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PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 16:56:15

To address all the responses and related comments here: I'm not even talking about super complex AIs that copy humans exactly, I'm just saying that giving mobs a bit more mobility than just "stand here and move your arms" or at the very best "keep running after the target and hit them". And give them abilities that are similar to players' in their effect. Them being stuns, dashes, buffs, heals, etc. I'm sure there's been at least a few mmos that have done this already, I'm just saying to have such mobs in Ashes too and make them difficult. ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 17:04:15

Yeah, I should've been more detailed in my mentioning of you. I was mainly talking about the owpvp stuff. That is, you're just minding your own business and someone comes up to you and tries to fight you. You have a very limited pvp timer for each day and as you said in this post you dislike pvp because humans are too ruthless compared to most (if not all) mobs - which means that you wouldn't want to fight back in that situation. And I'd assume there's a lot of people with similar mindsets, which is what I was ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 17:14:38

I guess I should've been more detailed there as well You say yourself that So I meant that you wouldn't interact with the mob gameplay of hardcore pve content. Because to most people, when they hear "hardcore pve" they think about some difficult dungeons with difficult mobs/bosses. Yes, you might explore those locations while minimizing the mob interactions, and that in itself could be seen as hardcore exploration due to its high risks, but I was talking about the mobs themselves, because the conversation so far has been about the difference between fighting a mob and fighting a human ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 17:22:06

Imo the goal of a PvX game should be to not separate those at all. Make the "pvpers" participate in hardcore pve and make the "pvers" fight in pvp. But I realize that we live in a too dualismic of society for that to ever happen in the way I want it to. Both sides will just complain that they're being made to do smth they don't want and will just leave, which to me is very sad

Party Incentivization

Post by Ludullu on 2022-09-02 17:28:10

I'd personally be interested in that kind of heavy-handed design. Especially if you have a few super rare resources that can only be acquired by several top tier gatherers working together. You'd need to either work with the enemy or help your other guildmates as much as you can to push them towards the top lvl of progression. Both of which are quite sociable activities and both of which would require parties to defend (cause others would most likely want to stop you from acquiring said resource).

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 17:46:04

I mean, I already said the reason. It's to punish you for killing the green in the first place. That's it. And that reason applies every single time you kill a green. The system doesn't care that you were defending yourself or just minding your own business or anything else. You kill a green - you get corruption. Yes, it's unfair, but that's the point. And OP likes to dismiss the lore as if it doesn't explain the current system, but the lore is there exactly to be the explanation for the system. You, as a red, are a ...

What Should Legendary Mean to the Player?

Post by Ludullu on 2022-09-02 17:55:11

https://ashesofcreation.wiki/Legendary_items Legendary Uniques being "1 per server" (7-8 reference). That's what legendary means to me.

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 18:01:10

I don't know the exact details of karmabombing in BDO (mainly because I forgot them already), but to me it always seemed like a "lack of skill" issue rather than anything else. If you had to PK someone who's being a nuisance - you've already lost the "pvx" interaction.

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 18:13:02

I'd disagree with this somewhat. In my experience, quite a lot of greens might attempt killing the Red just because they understand how the system works. They know he'll get more corruption if he kills them so he might not fight back or might just run away. But imo that is exactly how it should be. You, as a red, must always be alert of literally any other player, especially the green. You've done a shitty thing so you shall now be shunned and hunted, especially by the "same people" as the one you did the shitty thing to. ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 18:19:39

How do looting rights work in BDO? Cause I'm used to the 40/60 dmg split, so it was always a skill issue for me. If I can't outpace the dps of the annoying guy - yes, I "lose" the pvx interaction and either move to a different place or suggest farming together, or ask a friend to come farm with me so that we can outpace the annoying guy together. If BDO's rights are on "who hits first" basis, then yeah, I can definitely see how this kind of action would be quite detrimental to the original farmer. Though ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 18:27:38

Exactly. Which is the whole point of the corruption system. It still lets you kill whoever you want whenever you want, but it punishes you severely for doing so, which makes you either find another route (as you've listed) or you just do your best with the consequences of your actions. You run away and avoid other players as much as possible, while killing mobs to remove corruption. You're meant to suffer as a red, which makes you more social because sociability will lead you to more ways of fighting other people w/o huge detriments to you. But if ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 18:52:27

So yeah, it feels more like a game design issue, rather than just a karma/corruption system one. Though quite likely a combination of two.

