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Post by Ludullu on 2022-11-06 23:57:44
What I think should happen is all the alpha testers gotta find all the ways to ruin the game for themselves, explain those ways to Intrepid and let them try and put mechanics into the game that prevent those ways of gameplay. Players will always ruin their own experience and then fucking complain about how the game is ruined and is now shit. Dumb people are dumb.
Post by Ludullu on 2022-11-07 00:56:30
We don't have any info on that and I doubt we will until we see all classes and abilities. I hope there's abilities that let you make mobs work for you in a pvp fight through some aggro manipulation and stuff. Can't stall a farm if the mobs themselves participate in pushing the tide of the battle.
Post by Ludullu on 2022-11-07 13:30:42
You do realize that always-on pvp with 0 penalties to the killer is directly against what the "crowd as large as possible" wants, right? People were surprised by the open seas changing to an always-on pvp zone and here you are suggesting to make the whole damn game like that. Most pvers won't even touch the game if that's the case.
Post by Ludullu on 2022-11-07 13:36:21
Or, alternatively, those low lvl people can just do that content at low levels. L2 was the same at low lvls as it was at the top ones. That's the beauty of a sandbox game - you can have fun as soon as you want. And Steven has already said that their plan is to provide fun content all throughout the leveling process rather than just at the end.
Post by Ludullu on 2022-11-07 22:04:17
Steven hasn't told us shit. "More rewards" doesn't mean anything w/o details of what those rewards are. Is it literally best gear in the game? Is it smth else? How much of those "rewards" is in the open seas? Is it a few bosses or is it hundreds of mobs and dozens of bosses and quests and a ton of other stuff, all of which are very valuable? We know nothing of that. The only thing we know is just a vague justification of why the open seas have suddenly become always-on pvp. Having seen the uncontested farm of ...
Post by Ludullu on 2022-11-07 22:45:29
Doesn't this go directly against risk vs reward design? How can people weigh their rewards if they have no idea what the risks are? And if there's any type of maximum limit on the penalties, people will probably just weigh their actions against that, and when they get hit with softer penalties they'll be doubly "rewarded" for making the risk, which would only push them towards risking more often and in turn create more PKing.
Post by Ludullu on 2022-11-07 23:05:07
But how though? Some 3rd party site will have the maximum potential penalty figures out within days, if not hours. And then all the PKers will just consider that penalty as the "normal" one, and with the maximum potential penalty as the base one anything less would seem like a "reward" to those PKers. Which would only encourage them to PK more, because they'd be already ready for the max penalty. Well, that is, unless the max penalty is the same as lvl50 PKing a lvl1, even if it was just lvl50 killing another lvl50. But at that point ...
Post by Ludullu on 2022-11-07 23:33:16
But unless it's absolutely random there will be some factors that's gonna lead to minmaxing. And at the very least people will just figure out a median amount of corruption for any given kill and then consider a bit more than that as the base penalty. I'm just saying that it's gonna be easier to balance the overall system around a predetermined value rather than have a random number that punishes some way more for the same actions. And, again, if it's not fully random - people will just minmax it and figure it out through testing.
Post by Ludullu on 2022-11-07 23:48:01
Yeah, and?
Post by Ludullu on 2022-11-08 10:46:50
I'd bet money on RiotMMO not having owpvp, if I had any money.
Post by Ludullu on 2022-11-08 11:03:17
As long as pve is difficult, people will die when fighting and their gear will decay even faster than in pvp. Caravans sink a part of resources too, and considering that they'll potentially have x100 of a player's inventory, that's gonna be a big chunk of resources just gone from the game. Also, the only source for gold is mob certificates. And the game will have a world manager that will control how much money you get from said certificates, and on top of that you'll have the fauna control system, where if you overfarm some valuable mob he ...
Post by Ludullu on 2022-11-08 19:21:17
This is exactly why I want some new mmo to revolutionize the pvx design. Player stories are made through pvp and those player stories could then influence a deep lore-based story, all while the day-to-day gameplay is of the best possible quality throughout the whole pvx spectrum. But I guess it just takes too much money and someone willing to throw it all away on a huge risk. Steven's the closest thing we've got to that, but we'll have to see how the E part of the PvX will pan out.
Post by Ludullu on 2022-11-08 20:01:15
Ah, yet another "this game will surely die if you don't do what I want" kind of post. Thank you for your contribution to the collection.
Post by Ludullu on 2022-11-08 20:03:51
This leads to some fucker stealing my loot. I ain't gonna thank someone for stealing the thing that I wanted to take and had more contribution in the killing process of.
Post by Ludullu on 2022-11-08 20:16:50
If I'm playing in a party it's gonna be a constant party with the same members from the same guild. At worst it'd be some guildmates as replacements. But I'm not going to be picking up randos off the streets just because they attacked the same mob. I'm gonna be killing those randos if they keep attacking my mobs. Easy as that.
Post by Ludullu on 2022-11-08 20:18:41
It isn't. Didn't read past that.
