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Post by Ludullu on 2022-08-15 18:43:06
None.
Post by Ludullu on 2022-08-15 19:01:37
https://ashesofcreation.wiki/Alpha-2#Persistent_alpha
Post by Ludullu on 2022-08-15 19:15:28
Beta is for stress testing mainly. Alphas are for deep function testing and balancing. At least from what I've heard/seen about them.
Post by Ludullu on 2022-08-15 20:23:42
I mean, they already have mules in the game so they're obviously fine with you transferring your stuff w/o the pvp potential (though obviously still a PK one). When you're transferring your own goods (or your guild's goods), you're free to do whatever. You can take way more time to transfer them if you're scared of losing them in a caravan. But when it's a node-based quest caravan or a mayoral caravan, and you want to do that quest or progress/support the node - you're made to do that, because there's no other way. I'd assume these will be ...
Post by Ludullu on 2022-08-15 20:25:22
Name checks out. P.S. holy necroposting, Batman!
Post by Ludullu on 2022-08-15 21:19:35
Only if you're not in a guild that can be hit with a war declaration. And if you have a "rival" guild then most likely they'll try to dec you to prevent you from progressing in whatever you want to progress in. And unless you're doing your runs during off hours of your rival guild, they would probably see/know that you're doing a huge resource run and would come between you and your destination.
Post by Ludullu on 2022-08-15 21:40:45
Maybe soooome? But death penalties explicitly say "gatherables and processed goods", so you obviously can carry them if you can drop them.
Post by Ludullu on 2022-08-15 23:22:39
This is kinda already in the game, but w/o the "feels bad" mechanic of "none of your work matters because you didn't bring the resources from a different warehouse". Also, there's freeholds that have their own storages and crafting/processing tables, so it's not only nodes that use resources. And how do you differentiate between a caravan-brought resources and just farmed ones? Do you tag them as soon as they hit any kind of storage after being farmed? Do you then make everyone only move resources with caravans, even if it's literally 5 wood or smth? And if you remove ...
Post by Ludullu on 2022-08-15 23:48:15
So you'd completely prevent gatherers from moving between nodes. What if I just need 10 wood from a neighboring node (and it just so happens to be a vassal of a different node). I ain't using a caravan to transfer the 10 wood that I would've cut in that node between that node's storage and my freehold.
Post by Ludullu on 2022-08-16 00:02:53
Solo caravans are the same as the other caravans. And if you meant just your person, then what's stopping someone from buying the resources in another node and carrying them on their person. It's not like you'll be buying hundreds of resources every single time. And if you still make people use caravans to transport their 10 bought wood - then why da hell are there even mules in the game? If Intrepid wanted to achieve the thing you're suggesting and still had mules in the game - they'd be really stupid to do that. In other words, these ...
Post by Ludullu on 2022-08-16 00:15:49
I personally wouldn't care. If the game overall is better off for it - bring it on.
Post by Ludullu on 2022-08-16 00:37:38
Is it even that interesting if you literally have a system telling you that they're doing something shifty? I'm not that big of a guild spy/diplomat, but that doesn't seem all that fun.
Post by Ludullu on 2022-08-16 01:09:49
I dunno if it'd be ok to tie this to armor, but I'd definitely like a system where weather effects give you some debuff and some alchemy potions give you a counter buff. This way you're not punishing people for their armor choices, while you rewards crafters (and with them the whole chain of crafting) for selling specialized buffs. And obviously these kinds of specialized buffs would mainly be sold around regions with stable weather patterns (snowy mountains, deserts, swamps etc) and not really anywhere else. But then you could have some Fire Dragon boss fly to a forest ...
Post by Ludullu on 2022-08-16 01:37:53
So just to make sure, you're suggesting that only 1/20 bosses could have both amazing pvp and amazing pve. While the rest would be either shitty pve with good pvp (because they're open world and if they were super difficult then no one would ever kill them) or amazing pve with literally 0 pvp (as in, instanced). Or how do you envision addition of content that is considered pvx while also being great pvx and not just a completely unbalanced mess leaning to the either side of the spectrum?
Post by Ludullu on 2022-08-16 03:47:54
I want to discuss the currently planned 80/20 (open world/instanced) content split and the statement that instanced content will be non-repeatable. I mainly separate bosses into open world and instanced. There's several mechanics to how you fight them or how you get to fight them, but at their core it's binary. Open world bosses obviously have to be easier than instanced ones, mainly due to the pvp potential. There's obviously gotta be way more of them in the world and they should obviously have several different mechanics of their appearance and encounters. I come from L2 and its instanced ...
Post by Ludullu on 2022-08-16 03:48:46
I should've been more clear in my comments and shoulda moved away from that particular "cage" metaphor, my bad. I started a new thread on this topic, to not only stop the off-topic discussion here, but to also get more opinions https://forums.ashesofcreation.com/discussion/53288/world-instances
Post by Ludullu on 2022-08-16 04:08:41
From what I've heard of games with harder pve than L2's, open world bosses are either never beaten, or they get nerfed down until they are beaten. If you make a super difficult open world boss, even a single enemy player can mess you up. It can be a ranger who shoots you from a nearby hill, it could be a stealthed rogue who slips by your pvp protection, or it could be the usual enemy guild that just runs up to you and their mere presence makes the boss mechanics even harder and you wipe. And you obviously ...