What Should Legendary Mean to the Player?

Post by Ludullu on 2022-09-02 19:28:01

The best would be not changing anything about them. They're just rare items. They break in the same way as anything else does. You want to repair it? Go farm the same boss until you get the same item so that you can deconstruct it and get the mats required to repair the original legendary item. This would limit the amount of legendaries in the game even more and would slow down the game's power creep by quite a bit.

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 19:42:10

Again though, this system is literally copy-pasted from L2, except with one addition of "you get your stats dampened when you have too much corruption". The "it's gonna be tested" is just a protective wording in case the current generation of gamers will hate the system so much that they'll refuse even trying the game out. And you can do exactly that in the current system. You have to do exactly that in the current system. Except currently you have to do that because you know "if I keep killing greens - I'll be in more trouble, so I ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 19:43:31

Nah, not for touching. I meant it as this: you are flagged; you have 10 seconds left on the timer; you see a red and start fighting it; while fighting the red for more than 10 seconds you lose the flag and if the red kills you he gets more corruption. Is that interaction true or did I forget how it worked?

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-02 20:09:31

Isn't Archeage faction-based? Or do you mean that in AA people PKed others from their own faction (could you even do that?)? Cause, in L2, if you saw a dude from the warring guild farming some location - you'd murder his ass even if you didn't care for that location. Pretty much any war enemy was KOS. It's just that the guild "factions" let anyone have the choice whether they wanted to participate in that kind of interaction. In any faction-based games you make that choice before you even start the game and know the layout of the land/factions. ...

Discuss: Choice and Building in Nodes

Post by Ludullu on 2022-09-02 20:30:14

I'd expect something similar to the guild size/buffs situation. Do you want to have a special building in your node or do you want another apartment building to have more citizens that can bring more taxes. And I'd expect the location of the node would also influence the potential choices. What if there's a very valuable resource in your node's ZOI and you need some form of crafting/processing building in your node to maximize your citizen's profits from that resource (and to bring more taxes to the node through the use of the building), but you only have space ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 20:59:20

The penalty comes only if you die while red. BHs can look for you, but unless they were close to you or you were too far from any valuable mobs - they'll be probably too late to get you before you clear your corruption through XP gain. So there's a much higher chance that a random green that think he's strong enough will try killing you. In the current system you're disadvantaged against him because you'll get more corruption. So you either have to run away or have your friends heal you while you kill mobs with that green ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 21:25:09

CCs have diminishing effects and time to kill is planned to be around a minute. If that's not enough for a red to avoid a single green - he should've definitely not become a red. So yeah, again, I see no issues with the current system. It has worked in the past, it can work again.

Lots of Servers or Layering?

Post by Ludullu on 2022-09-02 23:00:36

No layers, no channels no nothing like that. You have one world per server and you have as many servers as you need to fit the amount of people you want to have in the game. That amount didn't match the amount of people wanting to play the game? Have queues. Those who want to play the game will get in sooner or later, while those who get bored with the game get to leave w/o leaving the game empty. If the game could only have one huge server that would be great, but I don't think time dilation ...

Non-Combatant attacking Corrupted

Post by Ludullu on 2022-09-02 23:03:06

I mean, if one slow is long enough and strong enough to prevent you from running away - we got a bigger problem than just some reds getting what they deserve.

Discussion: "Auction House" Do we REALLY need one?

