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PVP in Ashes Opt in System to the planned Flagging

Post by Ludullu on 2022-08-25 19:35:04

I'd assume that one would fall under the "switch"'s control, that's talked about in the 18th reference here https://ashesofcreation.wiki/Player_flagging

PVP in Ashes Opt in System to the planned Flagging

Post by Ludullu on 2022-08-25 19:52:35

The explicit statement of "completion of skill" makes me think that they could have a fail state imbedded in the coding, where if the first flag check didn't match up with the final one - the skill effect would be flipped.

PVP in Ashes Opt in System to the planned Flagging

Post by Ludullu on 2022-08-25 20:04:15

This is a very big assumption on my part and will obviously has to be tested, but if they go down the "animation based cd", then it'd seem logical to have a check of validity of effect at the end of the animation. And the mention of "completion of skill" makes me think that this is the case. So if you started a cast and it had a valid check (be it for flag or maybe for visibility), but then at the end the check was invalid - you got yourself a "failed" effect. L2 worked like this. You ...

PVP in Ashes Opt in System to the planned Flagging

Post by Ludullu on 2022-08-25 20:22:24

I would assume, each tick is the "completion of cast". So the skill would do a check comparison against your switch option. If you disabled aoe flagging - you won't flag if any player in your h/dot aoe changes state. That seems logical to me and I see no gameplay issue with that. If your mate flagged in a healing aoe, while knowing that you have your aoe flagging disabled - that's on him (that is, if you or PL explicitly said not to flag). I've seen quite a few raids fail because some dumbass flagged up when he ...

NEW World Map! Images Included!

Post by Ludullu on 2022-08-26 20:07:25

I'm really hyped and love this, but my main dampener on all that hype is "could this be considered scope creep?" The map being twice as big would imply that you need to fill it with twice as much content (and Steven proved this with the "travel being meaningful"), which seems like a ton of work for the developers. You obviously could just copy mobs/content, but so far Intrepid has been trying to stay away from that. Does anyone else feel like this is a bit too close to scope creep territory?

NEW World Map! Images Included!

Post by Ludullu on 2022-08-26 20:21:20

Yeah, I hope it's not as bad as my kneejerk reaction felt it'd be. Obviously UE5 also helps with making locations/content easier and faster.

NEW World Map! Images Included!

Post by Ludullu on 2022-08-26 21:02:03

I'm torn between Sujoma and Frostgrave. On the one hand you have high risk high reward of ocean trade and potential super rarity of resources from the island and on the other hand you have "safe" trade, resource availability and most likely way more players close to you, which means more costumers. A really tough choice.

NEW World Map! Images Included!

Post by Ludullu on 2022-08-26 21:11:51

BUT BOTH HAVE THOSE!! @$ ! @4

Corruption system in relation to auto-flagging in open sea

Post by Ludullu on 2022-08-26 21:13:54

Yeah, that was definitely a huge "wait what?!" moment (in a good way). If I decide to live in Sujoma, I'm definitely gonna be fighting all kinds of ship battles. It's gon be gooood

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-08-31 23:02:04

I haven't read all the new threads (cause Genshin removed me from the face of the earth for a week), but my main argument against the "pve-leaning content" thing would be that instances exist (and potentially could increase in numbers), while the open seas could be seen as just a different form of caravan pvp zoning. Steven said that we'll have other means of travel between continents, so all the intercontinental trade would just be the same as the caravans running within the continents - a pvp zone.

Caravan system does not work well with crafting

Post by Ludullu on 2022-09-01 14:44:44

I'd assume the lowest tiers of resources will be the crazy abundant ones, while the higher tiers will be rarer and super limited. And if Nodes require higher tiers with higher stages - you'll need insane amounts of lower tier resources to craft them upwards to support the node. L2 had very limited amounts of items required for crafting, but those items required several stages of lower tier items to be crafted, so in the end you needed hundreds of tier 1 mats to craft a high tier piece of gear (and you needed 4-5 pieces). With 16 gear ...

Inform New Forum Members About The Wiki

Post by Ludullu on 2022-09-01 14:46:04

I wish a I had wiki link to answer this post, because it'd fit perfectly.

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 20:11:10

After reading this whole fucking thread, ooooh boi do I have an aneurism. But just as I was about to type out a good response, Azherae pretty much laid it out already. OP disagrees with the currently established laws of the Verra land and that is fine. It's as fine as Dygz disagreeing with open seas flagging, or several other "pvpers" who disagree with the absence of unpunishable ffa genocide in Ashes. If you disagree with the system - you're free to not participate in the game that has it. This system has been tested for years and worked ...

While everyone is waiting for AoC, what are you playing?

Post by Ludullu on 2022-09-01 20:40:22

Genshin.

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 21:03:08

I mean, all of pvp is about elitism. Ladders, gear scores, win/lose duality - it's all about someone being superior. And with owpvp, you'd usually flag up with your basic attack (either ability or phys atk) to let your target know your intention. That hit also lets them know how strong you are. If the target doesn't flag back and continues to farm mobs, you start farming mobs too and try to outfarm them (L2's looting right worked in the same way as AoC's iirc). If you can't outfarm them, you'd usually either move onto another room, because you ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 21:23:56

If you were within the first 10 PK counts and were farming the top XP mobs - maybe a few to a dozen mobs? Ideally you'd even let your PKer leave the party real quick and kill a few mobs solo, just so that he got the max XP possible and removed karma faster. Considering mob amounts and respawns, it'd usually take 2-3 mins, if your party was clearing the whole room within 1-1.5 mins. And it would take the dead party 2-3 mins to return to the same place in the dungeon if they were super well cooperated ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 21:43:14

It'll be a bit easier due to how nodes will work, but yes, high value mobs will most likely be deep in dungeons, so it'd require you to run through the whole damn dungeon to even try to cleanse your corruption. And throughout that whole time you'll be a target for all BHs around, any green party around and you'd have a shitton of corruption on top of that so it's not like you'd remove it with just one death. This is why I'm almost sure that lowbie PKing will almost never happen, while equal lvl PKs will just ...