Post by Ludullu on 2022-11-08 20:23:43
There won't be different types of servers. Just multiple servers with the same rules. Any kind of differentiation of server types will always split the community. If it's pve servers, pvers will just go there and overpopulate them. If it's pvp servers, they'll just die because even pvpers will just go to the pve servers, because those will always be more populated and people play mmos to play with people rather in an empty game (this is less and less true lately, but still). Also, all those griefers would never go to a pvp server, because they're shit at ...
Post by Ludullu on 2022-11-08 22:27:16
I still, probably naively, believe that it can be achieved with a proper tuning of the corruption+BH system with maybe some small additions if necessary, but I doubt my assumptions can be properly tested because I'm not Steven and can't just say "do it this way first and we'll then see where to go from there". My assumptions are almost most likely based on biased idealism, so I'm sure that clouds my outlook on this stuff too.
Post by Ludullu on 2022-11-08 22:30:41
And to me this points into a quite the pvp-centric direction of game design. And unless Steven's ready to completely give up on design decisions of this scale, I doubt we'll see much walk back on them. So yeah, all the pvpers are mostly scared for no reason, cause the game is already way more pvpey than it previously was stated to be.
Post by Ludullu on 2022-11-08 22:34:55
This is pretty much how L2's instances worked (I like to call them "world instances"). Except it was the same room and the pvp wasn't quite ffa, though people would just always flag up so it effectively was. OP's idea just goes a bit further with the ability of the second group to come into the room through some sort of action, while L2 just switched the room to a full inaccessible instance instead.
Post by Ludullu on 2022-11-09 01:57:40
I was fairly excited for what EQNext was supposed to be, but then it imploded.
Post by Ludullu on 2022-11-09 02:32:07
The biggest issue with this is the zerging potential. I guess you could have a limit on how many people one side can have, but then you'd have to tie the caravan to the pve raid group because otherwise the attacking side could register some of their people for defense too and fail it on purpose. And in the usual context of "pvers don't pvp", that raid group would be shit against the same-sized pvp-centric group. Maybe you could assign someone else for the defense and you'd point to your guild's pvp raid group, and maybe they'd be teleported ...
Post by Ludullu on 2022-11-09 02:38:57
But, as you pointed out, that requires an instance, and Intrepid is trying to limit instanced gameplay to mainly story-based stuff that doesn't reward you with BiS gear and is not something that people can grind repeatedly. Any difficult open world solo mob would most likely just get attacked by several people to make it way easier or the main attacker would just get a ton of support from healers and buffers.
Post by Ludullu on 2022-11-09 03:10:38
I mean, I support a solo dungeon too, as long as it doesn't give you gear rewards and is a one-time thing. Hell, I even suggested a system where solo players could do that kind of dungeon and their reward would be items that other players donated, so that there wouldn't be any stuff that "came out of thin air", while there'd still be hardcore solo content. But in the context of OP's comment, anything hardcore would probably get partied, unless you went the way of L2's Parnassus where if you had a party of over 3 people (might've ...
Post by Ludullu on 2022-11-09 11:38:16
Make the mobs stronger when they're together, if they're from the same family of mobs within a dungeon. And ideally they'd have environmental hazards spawn if their numbers go over some system-based limit. And mob aggro could track how many people there are within a certain range from them and if there's too many people the aggro range would increase, which would lead to the stuff I mentioned in the first point. This would also make dungeon runthroughs of raid groups a bit harder, because a ton of mobs will be aggroing onto them and those mobs would be ...
Post by Ludullu on 2022-11-09 11:41:57
That just seems like the intended gameplay to me. Players spending a ton of their money to buy a single kill doesn't seem like something that would lead to mass scale griefing. Especially considering the PK count mechanic. The buyers would have to dish out even more money, to account for the killer's expenses on the PK count removal activities.
Post by Ludullu on 2022-11-09 14:55:25
I could maaaybe see some type of yearly cataclysm just obliterating the lands, destroying all the nodes and leaving the players homeless but with all their gear and blueprints intact. The new gear (cataclysms would have to come with expansions and new stuff) and new mobs would be stronger than the previous stuff, but the last t5 would be the new t2, so that the newest players would still be a bit behind, while the OGs would just need to keep farming stuff to progress. Though even this kind of setup would only work if the power scaling of ...
Post by Ludullu on 2022-11-09 22:52:21
Imo that's just bad design. The old gear should become obsolete all of a sudden. It should just be a step below the newest best. While lower tiers of new gear could just be sidesteps of the old gear at those tiers, and it could provide an alternative way to get the gear at that tier. This way more people will be able to farm gear of higher tiers, while the top lvl people will have to refarm their sets completely just to get a few more % of dps to edge out a win in pvp against similar ...
Post by Ludullu on 2022-11-09 23:07:02
I'd probably be in the minority, considering how fucking much people care about cosmetics and mounts, but I would not play a game where I just get a title and some cosmetic for achieving some grand goal.
Post by Ludullu on 2022-11-09 23:57:59
Like I said, I prefer tight gear scaling, where several tiers are only a few % of power away from each other. So even after a few years the very first top tier gear would be just a few steps below the current top tier gear. But my ideal is L2's epic jewelry. It's super powerful items that drop once per farm of the boss (with some bosses not even 100% dropping it) and some of the bosses being on a 1-2 week cd. So, in AoC's case, getting every member of your full raid a single piece from ...