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Post by Ludullu on 2022-11-02 17:51:07
Got no clue cause we have 0 info on lategame gameplay loops. I want to craft a ton of stuff, but I have no idea what I'd need to craft, who I'd need to trade to get that stuff, where I'd need to live to craft optimally (probably scientific node, but I might be able to trade recipes from other players).
Post by Ludullu on 2022-11-03 05:47:34
The one that says "alpha2 will definitely be happening this month". That's the theme I'm looking for.
Post by Ludullu on 2022-11-03 07:31:27
https://ashesofcreation.wiki/Payment_model
Post by Ludullu on 2022-11-03 07:46:38
What would be "done right" in your opinion? I love L2's mass pvp and consider it somewhat well-balanced, where lower amounts of highly skilled (or better geared) people can win out against bigger amounts of poorly skilled/geared ones.
Post by Ludullu on 2022-11-03 08:32:09
Quite a lot. The best guilds usually had the best leaders. One of the biggest examples that I know is of a person who had a lvl40 character instead of a max lvl one, purely because he spent way more time controlling and directing stuff from behind rather than being directly on the front lines. And during sieges he'd usually be on a flying mount overlooking the battlefield. And from my own experience as a GL and my guildmates' feedback to it, we had much bigger successes and the feedback was way more positive when I concentrated on my ...
Post by Ludullu on 2022-11-03 10:05:24
Gladly, you've pretty much described AoC's plans so we just gotta hope that they work out.
Post by Ludullu on 2022-11-03 15:55:24
You're a philosoraptor
Post by Ludullu on 2022-11-04 04:14:00
No. PvP events are literally EVENTS. They're temporary and are all opt-in. If you hate pvp - there's no place for you in a PVP EVENT. And for open world gameplay there's already a system that prevents griefing and there's a shitton of content that's got nothing to do with pvp. Asmon's whole experience is WoW. He doesn't even know how BDO's systems worked, even though he played it. And WoW is a god damn faction-based game where genociding others is not even penalized, so of course he'll immediately think that no system can stop griefing, because he's used ...
Post by Ludullu on 2022-11-04 06:41:37
Pls no fireworks when using a single fucking spell/ability. And no particles that cover up the entire fucking screen just because you made a backdash. Either give us the full range of options for these animations or make them as muted as possible w/o losing visual feedback. BDO destroys eyes. I don't want Ashes to do the same.
Post by Ludullu on 2022-11-04 06:45:43
Yep, pretty sure you're thinking about the "no global auction".
Post by Ludullu on 2022-11-04 15:59:01
Unless they're completely separate from other players (namely enemies) during the events - they might still get repeatedly killed. And usually "repeated killing" is exactly what people mean when they mention griefing. They mention world bosses too, but that's literally pve that includes pvp rather than the other way around. I know you're fine with some pvp during temporary events, if you're in the mood for it, but some people dislike even that amount of pvp, especially considering that they'll be dying over and over again during those periods of time.
Post by Ludullu on 2022-11-04 20:01:42
Just out of curiosity, have you played non-faction-based mmos? And how many of the mmos you've played required you to play in a group rather than allowing full solo play?
Post by Ludullu on 2022-11-04 20:35:48
While I do agree and totally loved SoT when I played it (both solo and especially with friends), the huge benefit of SoT is that it's a session game where everyone is roughly equal outside of pure mechanical skill and overall knowledge of the game. The guns are the same, the ships are the same (depending on size of course) and everyone has access to the same ammo. In an mmo you will rarely have that across all players. Some dude will have played the game for 20h/d for a month and be in best possible gear, over-enchanted and ...
Post by Ludullu on 2022-11-04 21:15:31
Divine nodes will be quest based (maybe even including group-based ones). Guilds will have the ability to pick one of their members and boost their quest amount w/o any real problems (potentially even through acc-sharing). Military nodes will have some sort of avatar fighting. We don't have any clue how you gonna build up your avatar, but if it's in any way related to resource requirements - guilds will do it better than solos. And if it's pure skill after all - guilds will most likely have the best pvpers in their ranks, or at the very least can ...
Post by Ludullu on 2022-11-04 21:35:01
What exactly would that entail, mechanics-wise? Cause I don't quite see how that's any different from the usual setup.
Post by Ludullu on 2022-11-04 21:40:02
I do hope Intrepid find a way to "lvlsync" w/o direct level syncing. I'd like it to be through mechanics that can only be done by low lvl players in high lvl content (and the other way around). We have the mentorship stuff, but no info on that so far.
