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80% open 20% instances. How?

Post by Ludullu on 2023-06-16 21:12:25

We don't really know cause we haven't gotten any new info about instances. We know that it's supposed to be story-related, non-grindable (and potentially non-repeatable) and wouldn't provide BiS gear. The blood tower didn't seem to be instanced and I'd assume Steven woulda said otherwise if it was.

PvP/PvE

Post by Ludullu on 2023-06-16 21:17:32

And that's awesome. This will create the exact content that some of us want in this game. For me it's super boring to be at the top, so I'd rather fight upwards against guilds like yours (allegedly). That's a feature of the game - not a bug.

Off-topic Discussions from 'we have a new lead game designer bill trost'

Post by Ludullu on 2023-06-16 21:36:13

But, as Noaani said, that is the case currently. The strongest few guilds will control the majority of pve content (especially bosses), because they'll be able to push anyone else out of the encounter through pvp. At which point all the other guilds simply don't have the access to pve content. I definitely hope that the world is huge and populated enough to provide everyone with enough mid-high quality pve, with the top quality stuff being limited to power checks. I think the easiest way to do this is with party/raid quests and "cage" triggers. Maybe there's an npc ...

Off-topic Discussions from 'we have a new lead game designer bill trost'

Post by Ludullu on 2023-06-18 05:08:45

And that is my exact point. There should be enough pve content (of any kind) for everyone on the server. The quality of that content will obviously range from dogshit to peak, but any person should always have at least smth pve to do at any and all times. The higher you go in quality - the harder it'll be to participate in that content, but that's exactly how it should be imo. And yes, that high quality content will usually be controlled by strong guilds and sometimes weaker guilds will have to band together to push the strong ...

What makes for good PvP?

Post by Ludullu on 2023-06-19 10:09:49

Don't think I've ever participated in a pre-planned pvp, outside of arena 1v1s. Only sudden pvp is the real pvp.

What makes for good PvP?

Post by Ludullu on 2023-06-19 11:54:46

Ah, right. I guess sieges would be considered a pre-planned thing. Then I lied. I've participated in hundreds of those. Though even there, the best ones were always the ones that had some unexpected alliances that happened either right before the start of the siege or even right before its end. So even with sieges there'd be some unknown factors that would make the whole experience even better.

Leveling speed

Post by Ludullu on 2023-06-21 02:10:04

Castle sieges don't have to be only at max lvl. You just link their defenses (be that initial mobs or the npc guards) to the highest leveled up node under its control and you have yourself a top lvl content w/o it being max lvl content.

DPS Meter Megathread

Post by Ludullu on 2023-06-21 02:13:30

The devil made me do it

Off-topic Discussions from 'we have a new lead game designer bill trost'

Post by Ludullu on 2023-06-21 02:42:18

Just my 3.5 cents. Shards is the dumbest thing ever and I hate them Also, if the location is popular enough to have pvping people on all shards - it means that someone will always be the loser and they'll either have to leave the location or leave the game. So, as was said by others, the system is pretty much purely for avoiding pvp. If PA wanted to have everyone play together they wouldn't go for the shards approach. Unless I'm completely misunderstanding how they work, shards literally put you in a separate "instance" of the game. You ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 04:04:06

It worked quite nice in an mmo that had exactly the big fights that Ashes wants to have in the almost exact pvp Ashes wants to have. The action camera movement could be changed for "your attacks don't do shit unless they're aimed at the taunter", which would make people pay attention to their targeting and overall surroundings. The taunt would still force your target onto the tank, but it just wouldn't move your camera. As for the "omg there's 20 fucking tanks taunting me", as one of the local "I've been in hundreds vs hundreds pvps" people - ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 04:18:40

Will Ashes not have stuns? Especially aoe ones? Or any alternatives to stuns (L2 had the magical alternative in the form of an Anchor). Do we not have sleep? Aoe too btw. All of those are (would be) abilities that completely remove your control of your character. Taunt does not. It just forces you to pay attention to what you're doing. The tank would just force your target, so if you don't look at who you're hitting - the tank succeeded in his goal of preventing dmg to their party. If you did pay attention - you're now not ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 04:29:18

Damn, now that I think about it, I'd even want this for pve as well. The mob/boss can still attack others with their action attacks, but the dmg is hella mitigated. And ideally the AI would instead try to do non-damaging abilities and/or just move around if they had some special auras or similar effects. Add some taunt-resistant design to mobs (especially humanoid ones) and you have yourself pve that's close to pvp, all while the tank has the exact same role throughout the pvx gameplay.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 05:01:54

Ok, I'm gonna say this so you can see it properly TAUNT DOES NOT MOVE YOUR CHARACTER Literally the only thing it does is change your tab target to the tank. That is it. Ffs, Mag. Also, like I've said already I played a game that did move you (ASHES WOULD NOT BTW), and it was fine. I know you'll say that "it was an old game, and ashes is a new one" BUT THAT IS EXACTLY WHY ASHES WOULDN'T BE MOVING YOU.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 05:43:14

