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Post by Ludullu on 2022-06-16 18:09:26
I wish this could happen cause I fucking hate transmog, but it ain't gonna happen.
Post by Ludullu on 2022-06-16 18:27:28
This is another gimping of the system that will just push away anyone who prefers instances and their usual design from other games. It's the same as "owpvp" in opt-in games. Any person who enjoys real owpvp will spit on that kind of implementation of the system because why have a shitty version of the system, when you could've just avoided having the system at all and not alienate all the people that came to the game for said system. If you say "we have instance raids with good gear in them", people will come to your game expecting ...
Post by Ludullu on 2022-06-16 19:20:44
I know for sure that seeing someone's gear helps in pvp. Now whether that icon can replace gear visibility well enough - that's up for debate and testing. Sure hope it can.
Post by Ludullu on 2022-06-16 20:27:50
Due to how gear sets worked in L2 you'd know a ton of info just by looking at your enemy. Pretty much all sets had their own silhouette and color. Robes/light/heavy armor all looked different too and looked different on different classes, so even within the same set you'd differentiate classes at a glance. You see a party running up to your farming location? You immediately saw their support healer/buffers, you'd see their tank and which tank it was so you knew their skillset. You'd know their general resistances and you'd know their rough build. And of course they ...
Post by Ludullu on 2022-06-16 21:02:31
In L2, your gear was the achievement. And when everyone reached the same lvl of gear tier, your name would be the achievement, if you were good enough in pvp. There was a pvp arena top 1# title and visual reward, but those could be somewhat exploited by guilds, so they didn't matter as much as your pure reputation did.
Post by Ludullu on 2022-06-17 11:56:34
WoW had faction-based free genocide w/o penalties. L2 had the previous iteration of AoC's corruption system and they didn't have to implement PvE servers. People suffered from other hardcore features that just didn't fly in the western culture, but PvP definitely wasn't the biggest reason for its death. My bet is that most people will complain about getting killed a few times in a week and make a much bigger problem out of it than it really will be. And it'll be on Steven to either hold out against that complaining or finally crumble under the pressure after years ...
Post by Ludullu on 2022-06-17 12:40:16
Boss' abilities and environmental hazards will scale with attackers' quantity. I called that anti-zerg, but iirc it's just an intended mechanic to counter 2 groups from the same guild fighting a one-group boss. The same mechanic would apply when 2 groups from different guilds are present in the boss location. The markers would still help with countering this gameplay. Mark each group with separate markers. Track those markers not only within the boss location, but only in Boss' aggro list. If on the second boss one of the groups didn't even enter the location, lessen the difficulty and then ...
Post by Ludullu on 2022-06-17 12:53:20
Well yeah, any system will get gamed sooner or later. It just depends on how much it can be gamed and how fast. It could be a pseudo-instance rather than an actual instance, but it is still a requirement that for this mechanic that Steven has talked about to work, there needs to only be one raid present.[/quote] Which is why I wanna see Intrepid's system first to know how exactly they plan to realize Steven's designs.
Post by Ludullu on 2022-06-17 14:05:58
https://ashesofcreation.wiki/Raids#Raid_target_markers "There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[72]"
Post by Ludullu on 2022-06-17 14:24:59
And I'm not saying they should. You can still have variety and unique encounters. All you need to do is have a range of Boss abilities and environmental mechanics that work well in a situation where there's more people that the boss design was built for. If you don't have such mechanics on some bosses, those bosses will just be stomped by zergs.
Post by Ludullu on 2022-06-17 15:11:09
And those mechanics are already present. Body collision being one of the biggest ones. And boss location design will probably be the next biggest. You can also scale the drops based on how many people came to fight the boss. But outside of pure instancing there's not much you can do to limit players trying to exploit your game's systems. And we'll have to see what Intrepid can come up with, while staying true to their design goals and ideas.
Post by Ludullu on 2022-06-17 15:22:41
The main problem I see is that most people will just go to pve servers just because they're used to doing so. And with most people playing on pve servers you'll barely have anyone on pvp ones. Even if we forget about how most mechanics in the game wouldn't work properly on a pve server, the game needs population to be the best itself it can be. And with pve servers you're dooming all the pvp ones to just die out.
Post by Ludullu on 2022-06-17 16:35:23
I'd assume PvE server would mean no corruption or any owpvp flagging at all.
Post by Ludullu on 2022-06-17 16:56:35
The chances are, there'll be more low lvl players outside of big cities, so you're pretty much dooming them for constant PKing
Post by Ludullu on 2022-06-17 17:37:39
And as an addition to what Penguin said, there'll definitely be solo-friendly guilds that will be completely fine with you running on your own or with your friends and just support you in whatever ways the guild can. I know this for sure because that'll be my guild in my node and I'm sure as hell I'm not the only one who'd want to support solos. MMOs are meant to be played in a company and not alone. There's way better games for solo or limited multiplayer gameplay, so why turn the only genre that supports huge groups of ...
Post by Ludullu on 2022-06-17 20:26:19
Post by Ludullu on 2022-06-17 20:28:54
And I've known a ton of guild that never made their members do anything they didn't want. What they did do is help out each other way faster than you would've gotten help from some rando in chat. Some's PKing you while you're out and about alone? Ask someone in the guild to help out. You're having problems crafting smth? Ask someone in the guild to help. You wanna fight some small boss? Same shit. All it takes is just finding a guild that'll be good for your playstyle.
Post by Ludullu on 2022-06-17 20:34:35
The whole game will be group-balanced. Most likely you won't enjoy 1v1 pvp because there'll be classes that will annihilate you even w/o guild skills. Yeah, and you already have a choice. You play alone and have limited solo content or you play in a guild as the game was designed and meant to be played and you enjoy all of the content.
