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Post by Ludullu on 2023-06-08 05:30:51
Splitting drops becomes super easy when your megaguild manages to kill every single boss, due to having the bigger zerg. Zerging is also skillless and I'd personally prefer for the skilled to win over the zerglings.
Post by Ludullu on 2023-06-08 08:10:22
Yes, bosses were the faster way of getting the items, but both bosses and general farming spots required a party to farm. And parties fought each other all the time, so you'd want a guild to support you if you were losing vs another party. This usually just led to any high-top lvl party being in some guild, which would then war against other guilds. I'll leave this to James because my L2 experience is way too different from his (private vs official servers). What I can say of my experience is that across the years I've gathered a ...
Post by Ludullu on 2023-06-08 08:15:58
If any boss is beatable with purely numbers - there's no skill required to beat them. And that is exactly why I completely don't understand this line " if you put anti zerg mechanics then maybe the skilled players arent winning because of their skills? ". What did you mean by this? As for having a ton of skilled parties in your guild - that's great and should be the case for any top guild. All of those parties should be used to defend the farm from other guilds or just used during a siege. But the boss itself ...
Post by Ludullu on 2023-06-08 08:34:42
That's a very strong assumption in a game that had a ton of reasons to argue about. I picked up a ton of people along the way with a ton of different opinions. Quite often they'd argue on the basis of that difference. In each case I'd personally talk with all sides of the argument and try to reach an agreement of sorts. And this is the exact reason why I won't assume that their arguments were over gear, because, as I said, I don't recall any such arguments ever leading to someone leaving the guild. You're free to ...
Post by Ludullu on 2023-06-08 18:27:00
I enjoyed it for the pvp experience around those bosses, not the bosses themselves. I want Ashes to be better than L2 was and, to me, that would come in the form of good anti-zerg mechanics that let properly sized groups farm the bosses that are balanced to be farmed by those groups. Like I said, pvp is amazing and people should guild up to have protection for their farm. But that pvp can happen outside of the boss' room/location. Just as epic L2 bosses closed their doors after the start of the farm, I want AoC's bosses to ...
Post by Ludullu on 2023-06-08 19:10:30
I'd prefer if gear was generalized and achievable through several means outside of the boss (with bosses dropping both full items and mats for them). The "lore" part, imo, should come from either special "fits everyone" items or from untradeable cosmetics. Maybe even make those special items untradeable, because they should be, well, SPECIAL (lore relations included).
Post by Ludullu on 2023-06-08 20:28:39
Ground hazards, more/different adds, more frequent boss ability usage, maybe even slightly different abilities or effects. That type of stuff, with varied applications.
Post by Ludullu on 2023-06-08 20:31:47
For anyone who might still be interested, there's a beta test sign-up now https://www.playthroneandliberty.com/
Post by Ludullu on 2023-06-08 21:44:27
Test is a test! When the game comes out here, I'm gonna play here Let's gooooo. Definitely playing when it's out.
Post by Ludullu on 2023-06-08 22:05:22
Yeah, I'm right on the edge of minimals, so considering their optimization I should be able to run it somewhat fine. But this definitely makes me think that I'll have to upgrade my entire fucking PC by the time Ashes rolls around. Maybe even for its Alpha2
Post by Ludullu on 2023-06-09 04:28:10
I think that a simple "trust and share" system will be the best for the first several months. You farm stuff together and you let it pass through any and all who want it in order to figure out what's best for whom. And once that's figured out, those who ended up with better items can help the remaining people with their gear. Obviously some guilds will have dudes who try to fuck over the guild or smth like that, but the first months won't produce the absolute BiS in the game, so it'll be the perfect time to ...
Post by Ludullu on 2023-06-10 16:05:56
I fucking hate Amazon
Post by Ludullu on 2023-06-10 17:49:44
Would be great to hear what show it was from so that we might be able to see it ourselves
Post by Ludullu on 2023-06-11 16:36:16
Dunir Tank
Post by Ludullu on 2023-06-12 23:03:29
Yeah, I should've been more clear about my comment, cause that was exactly what I was talking about.
Post by Ludullu on 2023-06-13 23:02:34
Saw this on reddit and was just about to post it. Hope we get to meet him during the next stream.
Post by Ludullu on 2023-06-13 23:36:27
How about this: a tank has an "aggro stance" it's an aura with a somewhat small aoe as long as there's an enemy (mob or flagged person) within that aoe - the aura works aura has 4 stages (indicated by a colored (blue, green, yellow, red) circle around the tank) if the tank has not received a threshold of dmg (say, 1k after all reductions) within the last 5 secs - the aura moves to stage 2 tank's allies have a "reduce incoming dmg" buff. if the tank hasn't received enough dmg (say, 2k now) - stage 3 tank ...
