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Flagging System

Post by Ludullu on 2022-10-12 21:29:01

If your designated PKer is red, the victim can't flag up against him. If your victim sees that you're a group of people running together and then attacking them or others - they'll most likely just run away. If your designated PKer is running around with a ton of corruption he won't be able to kill anyone because he'll have high stat dampening. If you're operating in your own node and PKing its citizens, people might stop trading with you. If you're operating in another node, those gatherers will just call stronger players to go mess you up. And ...

To the Action Combat Fans

Post by Ludullu on 2022-10-12 21:46:32

And here's a small example of way smaller scale pvp where detargeting still matters (not as much in this particular video because the gear/class disparity is big, but this is just an example). https://www.youtube.com/watch?v=GhbWTovQi_o At 0:30 the mage uses an aoe detargeting skill and the dagger not only gets his cast interrupted, but also takes a whole 2 seconds to catch back up and start fighting the mage again. At 2:28 you can see a bard using the tank's agro skill to retarget the dagger to him to try and help another support to run away. If the RPS ...

Flagging System

Post by Ludullu on 2022-10-12 22:07:25

I've seen all possible "exploits" of this system in my 12 years of playing with it in Lineage 2. Small PKing groups would get killed by bigger or just stronger groups. Farming locations would be fought over for hours by multitudes of people, some PKing and some not. And most gatherers would either be from strong guilds or just call out for help and get responses from strong players who were yearning for some pvp. And L2 didn't have factions, so random dick PKers were looked down upon. Now obviously Ashes might not be the same as L2 even ...

Poison Pill - PVP Loot

Post by Ludullu on 2022-10-12 22:53:59

Change white to green. L2's "greens" were white.

Najash a.k.a. Naga a.k.a. Lamia a.k.a. 'Basilisks'

Post by Ludullu on 2022-10-12 23:16:50

I'm too used to full stuns so I was thinking just a full "you can't do shit" CC. You could have the mob only being able to do this one ability at once, so it'd kinda be a mutual CC.

Najash a.k.a. Naga a.k.a. Lamia a.k.a. 'Basilisks'

Post by Ludullu on 2022-10-12 23:23:40

The stun kind of snek could only exist as part of a group of sneks, so players would always be in parties when farming those. While other types of sneks would not be able to tailstun you. There's definitely options to make it a more approachable mechanic. Though if Intrepid decide to forgo those kinds of CCs as a whole I won't be screaming about it.

Najash a.k.a. Naga a.k.a. Lamia a.k.a. 'Basilisks'

Post by Ludullu on 2022-10-13 03:30:46

Reminds me of these Arbalester skills from L2. They barely ever worked on private server, but when they did - ooohh boi it was fun. Would definitely love to see a few chestbursters in Ashes

PvP Status and Wars

Post by Ludullu on 2022-10-13 15:44:03

Dunno if they've stated it outright, but I'm fairly sure that literally every mmo that has guilds has some sort of visible emblem to indicate that someone's a member. And if your guild is at war with his - there's also another icon indicating as much. Lineage 2 had 2 small fists (with one fist indicating an unaccepted war declaration) which was later changed into blades for better clarity. In other words, UI will tell you.

PvP Status and Wars

Post by Ludullu on 2022-10-13 17:04:59

Changing the name itself stands in the way of other interactions. If I just see an orange dude I might not attack him if I'm not necessarily in the mood, but if I see a red dude that's also a war enemy - that bish is going down.

PvP Status and Wars

Post by Ludullu on 2022-10-13 17:19:50

I'm gonna be the GL so I can skip whoever I want

PvP Status and Wars

Post by Ludullu on 2022-10-13 17:26:07

Not killing a solo random war enemy won't have any real impact on the overall war. But even if it did, if my guildmates have a problem with my decisions they'll be free to leave at any moment. In my 6 years of GLing, no one has had problems with my decision making.

PvP Status and Wars

Post by Ludullu on 2022-10-13 17:39:17

A single person transporting stuff will be nothing compared to a caravan led by their guild. Intrepid have said that guild wars will be more meaningful than just "go kill people until the war randomly stops", while also saying that we can kill our enemies as much as we want during the war, so I'd assume that singular kills won't have that big of an impact. If my guildmates don't want to fight in wars - I just wont accept war declarations nor make my own. And if they do want to fight but are not ok with me ...

Dodge Roll vs Quick Step and Dash

Post by Ludullu on 2022-10-14 14:52:45

What would be your opinion on hard lock tab abilities that would automatically turn the character to face their target? For or against?

Confused on incentive for open world PvP

Post by Ludullu on 2022-10-14 14:57:05

It should also be mentioned that server transfers are not planned currently, so those players would most definitely get farmed on a new server cause they would have even less stuff than on their previous one.

Flagging System

Post by Ludullu on 2022-10-14 15:19:18

They literally can't though. They need feedback on the balancing exactly because this kind of system can only be truly tested by a big amount of people. Intrepid already has potential result of the system from games like Lineage 2 and UO, but both of those games are super old and are kinda on the opposite ends of the spectrum, while Ashes goes for the middle of it. So Intrepid have to give players their current design and see how it plays out, before making any huge changes to it.

To the Action Combat Fans

Post by Ludullu on 2022-10-14 15:56:32

@Mag7spy would you consider it more skillful if tab abilities didn't curve and instead required 1-2° precision of where your character was facing, but the character would also very slowly turn towards the target if it was laterally moving? And projectile itself could hit anywhere within a 5° angle of its direction, but not outside of that. So smth like this. In order to even activate a tab skill your character gotta be facing your target directly. Then at the moment of use of the ability, there's a 5° angle within which the target could move and still get ...

