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Post by Ludullu on 2023-04-14 12:52:43
Yeah, same, hope low-mid tier items don't go out of use, for whatever reason Intrepid can come up with.
Post by Ludullu on 2023-04-14 13:05:26
They'd just respawn though? But if you're talking about repetitive killing, players can always just make a verbal contract for that kind of thing. Don't think we've had any info about game-based systems that support this. Probably because this could lead to some abuse.
Post by Ludullu on 2023-04-14 15:38:41
That's how it should be Yeah, there's a ton of ways to address this w/o making the system super hardcore or unfun. I'm sure we'll go through months of testing this in alpha2 in 2030
Post by Ludullu on 2023-04-14 17:27:57
This will be my answer to pretty much all the questions there Scientific nodes will go to "the most played" as well, because they either campaigned for it or have worked hard to have a ton of followers before the game (which probably means that they are still playing a ton to keep their influence). So all nodes will be controlled by people who worked hard for it, in one way or another. And if we have literally 0 ways to influence the mayor (I hope we do) - it means that my caring about mayors or their actions ...
Post by Ludullu on 2023-04-14 17:41:26
You already can.
Post by Ludullu on 2023-04-14 18:06:04
But they'll know you the most and with majority of people not really caring for what happens, they'll just vote for what they know (if they vote at all). This is probably the only way where irl experience applies. Irl people vote for the loudest and brightest candidate and not the best one, as shown by almost every damn country in the world. It isn't though. The only way you can directly influence someone's mayorship is to become a mayor instead of them. You could try PKing them while they're doing quests for Divine node or try siphoning money ...
Post by Ludullu on 2023-04-14 18:14:26
I'm pretty sure that all those cosmetics are for gliding mounts, that can just serve as a flying one as well, so no, you can still use those skins by just growing a proper mount. As for guilds and stuff. We don't know how exactly the drops will be designed. There's a chance that the egg could drop completely randomly directly to someone's inventory, to "keep it fair". And then that person can do whatever they want with the egg. But if that won't be the case then yes, big guilds will be the ones who control flying. And ...
Post by Ludullu on 2023-04-14 18:39:21
You do see how this would also just come down to gameplay amount and guild size, right? If you need a proper artisan to tame that flying mount, only the truly dedicated people would be able to do that. And if their respawn is random and super rare - only the people who play a ton (or huge guilds with such people) will have the most opportunities to find one. At which point they'd have enough power to control the mob's surroundings until their top tamer comes there. Except this time it wouldn't even be randomized who gets it ...
Post by Ludullu on 2023-04-14 19:23:34
Then you have no issue with the system, because any flybois wouldn't be elected in scientific nodes Then the ones who listen to others have to become mayors instead of the flybois. If their convictions are that firm, I'm sure they'd be able to get the mayorship over someone who just wants to fly. And to me, a bad actor who wants to destroy a node so that their own preferred node succeeded is a much bigger danger than someone who's willing to bust their ass just to fly. The flying dude might indeed disregard his duties completely and ...
Post by Ludullu on 2023-04-14 22:34:39
Yes, pvp can happen in the city. Everything related to pvp applies. We don't have any real info about the guards. Doubt we'll get a mob train into the city, but we'll have mob events that will attack it on their own. I think that covers all the questions.
Post by Ludullu on 2023-04-14 22:43:59
We disagree on this point which is kinda at the core of my argument, so I don't think we'll get any further in our discussion. As for untradeable mounts. If that's the case then we go back to what I said before. The guild has a ton of people, so they have higher chances of coming across the mount. They notify their GL (who's a flytamer) and PK anyone who approaches the mount, while they wait for him to come there. They get rewarded with whatever they want for doing this. The world will just be way too huge ...
Post by Ludullu on 2023-04-15 15:26:26
Did you listen to the quote though? Steven literally says "there's gonna be several top positions". Obviously they'll have different ranges of power within that node, but that's just how stuff works. Could you perhaps share how exactly they'd rmt their mayorship? I'm just curious.
Post by Ludullu on 2023-04-15 16:37:44
With the current dev discussion and a, seemingly, very instanced-directed question in it, I tried to think up of a way to combine the freedom of L2's dungeons with the gameplay of instanced ones. The problem is, I'm not really a pver so I'll rely on @Noaani and @Azherae to tell me if this idea is complete shit and would never work as a good source of pve(x) content. My paint skills are shit, but here's a top-down view of a floor of a tower dungeon (the same could work with layers of an underground one). Here's a rough ...
Post by Ludullu on 2023-04-15 17:16:25
I had more of a "all lvl brackets have rooms for 8/16/24/32/40-man groups" thing in mind, but I guess different dungeons could have different setups. And yeah, mechanisms like that would definitely be interesting.
Post by Ludullu on 2023-04-15 17:52:36
It could be smth like "you need ranger to find the path itself, then you need rogue to disarm a death trap at the entrance; mage to remove a magic barrier deeper in the path; summoner to sacrifice a mob to an irremovable trap; tank to soak up party's dmg from "lava"; warrior to lift up a super heavy obstacle; bard to activate a sound-based puzzle; healer to revive an npc that opens up the door at the end of the path". Obviously that's a super basic surface lvl example, but that would require all archetypes to be present. ...
Post by Ludullu on 2023-04-15 18:53:39
This will highly depend on how Intrepid design their anti-zerg mechanics. If they come into play as soon as the game notices too many people around - the group would probably have to try and control the mob/boss attacks in such a way that they hit the extra person. A few hits on them would help too, but that would alert others in the nearby rooms, so could be dangerous (well, if we're talking in the context of my suggestion). If it's more of a rough ratio with slow buildup then I think the group would be fine if ...
