talking about. Except it will have no real impact on the "rotation" side of things, because ...
Post by Ludullu on 2023-03-13 23:27:43
It kinda is though. Your perfect rotation would account for your swing/movement speed, in order to maximize your output. And yeah, as long as there's literally any kind of variance in abilities - there's gonna be rotations, because it's the most optimal way to play.
Post by Ludullu on 2023-03-13 23:39:13
Would be an absolute pain to balance. I personally think that mayor arena should only have one "class" that has tools that counter each other. And the best mechanical/strategical player will win. 1v1 balancing will be rps, but I'm sure that there'll be an archetype or two that have way higher chances against their supposed superiors, so I don't think that adding normal classes to the champion pool would work. I did like the idea of investing points into your champion to have different builds, so the base abilities might be the same, but each person would have their ...
Post by Ludullu on 2023-03-13 23:59:13
All the good managers are free to go to scientific nodes. The point of having different types of nodes with different election methods is to give different people the ability to rule. If all military nodes end up failing - that's just part of the server's story.
Post by Ludullu on 2023-03-14 05:20:10
Are we sure it is though? If there can be pvp on our freehold's footprint it means that people can enter it whenever they want, which means that any farming done by the freehold owners would be open to others. So if you're known as a top lvl farmer (or any other outdoors gatherer/processer) - you'll get sieged and be either prevented from even touching your stuff or that stuff will be stolen by enemy gatherers (be it guild or node ones). And if Intrepid blocks others from touching your stuff as long as it's on your freehold, then ...
Post by Ludullu on 2023-03-14 05:36:20
The value comes from the fun that the attackers get from just annoying someone. That's it. Some others will even PK, just to have fun with the BHers. And trying to PK a loner on his freehold would be easier than attacking someone who's around other people or are in a group, especially if that loner wasn't prepared for the attack cause they were concentrated on their freehold. L2 provided nothing to the PKers yet we still had a few who would just PK for their own fun rather than with any kind of purpose. Obviously due to AoC's ...
Post by Ludullu on 2023-03-14 18:14:43
As the resident "I want people's gameplay to be influenced by other players" nerd, there's the simplest solution for rotations for pvp (which I'd love to see in pve as well). Just have abilities that break up the stability of someone's rotation. As discussed above, rotations depend on timings and resources. Just give people abilities that reduce/increase mana usage (or other resources if they're added), reduce/increase CDs on physical or magical skills, put silences on either or both of those, swap CDs around between the last few abilities used (especially cool if there are in fact the big 60s++ ...
Post by Ludullu on 2023-03-14 18:25:07
I was also fairly sure that we couldn't be attacked on our freehold's footprint The "access to crops" quote literally states "this is all subject to change" (as they always do). And with this new change to freeholds I'd assume there's a pretty high chance of other changes as well. I would expect top lvl farming to produce top lvl items. Otherwise why the fuck would people even choose that profession? Yes, and as I said, for some PKers the "value" comes from preventing someone else from doing smth, not from just picking up their loot. You seem to ...
Post by Ludullu on 2023-03-14 18:38:47
Agree with Spif's points. Like the OP. But I still have the issue of "what's the real risk for the attacker", especially in the context of attacking caravans in faraway nodes. With more additions to the defender side, their risk/reward equation gets more complex, while the attacker's stays the same - "am I ready to decay my gear a bit for the potential of a huge reward?"
Post by Ludullu on 2023-03-14 18:43:10
Yeah, I haven't gone deep into AA's info, but a glance at a farming video implied that there were non-pvp areas and pvp-areas. And majority of people filled up the non-pvp areas first, until they were completely full and later on players had to go to the pvp areas to set up their farms. So if Intrepid has pvp on farms at all times, then it's even more hardcore than AA was in this respect. Which, if true, would just confuse me, considering all the things we've heard from Steven (not like this would be the first time though ...
Post by Ludullu on 2023-03-14 19:49:03
That brings up a good point. What if BHs did in fact come after them? What if when you're deep enough into the bandit route, you get flagged against BHs and they see you on their map. It would give more work to BHs and justify their existence even more. The bandits would have a risk related to their attacks, cause now they'd be hunted if they're successful (which would also decrease the potential abuse of the bandit system).
Post by Ludullu on 2023-03-14 20:43:07
Yeah, we definitely don't have enough info on this. It's just that we've had several times where Steven kinda discussed potential dangers for the attackers and it's always been "well, there's decay..." (even though no other pvp events seem to have it) "...and there's the bandit progression system ones too!" (even though those are not dangers, they're just lowered rewards). If Intrepid already have some good risk planned - great. If they don't - well, there's my current suggestion, have BHs involved in some way.
Post by Ludullu on 2023-03-15 00:59:15
As someone whose boarders have been stepped over for no fucking reason - no the absolute majority of people could not fucking care less about random travelers minding their own business. We're not moving our freehold to pvp somewhere, we're just doing our own shit. The ones who would suffer from freeholder pvp attacks is a traveler who for some dumb reason came right up to the freehold. And even then only the few uber pvpers who just happened to be at their freehold would even think of attacking the traveler. If you want to attack me on my ...
Post by Ludullu on 2023-03-15 04:14:36
Did AA have food buff or anything of the sort? And what was its value, if any. I might be wildly wrong in my assumption here, but I was imagining smth like "you gotta find the seeds for the plant; grow the plant properly; harvest the plant properly; use it properly - and you have yourself a top lvl food buff item that sells for a ton". Outside of maybe the lest step, all that stuff gotta be done outside (well, excluding flowers or something else that can be grown indoors). Except it would be for a professional harvester. ...