To the Action Combat Fans

Post by Ludullu on 2022-10-14 16:16:47

I should've stated it more explicitly but the system would rotate you automatically, but it would do so in a way that any target that's moving at a high speed or is just way closer to you and moves around you would just outpace that autorotation. This would apply to fast moving mobs too, so it would even influence the pve difficulty. And as I see it, your camera could still be facing away from your target and your character could be moving backwards away from your target, but if the target is just running after you in a ...

Node Separation - will there be enough world content between nodes?

Post by Ludullu on 2022-10-14 18:16:42

I think the "node to node" was meant as "center to center". And everything around the node is its zone of influence which is full with content. And you'll always be in a zoi of some node (this will have to be confirmed, cause that "buffer nodes" thing is still unexplained). If a node hasn't lvled up much, its content will be low lvl and limited. The more people do stuff in a node, the higher is its potential to grow and have more content. Well, as far as I understand the system they've laid out so far. In ...

To the Action Combat Fans

Post by Ludullu on 2022-10-14 18:36:25

Yeah, I forgot to mention that projectiles would probably have to be on the speedier side in this kind of system. And as for forcing the attack, I feel like that side would just be covered by the action side of combat. I tried to add mechanical skill to the tab combat, while still keeping it purely tab, all while trying to keep the dodge mechanics intact. Projectile's angle could be widened a bit to let it hit moving targets a bit more often, though that's obviously a testable thing.

Node Separation - will there be enough world content between nodes?

Post by Ludullu on 2022-10-14 18:41:50

L2's content was mainly separated into solo/small group and normal group one. Pretty much all of normal group content was in dungeons. Pretty much everything else was either soloable but hard or just meant for small groups. And if I understood Node's system correctly, the dungeons will grow with Node's lvls and those lvls will grow with player activity. So imo this would be the perfect player funnel. Players will go to more active nodes (especially at higher lvls) and then go to their dungeons which will put them against each other in the fight for the limited content ...

To the Action Combat Fans

Post by Ludullu on 2022-10-14 19:12:32

Do they not shoot because the ammo is limited? Or is there some other effect that makes not shooting in those situations more beneficial in the long run? Cause I'm trying to apply this info in the context of leading shots in smth like Ashes and I find it hard to see how it applies.

Raid boss summoned after a successful siege

Post by Ludullu on 2022-10-14 19:14:42

I feel like this system covers the content you're suggesting https://ashesofcreation.wiki/Events

Artisan Classes!

Post by Ludullu on 2022-10-14 19:18:36

I'm a bit upset that Alchemy is in processing instead of crafting, cause I wanted to have it as my third highest profession, but there's a chance that Arcane engineering is somehow linked to it so there's that. They said previously that you can max out 2 specialties within an artisan branch. So unless that has changed, I'd assume you could go for weapon and armor and master them fully. At least that's my current plan.

To the Action Combat Fans

Post by Ludullu on 2022-10-14 19:31:32

Would you then prefer Ashes to have the ability to make leading shots even in hard lock tab mode? And what kind of range could it lead? Cause I just doublechecked how hard lock attacks worked in the archer demo and that shit turned you 180 on a dime. I didn't notice that before, but imo that's bad design and I hope it's just placeholder. But even if it is, that seems to be an indicator of design direction. In other words, the system might already be what I'm suggesting, that is "your character turns to look directly at ...

To the Action Combat Fans

Post by Ludullu on 2022-10-14 19:49:00

I've paid more attention to the video and realized that I was completely off base on all my assumptions L2 bias shows itself once again. The whole hard lock tab system is literally what I described. The character is looking directly at the target as long as the target is at the front. So any ability use will just go towards it. I'm used to character's direction mattering because L2's combat was fully rooted and turn rate of the character was quite low. But I then remembered my dancing around a target in WoW and realized that L2's system ...

About the proposed minigames for crafting

Post by Ludullu on 2022-10-14 19:52:39

I definitely want to see an example and a better explanation of the crafting process at mass scale (if that's even in the plans). The minigame might be fun and might let the crafters to show their "skill", but as a mass crafter of several years, I definitely would like to have some way to craft at big scales w/o doing the same minigame for each stage.

About the proposed minigames for crafting

Post by Ludullu on 2022-10-14 20:27:55

Yeah, that's why I added the "if that's in the plans". Though I meant it more as a "whether one crafter is supposed to be able to craft all the things his 300-member guild would need". We know that lower tiers will be required to craft higher tiers. I'd assume it won't be a direct use, but a step by step one. You craft t1s into t2s, t2s into t3 and so on until you craft t5. Now, that might not be true and we might just have direct mats instead of craftable ones. But even then, I'm talking ...

About the proposed minigames for crafting

Post by Ludullu on 2022-10-14 20:42:14

I mean, in my experience the crafting was happening when the supply supported it. I could log into the game one day and the GL would say "we've gotten all the resources you need to craft 20 sets of armor, go do it". Now L2 had the step by step system, so I'd start from crafting t1 into t2 and finish at "press the button 20 times to craft 20 instances of this particular gear piece". And then repeated that for each of 5 pieces in a set. It was done through one crafter because it'd be a trusted ...

About the proposed minigames for crafting

Post by Ludullu on 2022-10-14 20:57:30

But that's the thing though. I feel like the game would almost require you to do this if you wanna succeed. You want the reputation of the "best crafter around"? You gotta be the fastest to the top and always be available to craft stuff for people, be it through your stall or in person. You want your guild to be at the peak performance at all times? You gotta craft everything you can for them asap. Why should a guild gimp themselves just to let you work less? Obviously those kinds of guilds will be on the rarer ...

About the proposed minigames for crafting

Post by Ludullu on 2022-10-14 21:06:43

Same as my statements for the "week" But with you knowing how long it could take to get stuff, do you think that kind of design would fly these days? Everyone seems to want everything right here right now.