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Predatory FOMO emails

Post by Ludullu on 2022-06-07 00:41:13

Big plot twist, yall both wrong I don't own any packages and I defend the monetization system. And I'm not even its target audience!

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 00:59:29

Yes, I've played with this kind of system for ~12 years. Never p2wed it, but did fight against people who did. And I could still win against them due to OE giving them low benefits and being super pricey to get too high. Loved the system for all 12 years and whenever I wanted to go higher in power, I'd just prepare for it. Just like any person would have to, in a system that just requires you to spend days grinding something to get enough resources to go up by +1. Imo it's not Intrepid's responsibility to think ...

Question about the Value of the Pre-Order Packs

Post by Ludullu on 2022-06-07 01:01:46

The game is sub only + cosmetics. No game purchase. $15 is all that you need to pay to play it on release.

What is themepark, what is sandbox in AoC?

Post by Ludullu on 2022-06-07 01:35:16

So far, only story-related stuff is supposed to be instanced. But we haven't heard much update on this front in a while.

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 01:50:34

Because I personally like that kind of system. I've already explained my reasoning behind it and why I dislike other systems.

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 02:08:10

It holds back playerbase's power creep It equalizes the overall power lvl of the server w/o introducing equalizing mechanics It follows the "risk vs reward" design goal of Ashes It's a very strong mat/gold sink for the strongest people on the server It's a great indicator of status and personality. If you see a dude with some highly OEd gear, you'll know that he's either insane or the wealthiest strongest dude on the server, or both It provides a near-endless treadmill for those who want it, w/o much devtime It allows Intrepid to better pace their expansions' power creep, ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 03:40:13

If you have a 100% chance to OE smth and increase its power, sooner or later everyone will get to grow their power by some amount and now the next expansion will have to introduce gear and mobs that are stronger than the median power lvl of the game. If you have a chance to break your gear when OEing it, only a fraction of the playerbase will be stronger than the base power lvl of that gear. And the new expansion can add gear that is on the same lvl as the top OEd old gear or just ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 03:42:00

Yeah, and as I've said in this thread before, if the repair costs after a failed OE are the same as they would be if you had destroyed the item completely and had to rebuild it from the ground up - I'd be fine with that, because it would serve the same purpose.

Adding rifts for quick 10 minute adventures

Post by Ludullu on 2022-06-07 03:58:22

It will all depend on whether they really want everyone to have one, no matter what. Freeholds will cost more and more with each new citizen, so unless a casual player has enough money early enough to outpace all the potential citizens - I doubt they'll be able to get a freehold. You'll also have to pay property tax and who knows how much that will be, so 15min/d would most likely not be enough to support a freehold even if you do manage to get one. Though obviously we'll have to test this all out and see what ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 04:30:14

And instead of coming up with several difference systems all you'd have to do is just have destruction on a failed OE and you can hit all the points I've listed. Ashes will already have a ton of intricate and self-dependent systems, so overcomplicating enchantment too could be too much for some people. Although, again, I've given an alternative system that achieves all the things I've listed w/o rng or destruction, so I know full well that it can be done. Which is exactly why I said it would be pointless to continue discussing these among ourselves because our ...

How will AoC incentivize the development and colonization of distant nodes?

Post by Ludullu on 2022-06-07 06:33:24

From what I know, some guilds are already planning to take over some of the distant nodes right on release. On top of that, not everyone will have enough money to be a citizen of the first big nodes so they'll have to go out further and further until they can afford it. And they'll be doing that because the incentive you're asking about is all those citizenship benefits.

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 06:34:45

And that exactly what's planned right now. Vertical and horizontal enchantment.

Protecting Our Casuals: Gear

Post by Ludullu on 2022-06-07 12:38:19

You could have diagonal progression and built balancing off of that. You get marginal vertical growth in gear stats when you go up in tiers, but the horizontal stats on gear change from set to set, and you develop bosses/mobs according to that gear's acquisition. Say you have a stun-protecting set at tier 2. And it has 100 m/p def/mitigation. And you have classes with stuns get most of their stuns at the lvl of gear tier 2 farming, so they're not OP out of the gate. And you have mobs with stuns on this tier. Then a tier ...

Action combat and PVE

Post by Ludullu on 2022-06-07 12:55:16

Here's a skill from L2 . It has a base 5% chance to crit on strike. Crits vary from x2 to x8 (iirc). You can only use this skill on a target that has a specific debuff on them which has somewhere around 20-30% chance of successfully debuffing the target. This is a powerful skill, so the dmg range between x2 and x8 is quite big, so the rng can sometimes decide whether you kill your target or not. I've had several pvp encounters where I won because of getting a lucky x8 or where I lost because I ...

Protecting Our Casuals: Gear

Post by Ludullu on 2022-06-07 12:59:04

I meaaan, I'd hope top lvl bois don't go nuking newbie casuals left and right. And in a big fight you'll have a wide variety of gear across tiers and resistances, so there's a fairly high chance that some lower lvl dude might have a skill that's strong against a higher lvl dude exactly because higher lvl dude has t2 gear on because it's his favorite and it matches his party's composition perfectly. And now you have a situation where the weaker player has a higher chance at defeating a stronger player. Wider RPS working as intended.