Unless I completely misread everyone else, I don't think anyone else is talking about action camera (or your character) moving. So I'm almost sure that, once again, the arguments in this thread came from a misunderstanding between you and others. Ashes won't be an action game. We have a tab target and we can move our camera freely if we want. And from what I've seen everyone was talking about taunt changing your tab target. I just double checked and the only mention of the action camera moving came from one Noaani message where it was a general suggestion ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-21 06:16:11

Then it just goes to show how weak it was, cause I don't even remember using it in pvp

Splinter Topic: Modern MOBA Tanking moving towards 'useful' parallels

Post by Ludullu on 2023-06-21 15:49:13

Through the lens of L2's tanks, pretty much all of those, except for maybe 4, were true. Several tanks were just cans of def/hp w/o any real dps capabilities (though usually balanced out with some CC or healing) One tank class would sacrifice hp to be that bruiser type Every tank would enchant their skills for reduced CD and would try to get their hands on items that would help with CD as well Tanks would often go for buff-cancelling weapons, so their hits would have a chance to screw people over In later updates tanks got a very ...

Concern about Nodes

Post by Ludullu on 2023-06-22 04:23:04

I'd suggest reading (or re-reading) this https://ashesofcreation.wiki/Nodes It's gonna be almost impossible for a single guild to control several nodes. The only way for them to do that is to have hundreds of members, who all manage to buy up the citizenships in the same nodes. But even then, as soon as the nodes grow bigger, that guild's influence will diminish, which will make it harder to control the nodes.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 17:55:16

Have there been a game with this kind of mechanic before? Would be interesting to see proper reactions to it, rather than imagining how one or another group of people would feel about it.

Next Livestream + Q&A Submission - Friday, June 30, 2023 at 11am Pacific

Post by Ludullu on 2023-06-23 18:01:57

What kind of effect will the tank's taunt have in pvp, if any?

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 18:13:14

Which chars do that? I wanna try looking at how it works. Cause I have an imagine in my mind how I'd prefer it to work or how I could see it working (w/o it being annoying for me), but I'm interested in a pre-established application.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 18:35:50

That video is cool and all, but I'm trying to see the effect from the pov of the victim

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 18:42:18

All YT videos are fucking "ohhh, so you want to main this character?! well here's how to do it!" and not a single damn one about how to beat the shit out of that character

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:01:28

I honestly could not give fewer fucks about info or details. I literally just wanna see how a single damn game applied the taunt effect in an action combat game. I want to see it from the victim's pov. I just want to see the practical application. All this arguing about stupid stuff does nothing.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:07:20

I found a stream of a game against serqet. Gonna go through it and hope to the whole pantheon of those smite gods that Serqet does her taunt against the streamer, cause god knows Mag ain't providing that.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:15:21

I don't care how skill or unskill based it is. If the taunt literally moves the players reticle towards the taunter - that's what I want to see. That is what, it seems, you're talking about. Does Smite do that? I saw one Serqet's kiss so far and it didn't seem to move the camera. Gonna keep watching to be sure.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:29:01

Ok, I saw how Serqet's taunt works. It's a direct pull of the camera and hold of it for like 1s. It disorientates you a bit because the screen moves really damn quickly, but that is the point of a taunt imo. So now, Mag, your ideal goal would be to find any and all feedback from smite players that complain about this mechanic. If you don't want to do that and will just say (as you have been) that "imagine 20 people doing that to you" - that is not an argument. And it's not because Intrepid have ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:30:07

Oh, and as a side point, thank you for finding that video. I appreciate it.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:45:15

I'd personally go for smth like a 10s debuff that pans the camera slowly towards the tank every 5 secs (so 3 times overall) and if the taunt is recast by someone else, the direction of the pan just shifts toward that new caster but w/o the on-cast effect. This way each tank would have to pay a ton of attention to their target, if they wanted to chain-taunt it. And that seems like a perfect way to absolutely waste a ton of super valuable tank time. And if they don't try to perfectly space out their taunts, then ...

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:48:03

Nope. It's for the exact reason of Intrepid having more design freedom in how they approach this mechanic, that I believe it would not be jarring or annoying. And it would let them balance it in a better way than a direct copy from smite/predecessor would lead to.

Aggro/Threat mechanics don't work in PvX

Post by Ludullu on 2023-06-23 19:54:07

The pan would be no longer than 2s, it would be slow and, yes, it would repeat 3 times over the duration of the buff. This is how I see a pvp taunt working where you'd have to, at the very least, pay attention to the tank and his positioning instead of your preferred target. And it would be on the tank to spin you around from other targets. And if you notice that you're the main target of taunts - you'd be able to build against them. This wasn't a thing in L2 afaik.