No specific level areas and everyone playing together

Post by Ludullu on 2022-09-01 22:00:11

That's gonna depend on gear and class balance/design. And we got 0 real info about that, so we just dunno how it'll go down. We know that sieges will have some mechanics that let lowbies help out, but we don't really know about other sources of content.

No specific level areas and everyone playing together

Post by Ludullu on 2022-09-01 22:15:51

I've killed lvl60 people as lvl40 in L2. And have killed people in t5 gear while I was in t3. So I do believe it comes down to the design of those things, though they might not be the only two.

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 22:16:43

I still have THE BIG thread ahead of me. I dread it

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-01 22:28:08

Yeah, Genshin consumed my life for a week. Played it for 12++h every day Really hope Ashes scratches the same itch it does.

Party Incentivization

Post by Ludullu on 2022-09-02 00:31:24

I come from the land that required you to party up, so I just want the same requirement here. You want some new piece of gear? You gotta get a party going and go farm that dungeon/boss/money in order to get that gear. Though that kind of requirement mainly comes from difficulty mobs that you gotta fight for weeks on end or from bosses that you can only defeat in a raid (which would probably have a long respawn), so it's either grinding, which Intrepid don't want, or the same raids as most other games, where anything outside of ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 15:04:11

I still hope that combatant CCs don't work on non-combatants. CCs working there would completely destroy the "risk vs reward" of the situation, because just CCing your target gives you no risk, while giving you the highest potential of reward. But hitting them with weak attacks until the mobs might finally kill them is truly a risky move, because mobs would either have to do 25+% HP hits to players or you'd be walking a razor's edge balance of "will this next hit kill my target or will the mob kill him before that?" And that's not even counting ...

Caravan system does not work well with crafting

Post by Ludullu on 2022-09-02 15:15:02

Yep, highest tiers of mats could only be crafted. You could just make it so that you lose a fair chunk of mats when downcrafting. So you'd have a choice, do you want to transfer your stuff safely and quickly, but lose some portion of profits or can you protect your caravans and reap the biggest rewards from it. Risk vs reward. I mean, imo that's the whole point of the caravan system. You want to have a huge craft session or need a ton of resources for your node? You gotta work for it and plan for it. ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 15:21:21

Oh, I'm expecting it to do dmg. But I'd still want the CC effect itself to not trigger on the non-combatant or to just have no effect at all. Imo that's way more fair towards the pver and way more fun for the pvper (well, for me it would be). The adrenaline of "will this next attack make me red or will the mob finish them off" would be way higher than the one of "I'll just keep CCing my target until the mob brings it down". And imo pvp is all about that adrenaline. Obviously the ideal situation ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 15:51:18

It has been "thought through" in practice of several years by Steven, because he played with this exact system and liked it. Greens don't act as combatants in the situation of them attacking a red. They act as if they're killing a mob, because the system tells them "red = mob". You're looking at this rule outside of the rule itself. It's like looking at the rule of "if you get hit you'll feel pain" and disagreeing with it just because you don't like it. Except with the game's case, you can just avoid participating in the game or ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 16:05:53

This is why I hope Intrepid somehow manages to design mobs in such a way that fighting them wouldn't be too different from fighting humans. At the end of the day it's just some movement around and CCs/attacks. And when PvE players realize that they can fight back against players the same way they would fight back against an agro mob who attacked them first. Obviously this doesn't include the gatherer part of the pve player spectrum, but those are protected by the corruption system (to a point) and would probably usually be on the lower adventure lvl side ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 16:21:30

But again, you're looking at it outside of the game's rules. The rules state that killing a green gives you corruption. And they also state that fighting a red (mob) doesn't flag you as a combatant, keeping you green. So if the red then goes onto killing that green - he'll just get more corruption, just as the rules state. The reason for that is the method of removing corruption and the system punishing you for having said corruption. The methods are "gain XP" or "die". Any player is free to help you with the "die" option. If you ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 16:31:03

I mean, this could apply only to the "juicy" mobs at higher lvls. As in, if you haven't learned how you character plays by then - you should be fine with farming weak mobs that don't give you great loot. I know that statement reeks of elitism, but that kind of thing applies to literally every mmo out there. Your skill is not great enough to participate in this raid? You don't get the loot from it, and usually that's the best loot. Apply that same logic to open world mobs and equate those mobs to pvp, and you'll ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 16:37:10

The BHs flag themselves up for pvp against the Corrupted. I see this as a way to counter groups with designated Reds. The corrupted can still fight back w/o further corruption because they're fighting against a flagged person (flagged from their pov), while their friends can only heal/buff them, because if they'll attack the BH (a green from their pov) - they'll get corruption themselves. It's an inverse of roles. A Red is a ffa for greens, while a BH is a ffa for Reds. With the combatant state being the golden middle from all sides.