Post by Ludullu on 2022-09-02 23:09:32

I'm fairly sure I've seen those kinds of sites for L2 back in the day. Some dude would just go around, talk to every player stall and compile all that info onto the site. That's it. No vendor took part in the creation of the site so no ban could come their way. And no GM/Admin would know who exactly compiled the info because it was done through legal means. I think that's what Azherae is talking about. The site doesn't even have to be profitable to have that kind of information, because there'll always be people interested in ...

Harvesting Trees Question

Post by Ludullu on 2022-09-02 23:15:58

I sure as hell hope we can't. Cutting down every tree would just become a chore, while finding "the right" tree in the see of unneeded ones would hit you with a tiny dose of dopamine, the same way a rarish drop from a mob would. Having every tree cuttable would also go against the design goal of soft friction between players, cause why would I try removing some gatherer from some location if said location had enough trees for 10 people to cut them down at the same time w/o any problems.

Discussion: "Auction House" Do we REALLY need one?

Post by Ludullu on 2022-09-02 23:23:54

I've seen player stalls that didn't change for days in L2. And that shit had TPs and a quite limited range of useful items. I'm more than sure that AoC's markets will move even slower, so checking it every other hour could work just fine. Either way, people will find a way to make their own kind of AH, be it discord groups, forum threads or player-made sites. And none of that can be bannable, unless Intrepid decide to completely forbid that, which imo would be quite dumb.

Harvesting Trees Question

Post by Ludullu on 2022-09-03 00:32:26

I have played it up to lvl 25 or so. And that is exactly why I dislike that feature. Though mainly that was due to NW letting you level up all professions so every tree around me just taunted me with a "you could be leveling up your tree cutting rn instead of doing whatever it is you're doing". Also, how do you balance "drops" from a tree? Do you not get wood from cutting down a wholeass tree? Do you only get a singular piece of wood from it? But even if you did, you still have hundreds ...

Off Peak Play

Post by Ludullu on 2022-09-03 00:44:11

A ton of stuff is meant to happen during prime time. I really dunno how "meaningful" the off-hours will be. Obviously every player determines their own meaning in the game they play, but all the big events will be primetime-based and most guilds/parties/raids will be happening at those times too. There's obviously a benefit to not playing during primetime, mainly in the form of easier escapes from PKing punishments and bigger availability of resource farming/transit, so if you're mainly interested in those things - I do think off-time gameplay would be just fine. But outside of that, I dunno ...

Harvesting Trees Question

Post by Ludullu on 2022-09-03 01:47:44

Yeah, except the potion's effect is gone if a few minutes, if not instantaneous, while shields can go for days potentially. And one person can use all 5 potions, while 5 shields would provide defense to 5 people. The issue is the difference in scale and the balance between different scales. Like I said, if flowers are rare and several people are fighting for them - you have yourself some high prices per unit. But if the wood is abundant and there's barely any fighting for it because there's enough trees for everyone - there's literally no point in ...

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-03 14:50:39

I think the main problem is that Steven himself started this game out as "I want to make those old games but better". He's making a game that he himself loved and those happen to be the old pvp games that would probably not fly these days with the majority of mmo players. And at this point I'm not sure if anyone would be willing to make a "new" mmo. Pretty much every mmo out there (and just games in general tbh) are just either copies of older stuff or are heavily inspired by that old stuff (not even ...

Harvesting Trees Question

Post by Ludullu on 2022-09-03 16:01:39

And I'm taunted by every tree being harvestable. Every time a ran near a tree in NW I thought to myself "I need to cut down that tree". And this thought was pretty much omnipresent because that world is filled with damn trees. And it ate away at my desire to do other things, because it was constantly nagging me to cut down more trees.

PvX tilted towards PvE High Risk vs High Reward

Post by Ludullu on 2022-09-03 16:04:03

Btw, what if there was some regular world event that changed the open seas flagging rules to the normal ones. Would you play the game then? You could explore the seas and most of its content during the event, while avoiding open seas outside of it.