Post by Ludullu on 2023-06-13 23:38:40
Loot. You city will be attacked by the people who got that loot and are now stronger than you, so they'll destroy your city. Want to defend your city from those attackers? Get better loot. How, you might ask? By killing these kinds of bosses.
Post by Ludullu on 2023-06-14 00:20:29
This might only work if we're talking about 2 melee parties fighting. Otherwise it's some form of kiting around, where aoes just might not hit the tank enough to go over the threshold (well, that is if the aoes do not take up the entire damn screen). But otherwise I definitely agree. I'm used to "the tank forces you to target him" and deeper gameplay based on that would be great. I'm not sure how that would work with the action side of combat, but I do like the "amount of threat = the amount of dmg to remove ...
Post by Ludullu on 2023-06-14 00:52:22
He will also bring his NW experience. And considering that NW and Ashes were fairly similar in design at one point, I'd imagine that experience will be quite valuable to Intrepid.
Post by Ludullu on 2023-06-15 03:11:15
If my cape not clipping takes off 3 fps - I don't want it. And I'd imagine that tracking fabric physics across the entire cape (applied on all capes around me) would take up some pc resources. Games are still just games, so I'd rather have good gameplay than some perfectly looking visuals.
Post by Ludullu on 2023-06-15 06:09:43
By this definition, L2's epic bosses (at least the biggest ones) were PvE encounters. And my suggestion of semi-instanced dungeons would also be considered PvE. But I feel like this would only apply to non-BiS-loot (semi-)instanced content, because in that case the players' intention is not the loot and instead just the encounter itself. And I feel like that kind of system would be much better for Ashes exactly because it combines pvp and pve in the overall encounter event, even if you don't necessarily have them both at the same time. And I'd prefer if those kinds of ...
Post by Ludullu on 2023-06-15 06:39:09
After having watched the TL beta streams - western players don't even fucking know what L2 is, let alone having played it
Post by Ludullu on 2023-06-15 08:41:52
I mean, they're just making what people are buying. If majority of their consumers (especially the big spenders) were truly not ok with this shit, NCsoft wouldn't be doing it.
Post by Ludullu on 2023-06-15 16:00:30
I, for one, have a Mobophobia. I fear any and all kinds of digital mobs. So I'd really prefer if all mobs were just amorphous blobs that have no distinct animations or attack patterns or cool visuals on their attacks. I'm sure it'd be super easy for Intrepid to just have big greyscale round balls flying around instead of all that tedious dev time spent on 3d modeling and animations and designs and whatever else. If anything, my phobia would make the game come out way faster!
Post by Ludullu on 2023-06-15 16:02:54
Allegedly we're getting some freehold info in the next stream
Post by Ludullu on 2023-06-15 18:39:45
If by some unholy near-impossible chance we get some good action-based combat for some mobs (namely spiders) and that combat relies on that mob's appendages movement or inherent type of the creature - how would (or do) the mod address that? What do other games do in those cases? Iirc the Grounded game has spiders as literally 2 blobs hanging in the air. How would that work with animations or if the spiders had some special mechanics (like that thread suggesting spider's kids hanging on the mother and jumping off in combat or smth like that)? Also, we've seen ...
Post by Ludullu on 2023-06-15 19:16:44
I'm worried more about the gameplay question of the "blob". Can that be seen as an advantage? And if it is, in some way, then I'd assume most people will use that mod to gain that advantage (just as people do with visual settings to remove grass or to increase npc draw distance). Or at the other side of the spectrum, could that be a disadvantage to the phobic people? If they can't properly fight a spider mob - they'll be avoiding it. So they'd be doing exactly the same thing as when there is no phobia option. And ...
Post by Ludullu on 2023-06-16 19:04:03
This game was inspired by Lineage 2 and Archeage, so yes, its pvp systems is quite similar to those two (mainly L2). And yes, pvp crowds will be the ones who get to kill the mobs/bosses, because that is how an open world pvp game works. There's been some feedback about adding ways of having pure pve with pvp on the side (before or after the pve encounter), but we don't know whether Intrepid will use those. But we definitely know that there'll be no servers with special rules.
Post by Ludullu on 2023-06-16 19:09:13
The only way to have pve of higher quality is to prevent pvp from happening during the encounter. "More pve" can come in whatever form Intrepid can come up with, but better pve should be in a few instances (still keeping the 80/20 split) and definitely several "cage" encounters. L2 worked just fine with cage design, so I'm sure Steven has at least considered that approach. Hell, the volcano dragon was pretty much that, except he didn't limit entrance when the fight started. But I'd assume that's just a few additional lines of code, so there's already base design ...