Post by Ludullu on 2023-03-15 07:25:08
Was this coral more expensive than other stuff, considering that it had special requirements? What I'm trying to get at, is that there's gonna be some ultimate top lvl farmable item that's gonna be the most valuable thing that you can get from farming. It's gonna be at the very top of the farming profession and all the farming players will be leveling up to start working on it. And if after all of that work they are prevented from getting that item, or, even worse, they drop it when they're PKed at their farm - I'd assume quite ...
Post by Ludullu on 2023-03-15 08:06:09
By the pure virtue of having a progression system tied to artisanry, there's gonna be a top lvl item related to each profession. The value of those items would obviously differ and fluctuate, but that's no different from farming the best boss that drops a ranged weapon and farming a boss that drops a melee one. Both are at the top, but would most likely be valued differently. Even by the simplest action of moving to another place, the victim would highly increase their chances of escaping the attacker. Be it through the means of better mobility, or simply ...
Post by Ludullu on 2023-03-15 18:07:23
L2's dungeons with some additional mechanics.
Post by Ludullu on 2023-03-15 19:11:45
Don't you see the contradiction in this change then? If pvp on a freehold is seen as harassment and anyone who attacks you on your freehold is just harassing you (cause they have no benefit in it) - why in hell would you even allow pvp there? Is it a bait for bans? Or... by chance... you WILL have benefits if you attack someone on their freehold. This is why we worry about this change. Intrepid have either made a change that just baits people to get banned (because there's always people who'll play the game in the way ...
Post by Ludullu on 2023-03-15 21:50:20
None of the numbers are balanced, so dmg values are irrelevant. And the same goes for basic attacks vs abilities. We have no clue how strong any of those abilities will be at the end, so you might not be losing out on dps when you use them. We've also have seen any real proc abilities on weapons, which might add more interactions between abilities and basic attacks, so you'll feel like you HAVE to use abilities if you want to keep your dps up.
Post by Ludullu on 2023-03-15 22:00:32
Then what about holding a boss hostage from a guild for a very long time? Would that be considered harassment too? Cause effectively it's the same thing. In both cases the attacker is just preventing the victim from participating in their gameplay. Should guilds (or just groups of people) who do that get banned as well? What about holding a dungeon entrance? A gathering spot? A trade route? This is kinda my problem with the harassment rules. Either design your game systems in such a way that harassment is very very difficult or set the same rules across all ...
Post by Ludullu on 2023-03-15 22:01:20
Every day I pray for no god damn gcd
Post by Ludullu on 2023-03-15 23:18:50
Animation-locked combat works perfectly for both tab and action. Serves the same purpose as gcd, except w/o your wholeass skillbar constantly CDing when you use a single ability.
Post by Ludullu on 2023-03-16 01:04:42
Why though? If all abilities shoot out at the end of the animation (to help with the ping and to give the ability to cancel out or interrupt the cast), the melee ability wouldn't be any different. It would then just come down to the effect of the ability and your timing with it, and probably resource cost as well. You'd burst with your quick ones, but then use the bigger ones after a CC of some kind. Or you start off with the CC, then do your slow animations and then finish off with your fasts ones. All ...
Post by Ludullu on 2023-03-16 01:45:17
Wouldn't this be the same as any magic ability with the same animation? Isn't the whole point of action combat to be able to dodge shit by a hair's width? And melee abilities would probably have some type of cone effect to them, so it won't be the same as a magic projectile that has to hit precisely on the hitbox. Melee abilities will also have movement part to them, so you'll just have to predict which way your enemy might dodge, which will increase action combat's difficulty and skillcap, as action players seem to want. And backwards dodge ...
Post by Ludullu on 2023-03-16 02:36:11
If tab abilities can't be dodged through stats and action movement boosting those stats - Intrepid would've probably failed with their hybrid combat, because they game would just effectively be tab. And I think they discussed dodges and all that stuff either on the tank stream or somewhere around that. Yes, they're separated, but you can move and use your abilities. Just look at the melee showcase, they were moving forward and hitting or moving sideward and hitting. And if we can move while doing the cast, then you can gain on your opponent during the cast itself. And ...
Post by Ludullu on 2023-03-16 02:40:14
Not having the cast wouldn't really solve this issue though. Different cast times on abilities would prevent permadodging from enemies. I'm not asking to make all melee abilities 3s+ cast. But to me executing an attack in one place, then seeing my opponent move 10m but the attack still hitting is way worse than adjusting my attacks to their movement. The whole skillbar CDing is just the shitty cherry on top for me.
Post by Ludullu on 2023-03-16 04:08:50
Could those issues be addressed through gapclosers (though abilities and not innate movement mechanics)? If the melee is the initiator of the fight, they have the advantage of starting up close and having both movement and gapclosers on top of that. If the range is the initiator, they have the range advantage and the "they used their gapcalosers to just get to me" advantage. After the initiation, it's just about dodging and overall movement of characters, which would stay true no matter the combat design. The only thing that would change is the general gameplay strategy, due to how ...
Post by Ludullu on 2023-03-16 04:12:06
I'd assume there's a limit on how much you can decrease your gcd, otherwise it would start bleeding abilities into other abilities. Couldn't animation design account for the same passives? Just put limits on how far you can take it and account for those limits during development and you won't have the silly animation. L2's magic attacks looked even cooler at super high cast speeds. Hell, some people even sacrificed some dmg buffs in favor of cast speeds, just to have a cool-looking attack
Post by Ludullu on 2023-03-16 04:44:37
It's obviously more complicated that this, but I meant that melee initiation would start in melee range. Obviously if the fight starts at range with both sides ready to fight then melee is at a huge disadvantage, but I don't quite see how gcd would suddenly solve that unbalance. You'd still need to somehow close the gap and then somehow prevent the enemy from increasing the gap again through their own abilities. If anything, an instant cast ability would allow that range player to instantly increase the gap, because the melee's abilities would be on gcd after using the ...