Action combat and PVE

Post by Ludullu on 2022-06-07 13:00:55

Yet it led to best pvp in the genre

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 13:02:32

https://www.youtube.com/watch?v=pWdd6_ZxX8c

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 13:08:47

Also, literally the same could be said about pvp in Ashes. Or "risk vs reward" design. Or "there won't be only winners in Ashes" design. Or "flying mounts are only for the top ~10-20 people on the whole server of over 10k people" design. Or "instances will only comprise 20% of content and will mainly be story-based" design. And I'm sure there's more design choices taken from older games that will definitely not fly with quite a few people in the "current gen of gamers" crowd. Yet here we are, interested in a game with such designs. Funny how ...

Action combat and PVE

Post by Ludullu on 2022-06-07 13:14:59

And you know why they did? Because class design RPS system worked well. Because gear was close to each other not only in stat values, but even in additional horizontal ones too. And because some rng here and there brought the lower lvled player and higher lvled player closer to each other when it came to their power lvls. All of those things led to the thought process of "I might have a chance to beat this guy, so why da hell should I not at least try?" And I hope AoC's class design leads to the same thoughts ...

Protecting Our Casuals: Gear

Post by Ludullu on 2022-06-07 13:23:28

Forbid gear changing while in combat and you got yourself a locked in boi. And unless both sides of the conflict perfectly know each other's gear/augments/abilities - you won't be able to perfectly fit your gear to their attacks. Make sets have better benefits than randomly thrown on shit, which would lead to the party itself mixing and matching their gear sets in order to have resistances to more stuff, so that they all don't get nuked by some lucky aoe crit. People will be forced into different gear either way. Be it just purely through tiers of power ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 13:27:51

And if new gear acquisition is easier/faster than OEing gear (which I'm suggesting it is), then you can still find your unique stuff and be happy about it. And then you can OE that unique stuff and be super powerful too. L2's gear system was very straightforward because that served the functionality of the game overall.

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 13:33:19

Again though, we're on a forum for a game that's based on its Lead Director's nostalgia for the better times. I find this critique of the OE system quite a bit ironic. There's been quite a few people that yell about pvp killing the game as loud as you're yelling about OE destruction doing the same. Or all the time-casual people begging for a crumb of content that appeals to their difficult life with 30 kids and 10 wives. It's all just a personal preference of one Dude (pun intended), who had enough money to make his nostalgia a ...

Action combat and PVE

Post by Ludullu on 2022-06-07 13:40:37

At the end of the day any pve is just grind. Be it simplistic grind of L2 or the grind where you bash your head against a difficult boss for several hours/days/weeks until you beat it and get the reward. And you know what each and every pvper with low gear gap in L2 did? Grinded mobs for fucking months. Non-stop. Just grind grind grind. Now replace that mob grind with them trying to beat a boss and you'll have yourself a happy little Ashes. Oh also, people grinded mobs for the new gear even though they knew that ...

Protecting Our Casuals: Gear

Post by Ludullu on 2022-06-07 13:53:41

Those are some damn quick combat resets and no target control from the opposing side, but whatever, we don't know whether Intrepid would even want to limit us that way. Yeah, and both sides will have to adapt to each other's setups. As you like to say, in mmorpgs the winner is the one who plays the overall game better. Wanna win? Adapt to your daily enemies, if you have any. That's where we'll have to just disagree because we obviously come from different school of thought so it's pointless discussing this. Having separate gear for pve and pvp ...

Action combat and PVE

Post by Ludullu on 2022-06-07 13:56:24

Btw, what in particular do you dislike about it?

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 14:06:06

And yet Steven copied L2's pvp system. And depending on what exactly he meant by "item gets destroyed if you fail an OE" during an interview, he might've taken L2's OE system too. I have literally posted my own take in a response within this very conversation. But I made that take just to appeal to all the people who're yelling "omg my broken items that I didn't even think to back up! What will I ever do with my own hubris of thinking that I'll be the lucky one who get's the OE and not burn my stuff. ...

Protecting Our Casuals: Gear

Post by Ludullu on 2022-06-07 14:24:02

The set will give some particular stats, which can be then dialed through crafting said set. The bonuses from having the set will also give some horizontal stats, which could be changed through crafting (though we'll have to see if crafting works like that). The only "top end" feature about the set would be that it has higher base stats - that is m/p def/mitigation. Except we all know that predominant majority will just look up a guide for "ThE bEsT aNd MoSt OpTiMaL gear combo" and go for that, because you simply cannot balance that kind of meta ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 14:32:01

And I've played with this system for ~12 years and have seen hundreds if not thousands of people participating in the system and enjoying it. And not being dumb about not getting a damn backup. No one left because they lost some gear to the OE fails, because the only thing they lost was time - the same thing you'd lose in a 100% chance system where you just have to grind for hours upon hours to even get the chance to OE your gear. The only times I've seen people leave the game after their OE fails is ...

Let’s Talk Enchanting!

Post by Ludullu on 2022-06-07 14:40:36

BDO showed how not to do this system, while L2 showed how to do it right. Yeah, he casualized it so that it would fit with the current soft gamers. OE system is also soft, because it'll have ways of increasing your chance of success (though L2 had that too). Your only point is "people will leave because they were dumb enough to not get a back up before doing the riskiest thing they could do with their weapon". And as several people here have already said, that's on them and not on Intrepid or the system. If you ...

Action combat and PVE

Post by Ludullu on 2022-06-07 14:51:17

Here at the timestamp , is that not an orientation mechanic? Or do you mean smth else? Classes have those kinds of abilities too. And is proximity smth like "you get hit for 100 if you're 5 meters away from the attacker, but you get hit for 50 if you're 10m away?" They added a reverse of that for archers in a later update, but yeah, outside of that there's not really any proximity play. Yeah, I can definitely see how people could dislike it. Though for me it was more about fast skill usage and reaction times, because ...