Post by Ludullu on 2022-08-16 04:36:31
But there will only be a few top lvl legendary bosses (the theoretical peak of pve content). I'd assume they'll have a fairly long respawn timer so pretty much any guild from any node can prepare for the raid ahead of time and position themselves accordingly. And this is mainly why I made this thread. Yes, there'll be a ton of world bosses with varying loot, difficulty and distance from any given high player concentration place. But those Legendaries will be the main goal of all pve (and pvp too, tbh) groups of players, so there'll be a ton ...
Post by Ludullu on 2022-08-16 05:16:00
I'd say it's not only experience, but the server economy Intrepid's trying to go for. If you can only have 1 boss a week (hell, even a day), for the entire server, that drops a particular piece of gear - you have a super demand on that piece of gear, because it's super rare. If you have the same boss in an instance that can be farmed by anyone who can clear it - you now have a mathematical dilemma of "how many mats should this boss drop in order to preserve the same gear piece rarity?" And if ...
Post by Ludullu on 2022-08-16 07:17:27
I guess this is the main source of disconnect. I just checked very rough numbers on the gearing speed of the old times I preferred in L2. After roughly 8 months of a top possible gear tier being introduced to the game, maybe ~20-30/100 people had it in the video I watched. Video was from the point of view of a top guild on the server. So if the game didn't add newer ways to acquire that same tier of gear (it obviously did in later updates), the whole group of 100 people would've needed another ~1.3 year to ...
Post by Ludullu on 2022-08-16 08:26:46
We'll have to see how rogue's stealth works in practice. Cause it's easy to say "just defend the raid from everyone else", but as Noaani said, it's not always possible to do so, even from just a few people let alone potential full enemy raids or just trolls that have fun by messing up people's farming.
Post by Ludullu on 2022-08-16 08:54:41
I might be misunderstanding here, so correct me if this example is wrong. L2 seems to have had this progress. You'd have mobs and bosses as the first way of acquiring t3 gear. Then, once the next update comes out, you have a new tier of gear that drops from new mobs and bosses and now quests. And as addition to that you have new quests that give you more ways to acquire t3 (on top of those old mobs and bosses). And then pretty much rinse repeat with new updates. Although, I just double checked and L2 gave ...
Post by Ludullu on 2022-08-16 18:18:30
And usually only a particular class (or maybe even an archetype) as those. And as Noaani pointed out, aoes would only work on flagged or enemy guild players, so unless any "detect" works on any "stealth" - ya ain't seeing a player pass by. As I've explained in the OP, L2 had instances that I saw as open world. Noaani couldn't have convinced me of anything that I wasn't already convinced of beforehand. We're all about the derail At least this is my small thread that I'm fine with derailing if that happens, while I don't want to derail ...
Post by Ludullu on 2022-08-16 18:24:45
I would love a huge shift in the mere concept of tanking. Instead of just standing in one place and agroing mobs/bosses I'd love to see an active defense of all raid members (especially when we consider action part of the combat system). The boss would move around more (maybe even randomly), which would make the encounter more difficult, and the 5 tanks (cause we're talking 40-man raids of 5 groups that each have all 8 archetypes, right ?) run around defending their party members or raid members. The threat build up could be shifted to something like "a ...
Post by Ludullu on 2022-08-16 18:31:10
I'm beginning to MORB Necro at all these posts lately. Leave it at Tank. I, as a tank main, want to be a Tank.
Post by Ludullu on 2022-08-16 18:32:58
i7-6700K 16G Nvidia 1080 I hope to be able to update before release, but I doubt I will, so that UE5 better work on my 1080, just as devs said during the last stream!!
Post by Ludullu on 2022-08-16 18:39:51
I think the names can be changed if needed. At the very least before the betas, cause by then we'd know the augments and the classes and the everything (or at least most things), and if people start to complain that a name doesn't fit the class at all - it can easily be changed.
Post by Ludullu on 2022-08-16 18:42:15
Ah, I see. I might try it out when I have the money for it then. Would also provide me with some better pve experience overall.
Post by Ludullu on 2022-08-16 18:46:43
I wish it did. Give the tank/summoner an ability to create walls that people can jump on and attack from (like that transparent brick wall in one of the eaaaarly trailers). Make anyone with a shield have the ability to kneel and cover themselves with a shield, so that others could jump on that too. I'd love that kind of vertical gameplay. Just jumping up and down seems silly to me in a game like Ashes.
Post by Ludullu on 2022-08-16 19:17:17
Changing people out w/o disturbing the anti-zerg mechanics could be impossible, if the boss tracks the attackers instead of purely its threat list. Also, if the mechanics are hardcore enough, the death of even one member should already mean the end of the raid, let alone a whole damn party. And as for pvp zones around bosses, yes that is definitely a possibility, but again, it will all depend on how far that zone stretches out to. If it's purely in the boss' location - ya ain't stopping anyone before they mess up the raid. If it's half the ...