Post by Ludullu on 2023-04-15 19:00:10
Concerns about what exactly? About the way it looks in alpha1? Concerns about their promises for those things? Concerns about those words as concepts? In other words, elaborate.
Post by Ludullu on 2023-04-15 19:27:28
https://ashesofcreation.wiki/Story_arcs https://ashesofcreation.wiki/Narrative https://ashesofcreation.wiki/Verra#World_size All filled with different content. https://ashesofcreation.wiki/User_interface Highly customizable. This kinda falls under point 3 as well. We're years away from release, in which time UI will get changed and polished up.
Post by Ludullu on 2023-04-15 20:10:10
That's the point! That's the adventure!
Post by Ludullu on 2023-04-15 20:22:31
Yeah, it can definitely be different in different dungeons. I was just trying to implement the stuff you said before of dungeons being for both small and big groups. Yeah, I can definitely see that happening. I'd assume that the most pvp will come from guild/node wars, just as it did in L2. There'd be a few skirmishes here and there, but mainly rando groups wouldn't fight each other too much just because it was quite dangers to flag up willy-nilly.
Post by Ludullu on 2023-04-15 22:51:53
Yeah, that's a great point. Having it as a sellable item would be great. And it wouldn't cost all that much considering that pretty much any group that can beat a boss would get it, so this would just be a nice thing to help out any newcoming players.
Post by Ludullu on 2023-04-15 23:36:44
I personally want all that drama, because that's the lifeblood of a pvx game. That's the story of the game and of each server. I still remember guild drama in L2 from over a decade ago, and that shit didn't even happen in my guild. I can't even imagine how cool it'd be to hear (let alone experience) about a metropolis getting completely sabotaged by a super charismatic newcomer who turned out to be a member of a small guild that just wanted to fuck over the big guys. Hell, that's the kind of stuff I've heard about from ...
Post by Ludullu on 2023-04-16 00:56:26
I think you have some contradicting points here. If the flying mounts are ultra rare and pretty much random in their spawn (at least on the first cycle of spawns across the server), all those super top lvl tamers would never know where to even be if such a mob spawns. And if we go with your suggestion of a high limit on every other avenue of progress in favor of being able to tame a flying mob - all those tamers would've literally sacrificed their whole gameplay in hopes of hitting the very lottery you mentioned, except with ...
Post by Ludullu on 2023-04-16 01:04:53
This is pretty much how I imagine the currently plan design to play out. The marker I mentioned in the OP would work with this as well. A group of people that managed to, say, clear 3 cycles in 3 different room on 3 different floors and killed 2 special bosses in the process would accrue a certain lvl of that "marker", which would then apply to bosses on higher lvls of the tower (or deeper in an underground dungeon). Intrepid already plan to do smth like this and I'm excited to see what they've come up with. Yeah, ...
Post by Ludullu on 2023-04-16 03:00:21
Some other way. I thought about the usual stat boost but thought it'd be too simple and boring. The next best thing I could come up with was just "harder mechanics". If you've got a great idea how to design it properly, I'm sure Intrepid would appreciate the feedback (cause it would apply to whatever they're doing too).
Post by Ludullu on 2023-04-16 03:44:22
If the majority of pvers would be fine with that, I'm more than ok with this change. I'm just guessing that the "higher lvl" is pretty much just a stat boost and maaaybe a bit more misses on abilities or smth along those lines. I'd probably find that boring if the game was going for really engaging pve (as they might be doing?), but my goal was to just try and combine my experience from L2 with pretty much majority of pve mmos, so if this change will make the idea successful - all the better. I'm not sure ...
Post by Ludullu on 2023-04-16 04:29:07
The lack of knowledge when it comes to gear tier distribution is mainly what prevents me from being fully behind the "go up in lvls" idea. But I guess that ultimately doesn't matter because the same effect could be achieved by just increasing the stats on the mobs. Could you elaborate on this? Is it about the mobs becoming too hard to beat if there's also other people messing you up? Would well-designed location-based anti-zerg mechanics solve that or do you think that'd create other problems?
Post by Ludullu on 2023-04-16 04:47:37
Would my idea of flagged chars hard-pulling agro help with this or do you think that's potentially too abusable? I get what you're saying and I most likely agree, purely because I haven't experienced L2's flagging system in a context of hard pve. Yeah, I haven't thought too deeply about it, outside of the obvious "make it positional, with harsher mechanics on the outer rim (in the context of active body collision). That is also what Intrepid is trying to do afaik, so we'll have to see if it works out.
Post by Ludullu on 2023-04-16 05:11:59
If we're talking purely dungeon room context, wouldn't short leashes work well for this? Team A is fighting mobs/boss. Team B runs up to their room and decides to flag on them. Mobs/boss reagro onto the flagged B member, which makes Team B either fight the mob themselves or run outside the room. If they fight - Team A could just keep attacking the mob for free and rake up the dmg required for looting rights. If Team B run outside, Team A would've just kept attacking the mob and would then keep attacking the mob while it returns ...
Post by Ludullu on 2023-04-16 05:36:18
Yeah, it's pretty much what I had in mind with the flagging agro, just in a better more streamlined way. And yeah, this definitely doesn't work in the current binary (ternary?) corruption system. This is why I added the "presence of flagged players puts a dampener on anti-zerg mechanics" point. So the boss would just agro on the flagged attackers, but anti-zerg mechanics wouldn't start up immediately. I tried explaining my thought process on the "who flags first" part, but I might've failed. I should've written that unmarked flagged players would hard-pull agro, while marked ones would just keep ...