Post by Ludullu on 2022-11-04 21:47:14
But if there's no mechanic tie-in, there's no difference between the current system and your suggestion. If someone comes up to me and asks "who's your GL, I wanna talk to him about making an alliance", under your suggestions I'd say "well, we have 5 GLs, but if you want to talk to the main guy then it's ___", because only the "main guy" has the rights to ally the guild with another guild. And if you want to share those rights between several people, I'd rather prefer just more functionality where the GL can give out those rights. ...
Post by Ludullu on 2022-11-04 22:07:40
The first thing that usually comes to mind when I was thinking about this previously is a layering of the boss room and mechanisms or some npcs casting shit that only happens if you have low lvl players in your raid/party (would probably have to be quest-based). The boss itself would adjust its difficulty to the amount of high lvl players present, but the overall difficulty requirement would stay the same. The low lvls players would still have to deal with their mechanics at the same high lvl as the big bois. This would also be a great initiation ...
Post by Ludullu on 2022-11-04 22:18:13
But that's already what some guilds do. It just doesn't have an in-game mechanic. And if implemented, how granular would you want this mechanic to be? Would it be for each and every guild decision or just the "big ones"? And how would you determine which are the "big ones" for different people? And if you go with "each decision", then how do you avoid situations where there's a high urgency for some decision but you're missing 2 co-leaders in-game, so you physically can't make the decision and you miss your chance for smth important. I could maybe see ...
Post by Ludullu on 2022-11-04 22:28:42
My main reason for pushback is linking pvp events and world boss contests to "griefing" in any way. There is no griefing happening around/during those things. If those non-combatants are completely fine with repeatedly dying during those encounters - I have 0 problems with there existing several mechanics that are not directly linked to pvp combat. Hell, Steven has already kinda addressed that with siege weapons, because even low lvl players, who'd die in seconds against a player, can operate those weapons and make a contribution. But having a pvp influence while being completely safe from said pvp goes ...
Post by Ludullu on 2022-11-04 23:54:20
I'd rather Intrepid find a way to promote fighting back right from lvl1. I dunno how you'd do that w/o involving players though, cause if you do involve them it'll turn into a bloodbath immediately. And as fun as I find that, most people would probably hate it a lot. Mb have a soft faction quest that puts players against each other with a few npcs on both sides and npcs encourage the players to fight. This would not only introduce the flagging mechanics, but would also ingrain the thought of "fighting players is fine and can even be ...
Post by Ludullu on 2022-11-05 12:30:45
I would expect the game to allows us to do this. Either through some gear variation or just purely by saying "you can't do everything alone, go fucking party up, you dumbass".
Post by Ludullu on 2022-11-05 13:44:43
And I want that flipflopping to be limited as much as possible. Either make the class change once a week and skill build once a day or just make both super expensive so people couldn't just change it every time they need to. Choices have to matter, at least to some extent. If I'm going to a location where my current build is subpar - I'll have a harder time farming it and I like it that way, because that means that my choice has proper consequences.
Post by Ludullu on 2022-11-05 17:17:47
Or, you could just find stuff that fits your current build And if the gear doesn't fit well with your current build, you're free to sell/share that gear with people who would make better use of it.
Post by Ludullu on 2022-11-05 18:12:03
And what about trading new for new? Someone else might've gotten a new weapon that fits your current build, while you might've found smth that fits their build but not yours. And now you can trade and not only develop new social connections (or strengthen old ones) but also become stronger w/o changing your entire build.
Post by Ludullu on 2022-11-05 19:34:39
https://ashesofcreation.wiki/Enchanting#Enchantments
Post by Ludullu on 2022-11-05 21:11:36
You want to minmax the hell out of the game, but you don't have the time to do it through normal means so you want a feature that lets you completely go around any meaningful choices in the game and see directly and immediately what any given choice would provide you. Instead of adjusting your playstyle to what you've chosen at an earlier point, you want the game to adapt to your playstyle at your every whim. You want the reward of having the best possible build w/o the risk of investing time into said build and then failing. ...
Post by Ludullu on 2022-11-05 21:46:16
Post by Ludullu on 2022-11-06 20:31:21
I say neigh. BnS combat was all about martial arts-like combos and stances, from what I remember of it. And to me that kind of combat doesn't fit what Ashes is going for.
Post by Ludullu on 2022-11-06 22:35:03
Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[14] https://ashesofcreation.wiki/Mules Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[14][7] This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[4][15] https://ashesofcreation.wiki/Player_flagging