Post by Ludullu on 2022-06-17 20:40:29
There'll be some solo mobs. Probably 50+% of the artisan profession could be done solo. But you won't be killing bosses, you won't win against stronger players in pvp. You most likely won't be able to defend your caravan alone. And even the artisan stuff will still require you to cooperate with other people because you'll need other professions to support you or other people to defend you if you decide to gather some rare resources alone. Oh, and those solo mobs won't give you BiS and I highly doubt they'd give you pre-top either. This is an oldschool ...
Post by Ludullu on 2022-06-17 21:22:46
Find another guild? It's not like there's a single damn guild on the server. And even if you can't find a guild like that, make a guild like that. And then find people who play the same way you do. Improvise, Adapt, Overcome. What I don't understand is coming to a game that doesn't appeal to your playstyle and instead of trying to adapt to its gameplay, you instead ask the whole damn game to change to your preference. I find that quite selfish.
Post by Ludullu on 2022-06-18 00:50:20
I mean, if he wanted to do that, he could've, because yes, the game does appeal to him. But instead of doing all of that, the first thing he does is asks for the game to change to his preferences of being completely solo in an mmo yet getting all the great content and same achievements as guilds would. Or at least it definitely came off like that to me.
Post by Ludullu on 2022-06-18 03:44:33
Guess I'm just projecting my own view of "guilded vs solo gameplay" onto his suggestion. I've already told him that there'll be general solo content like artisan stuff and maybe some solo mobs/questing, and, as you've pointed out, potentially caravans, but most of the top lvl content would be behind guilds. In order to get great gear to be a great merc you'd probably need to be in a guild already. If by some chance you're are a pro at artisanal stuff and market gameplay, you might be able to buy some stuff, but I highly doubt that you'll ...
Post by Ludullu on 2022-06-18 18:43:50
What if we had a donation-like system. Time-hardcore players would obviously have excess of gear, so why not have a system that lets them exchange that excess gear for upgrades to their main gear, while sending all that excess down the power lvl pyramid. You could tie this to social structures in the game so that players get better augments from their preferred social structures by investing their overtime into their future enemies. Make each gear piece have some arbitrary point value and set different point prices for different upgrades. Add some diminishing returns to repeatable donations, so that ...
Post by Ludullu on 2022-06-18 19:44:06
You could tie artisanal profession progress to the tower instance rewards. Make it be a catalyst that you need in order to use the tower points. This, on top of the usual "I need money so I'll just sell what I crafted on the market instead of donating it" should be enough? Though obviously testing would be required. I think they should go with degradation. Or maybe at least decrease in power and you'll have to power them back up with stuff that you can buy with points. I saw donations be mainly tied to nodes. I even thought ...
Post by Ludullu on 2022-06-18 21:48:51
And on top of just "outnumbered", it could be "they counter me in RPS" or they have stronger gear. Or it could be a combination of either of those or all at once. And that kind of variety not only brings dynamism (which I do consider the main difference in the example you gave) to the fight, but also way more paths to potential victory, especially if we consider party vs party pvp. I think the main problem of Noaani's argument is the fact that he got to the top of pvp in AA, while he was still struggling ...
Post by Ludullu on 2022-06-18 22:31:15
I mean, yeah, it's not easy while you're climbing up and it's not easy against other people at the top, once you get there. But when you've been at the top for a while and nothing gear/class/RPS-wise has changed - it can get pretty close to what Noaani described. You know your opponent so well, that your pvp becomes a pretty casual move through a binary choice tree. "Did they start with this skill? Then I use this. Did they answer in this way? Then I do this. So on and so on". Obviously it still requires skill to ...
Post by Ludullu on 2022-06-18 23:24:08
In a 1v1 match, yeah, both the mob and the Red Mage would be less dynamic than "a party vs party" or "a party vs a ton of people" pvp. If you've killed that Elite Mob several times, you'd know roughly how to tackle its combat abilities/style. I personally wouldn't know how to deal with that exact mob just because I dunno what's my skillset in FF11, but I'd assume a high lvl player could give you a few options how to beat that mob, because they've done so a ton of times. Same applies to pvp against a ...
Post by Ludullu on 2022-06-19 01:55:22
The only reason I'm fine with a more scripted pve, in the context of an owpvp game, is that I just want a backdrop to the pvp I'm waiting for while farming. If pve required constant highest concentration, any pvp attacker would just destroy me because even if I did notice him before time, the mob would keep hitting me while I'd try to pvp. L2's mobs hit you too, obviously, but their hits wouldn't just destroy you if you shifted your attention onto another player to pvp him for a few secs. I'm very curious who top lvl ...
Post by Ludullu on 2022-06-19 02:05:38
Really couldn't care about the combat they have, as long as there's no gcd. I'm used to standing in one place and going through 20+ abilities, while clicking on the ground if I wanna reposition myself. You can only go up from that kind of combat, so I'm ready for whatever. But if there's some gcd that refreshes all my abilities when I use just one of them - I'm not sure I'll be able to power through that. I'm ocd against gcd, it just doesn't feel right.
Post by Ludullu on 2022-06-19 02:59:17
Would definitely be fine for me, but I'd like Noaani's input on this kind of design cause I feel like he's the biggest top lvl pve nerd around these parts. Cause to me that kind of mechanics feels a bit exploitable. What if your group sees that they might wipe in a few more boss hits, so they decide to stop attacking the boss and just take a few steps back. Now the healer only worries about the tank or maybe doesn't worry at all cause the tank saved up some "ultimate defense"-type skill that allows him to hold ...